- Added a "PSP" compile-time define to clean up some compile time checks (replaced !WIN32 && !LINUX && !IOS with PSP)
-- Wil, I am aware that this is redundant with the PSPENV variable you introduced recently, I think we can clean that up easily
-- This looks like lots of changes, but most of the time I just moved some blocks here and there
-- tested on VC 2010, PSP, and a bit of NDK
-- I might have broken maemo, iOS, or Linux compilation, can you guys check?
- Fixed some warnings reported by NDK
- NDK still does not compile because recent boost additions (mutex, etc...) are apparently not supported
Two things: 1) there was an extremely inefficient implementation in the particle system of a queue where, when particles expired, each expired element would be copied over(replaced) by one at the rear of the container. Depending on the performance of the update, this could range anywhere from 100 to 500 (the max particle count) memcpy operations per update loop. I replaced the flat array with a std::list, and simply pop the unneeded elements when they expire now. This seems to shave ~30% off the time spent in the Update() call.
2) Hardcoded the number of emitters for the mana particles to 60 (the default in the psi file seems to be around 114). This reduces the amount of iterations per tapped mana by just over half, which also helps the performance, and it's not really noticeable - the glow effect is a *tiny* bit more muted, but chances are, if you didn't read this comment, you probably wouldn't have noticed.
I've gone from having my psp start lagging noticeably at 8 tapped mana to about 12 - at this point, I think the bigger remaining lag is the fact that when there's a cache miss for a card image, we're doing synchronous i/o on the main thread - the framerate drop this causes is far more noticable than the mana particle lag.
- Fixed MP3 play bug on the psp. MP3 files need to have NO Id3v2 tag, or they won't play. Also, volume control is broken
- added dt to moving W's easter egg movement.
- Added fullscreen for windows version
- other stuff ?
- Added the possibility to narrow a spell/ability target according to color,tapped status, attacker/blocker, abilities...
- Changed the games phase system to become a phaseRing. This allows to add cards that have an impact on the phases, such as stasis
- Added a few cards
- Fixed a (windows) bug in gatherer tool
- Adding stdint.h for VC++ (see wikipedia->stdint.h)
- deleting the compiled PSP lib to avoid confusion. People who work from the sourcehave to compile the lib by themselves.