wrenczes@gmail.com
43e105cce0
Updated VS2010 file inclusions.
2011-04-13 04:57:52 +00:00
wrenczes@gmail.com
9901329caf
Moved Threading.h into JGE so that it can be used at that level.
2011-03-02 08:14:47 +00:00
wrenczes@gmail.com
be4a7ce412
VS2010 file inclusions.
2011-03-01 10:59:39 +00:00
techdragon.nguyen@gmail.com
0686979750
updating vs2010 solution with new PlayerRestriction class
2011-02-12 23:25:57 +00:00
wrenczes@gmail.com
2cb95076a0
Revert unwanted additions from Intel Amplifier profiling to the VS 2010 project files. AnkhSVN strikes again!
2010-12-28 06:34:33 +00:00
wrenczes@gmail.com
9005fd7af7
Fixed a problem I noticed after adding Z's 6 new decks to my res folder: if the number of AI decks wasn't a multiple of 10, the game would slow to a crawl, since there was a check that compared the number of actual decks against the number of unlocked AI decks (which is always incremented by 10 when new decks are unlocked) to determine whether the list of AI deck names should be refreshed or not. This was a pointless check, since we can load all the names once, and simply use the unlocked AI count value when determining what decks to allow to be used during random match playing.
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This change restores the performance on psp back to where it was with 0.13.1, where the ai deck number happened to be a neat 100 count.
2010-12-28 06:31:50 +00:00
wrenczes@gmail.com
76d5b57c1e
More VS2010 configuration changes - includes a boost include/lib path (not currently in the trunk), and new file additions/deletions.
2010-11-19 07:14:19 +00:00
wrenczes@gmail.com
ab49a0c6e1
Added new files to the VS2010 sln; Fixed a bunch of int to float warnings.
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Minor note to others: if you're writing drawing code, the coordinate system in JGE uses floats, so don't bother with ints for x/y coords & the like. You're forcing the processor to do float to long conversions for nothing.
2010-11-04 04:33:04 +00:00
wrenczes@gmail.com
1325fff26b
Fixed the vs2010 solution - included newly added files to the project.
2010-11-02 04:28:32 +00:00
wrenczes@gmail.com
5a1e8e6ffe
More reorganization work around CardSelector and the singleton pattern. Broke the source for the singleton into its own separate source file, to keep things clean. Also broke apart a circular header dependency: CardSelector defines and uses a SelectorZone, which is a member inside of CardView. CardView in turn is used heavily by CardSelector. Instead SelectorZone is now defined within CardView (where it's set & controlled anyway).
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I've also added my current work on the zone navigation system (class Navigator) - it's currently turned off for now (the override for this is inside of CardSelectorSingleton's Instance() call, simply comment out the NEW CardSelector and uncomment out the NEW Navigator line.) It's functional, but I want to do more testing before considering wiring it into the game options or something similar. (Also, note that it currently doesn't support the mouse functionality added by DJardin.)
Lastly, there's a bug crash fix in ActionStack that I tripped across while testing - basically, an illegal index value would have us walk off the bounds of a vector.
2010-10-31 07:50:53 +00:00
wrenczes@gmail.com
8f7e4850ba
Apply the same precompiler modifications to the VS2010 solution. Also turned off the C++ code analysis entirely for the debug target. Old build time: 5 minutes. New build time: 30 seconds. (note that the VS2010 code analysis slows things down considerably - but it also shows that one major bottleneck is AllAbilities.h, as it's included multiple times. That file should be refactored asap.)
2010-10-24 06:29:20 +00:00
wrenczes@gmail.com
0ef555dca9
Minor tweaks to the VS2010 project files, including turning down the code analysis verbosity.
2010-10-16 15:20:27 +00:00
techdragon.nguyen@gmail.com
34027bcabc
adding DebugRoutines.h and mtg.txt to solution.
2010-10-07 03:03:04 +00:00
wrenczes@gmail.com
88ac1dd9a6
2010-10-06 08:45:55 +00:00