Mercurial > touhou
graph
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Split GLenum into subtypes, in order to add type safety when calling OpenGL functions.2014-10-08, by Emmanuel Gil Peyrot
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Use libepoxy to discover the actual GL version we are using, and available extensions.2014-10-05, by Emmanuel Gil Peyrot
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Don’t call gl*DebugGroup if it isn’t exposed by the driver.2014-10-05, by Emmanuel Gil Peyrot
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Fix a compilation issue on Cython 0.20.2014-09-07, by Emmanuel Gil Peyrot
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Make setup.py chdir into our root directory, to prevent it to fail when called from elsewhere.2014-09-04, by Emmanuel Gil Peyrot
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Add grouping for OpenGL calls, making traces much more readable.2014-08-17, by Emmanuel Gil Peyrot
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Make Runner.update callable from Python code.2014-08-04, by Emmanuel Gil Peyrot
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Move NextStage outside of pytouhou.vm.msg, to be able to use it from anywhere without dependency on EoSD.2014-08-06, by Emmanuel Gil Peyrot
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Allow setup.py to be called without arguments.2014-08-12, by Emmanuel Gil Peyrot
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Don’t log every instruction executed, nobody is interested in that, and demote unhandled opcodes to debug.2014-07-26, by Emmanuel Gil Peyrot
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Give extra lives to the player once she has reached a certain score, and increment the default score on continue.2014-07-26, by Emmanuel Gil Peyrot
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Require GTK+ 3.10 instead of 3.12, since it’s the version available in Ubuntu 14.04.2014-07-25, by Emmanuel Gil Peyrot
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Include the Glade file in the main package on install.2014-07-09, by Emmanuel Gil Peyrot
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Give point items a score even when collected bellow the Point of Collection.2014-07-10, by Emmanuel Gil Peyrot
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Don’t traceback when GTK+ isn’t available.2014-07-10, by Emmanuel Gil Peyrot
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Don’t render spellcard background when --no-background is passed.2014-07-09, by Emmanuel Gil Peyrot
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Add a GTK+ main menu, mimicking the original EoSD one.2014-07-01, by Emmanuel Gil Peyrot
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Add a configuration parser, and pass those options to argparse as defaults. Also include an xdg helper.2014-07-01, by Emmanuel Gil Peyrot
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Move all logging logic to the root logger, we don’t need specific handlers anymore.2014-06-30, by Emmanuel Gil Peyrot
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Move CLI options to their own module.2014-06-18, by Emmanuel Gil Peyrot
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Make Enemy.get_angle able to target any Element, not only Player.2014-06-12, by Emmanuel Gil Peyrot
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Fix Windows build, the shaders package was skipped.2014-06-12, by Emmanuel Gil Peyrot
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Fail when libepoxy can’t be found, pass --disable-opengl to skip the OpenGL backend compilation.2014-06-05, by Emmanuel Gil Peyrot
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Use logging for errors in the pytouhou script.2014-06-05, by Emmanuel Gil Peyrot
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Remove all reference to the old fixed pipeline option in the OpenGL backend, use the newer is_legacy one.2014-05-30, by Emmanuel Gil Peyrot
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Get OpenGL ES 2.0 to work thanks to libepoxy. PCB textures will need swizzle in the shaders since BGRA isn’t natively supported on GLES.2014-05-30, by Emmanuel Gil Peyrot
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Use vertex array objects, to be compatible with OpenGL 3.1+ core profile.2013-12-12, by Emmanuel Gil Peyrot
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Don’t hardcode GLSL version in our shaders, instead make them dependent on GL version.2014-05-30, by Emmanuel Gil Peyrot
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Make the OpenGL flavor and version options work.2014-05-30, by Emmanuel Gil Peyrot
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Switch to libepoxy instead of libGLEW, which will help with OpenGL portability.2014-04-19, by Emmanuel Gil Peyrot
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Make both double- and single-buffer available on the CLI, but default to SDL’s default.2014-05-30, by Emmanuel Gil Peyrot
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Refactor graphics backend selection, to make them fallbackable and optional.2014-05-29, by Emmanuel Gil Peyrot
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Don’t store framerate limit in the Window while it already is in the Clock.2014-05-27, by Emmanuel Gil Peyrot
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Don’t display spellcard backgrounds either with the SDL backend.2014-05-27, by Emmanuel Gil Peyrot
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Use the correct division factor for player bullets’ cancellation.2014-05-25, by Emmanuel Gil Peyrot
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Add a very simple sample interface.2013-11-08, by Emmanuel Gil Peyrot
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Make EoSDInterface separate from EoSD game.2014-05-21, by Emmanuel Gil Peyrot
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Always import runners from pytouhou.vm, to allow their replacement.2013-11-08, by Emmanuel Gil Peyrot
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Rename the eosd script into pytouhou, and remove the obsolete pcb one.2014-05-21, by Emmanuel Gil Peyrot
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Set boss mode directly from the enemy.2014-05-15, by Emmanuel Gil Peyrot
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Implement text rendering for the SDL backend.2014-05-15, by Emmanuel Gil Peyrot
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Automatically fallback on the SDL renderer if the OpenGL one can’t be imported.2014-05-10, by Emmanuel Gil Peyrot
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Add a hack to prevent `setup.py clean` from compiling Cython files.2014-05-11, by Emmanuel Gil Peyrot
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Fix Windows and OSX build by making pkg-config optional and assuming every dependency is available.2014-05-06, by Emmanuel Gil Peyrot
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Fix warnings introduced in Cython 0.20, when more than one pointer is defined on the same line.2014-05-10, by Emmanuel Gil Peyrot
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Fix text sometimes being drawn with a wrong blend func.2014-05-06, by Emmanuel Gil Peyrot
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Don’t retrieve the keyboard_state pointer at each frame.2014-04-24, by Emmanuel Gil Peyrot
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Fix a segfault happening at exit time on Windows.2014-04-19, by Emmanuel Gil Peyrot
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Make archives return files by default, instead of bytes.2014-04-05, by Emmanuel Gil Peyrot
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Don’t stop music loading if the pos file isn’t found.2014-04-05, by Emmanuel Gil Peyrot
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Move options to logical groups, to make the help a bit less dry; and disable friendly-fire by default.2014-04-05, by Emmanuel Gil Peyrot
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Optimise Clock a bit more.2014-02-10, by Emmanuel Gil Peyrot
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Don’t put back the rendering data into a tuple, use a specialised struct inside Sprite to pass it to the renderer.2013-12-19, by Emmanuel Gil Peyrot
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Display important messages in popups, instead of the terminal.2013-12-18, by Emmanuel Gil Peyrot
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Replace the --no-music option with --no-sound, disabling sound rendering altogether.2014-03-27, by Emmanuel Gil Peyrot
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Always verify chunks are not None before using them, fix crash when audio is disabled.2014-03-23, by Emmanuel Gil Peyrot
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Inherit music players from a base class.2013-12-18, by Emmanuel Gil Peyrot
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Use Sprite C arrays instead of their tuple representation where it makes sense.2013-12-18, by Emmanuel Gil Peyrot
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Store data in C arrays in Sprite, and add an interface to access them as tuples.2013-12-18, by Emmanuel Gil Peyrot
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Precalculate the inverse of the texture size at ANM load, to not recalculate at every sprite change.2013-12-18, by Emmanuel Gil Peyrot
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Make vector a struct, allocate it directly on the stack, and thus pass it by copy, which is much less expensive than a python allocation.2013-12-18, by Emmanuel Gil Peyrot
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Make matrix a struct.2013-12-18, by Emmanuel Gil Peyrot
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Add a compilation option to disable anmviewer.2013-12-18, by Emmanuel Gil Peyrot
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Add a debug option to enable HTML annotations, type inference display and profiling.2013-12-18, by Emmanuel Gil Peyrot
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Store the indices of the framebuffer in a static ibo.2013-12-12, by Emmanuel Gil Peyrot
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Optimise background rendering.2013-12-07, by Emmanuel Gil Peyrot
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Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.2013-12-07, by Emmanuel Gil Peyrot
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Don’t crash if SDL2_ttf couldn’t render a specific string.2013-12-07, by Emmanuel Gil Peyrot
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Merge the lists Game.texts and Game.native_texts into the Game.texts dict.2014-05-11, by Emmanuel Gil Peyrot
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Add an indirection layer for textures, to cope with drivers assigning them random names.2013-12-06, by Emmanuel Gil Peyrot
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Remove some useless optimisations now that cython does them for us.2013-12-05, by Emmanuel Gil Peyrot
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Move the OpenGL backend to its own package.2013-12-05, by Emmanuel Gil Peyrot
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Add a pure SDL backend.2013-12-05, by Emmanuel Gil Peyrot
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Don’t type the renderer in GameRunner, so that we can switch it without type issues.2013-11-28, by Emmanuel Gil Peyrot
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Make Window able to not initialise OpenGL.2013-12-05, by Emmanuel Gil Peyrot
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Some more type optimisations.2013-11-25, by Emmanuel Gil Peyrot
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Make GameRunner entirely independent of Window or GameRenderer, so we can run a game without display.2013-11-19, by Emmanuel Gil Peyrot
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Divide the damages inflicted by the number of players.2013-11-17, by Emmanuel Gil Peyrot
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Don’t compile useless packages.2013-11-01, by Emmanuel Gil Peyrot
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Manage the texture-specific indices in the Texture, and some more renderer optimisations.2013-11-01, by Emmanuel Gil Peyrot
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Make ANM garbage collectable.2013-10-23, by Emmanuel Gil Peyrot
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Optimize GameRunner some more, fix replay, and remove Window dependency in Renderer.2013-10-04, by Emmanuel Gil Peyrot
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Make SDL(sound=False) work again, and disable sound if an exception occurs while setting it up.2013-10-23, by Emmanuel Gil Peyrot
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[Boss rush] Mark removed lasers as such2013-11-08, by Thibaut Girka
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Fix boss mode2013-11-08, by Thibaut Girka
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Actually consume a bomb when using it, make the player invulnerable for a certain time, and implement deathbomb.2013-10-14, by Emmanuel Gil Peyrot
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Make enemy callbacks programmables.2013-10-14, by Emmanuel Gil Peyrot
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Test target FPS for natural instead of non-zero.2013-10-14, by Emmanuel Gil Peyrot
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Drop an useless dependency on Player from Orb, on Game from Laser.2013-10-14, by Emmanuel Gil Peyrot
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Merge PlayerState into Player, fix player respawn position.2013-10-14, by Emmanuel Gil Peyrot
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Use a cached static float[16] instead of a list for default Matrix data.2013-10-05, by Emmanuel Gil Peyrot
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Add friendly fire in netplay.2013-09-21, by Emmanuel Gil Peyrot
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Fix gcc’s warnings with -Wall -Wextra.2013-10-04, by Emmanuel Gil Peyrot
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Decrease PBG3 loading time by improving lzss and bitstream integration.2013-10-04, by Emmanuel Gil Peyrot
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Remove identity lambda for interpolators, improves performances slightly.2013-10-04, by Emmanuel Gil Peyrot
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Don’t compile files that don’t benefit from static typing.2013-10-04, by Emmanuel Gil Peyrot
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Various netplay-related fixes.2013-09-28, by Emmanuel Gil Peyrot
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Merge netplay branch.2013-09-27, by Emmanuel Gil Peyrot
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Improve network latency by increasing game latency to 3 frames.2012-01-15, by Thibaut Girka
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Don't stick with the remote user unless the game has started, avoid skipping to prevent desynchro2011-12-29, by Thibaut Girka
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Remove useless checksum, and wait as long as possible for valid packets (do not stop waiting on invalid packets)2011-12-29, by Thibaut Girka
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Fix a synchro issue... again...2011-12-28, by Thibaut Girka
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Fix synchro bug2011-12-28, by Thibaut Girka
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Hopefully improve performance2011-12-28, by Thibaut Girka
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Fix several synchro issues2011-12-28, by Thibaut Girka
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Fix synchro bug2011-12-28, by Thibaut Girka
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Wait a bit for incoming messages...2011-12-28, by Thibaut Girka
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Fix consistency2011-12-28, by Thibaut Girka
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Experimental netplay! Yay!2011-12-28, by Thibaut Girka
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Fix a crash when handling non-ascii paths2013-09-27, by Thibaut Girka
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Cythonize pytouhou.game.text.2013-09-16, by Emmanuel Gil Peyrot
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Type bullettype, itemtype and lasertype a bit.2013-09-16, by Emmanuel Gil Peyrot
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Make Laser and Orb extension types, and use that where possible.2013-09-16, by Emmanuel Gil Peyrot
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Reset ANMRunner.sprite_index_offset after the first frame, fixes bullettype 7; also forbid glitch bullet types.2013-09-16, by Emmanuel Gil Peyrot
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Move SDL context-manager and Window creation outside of main.2013-09-13, by Emmanuel Gil Peyrot
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Add “except *” to cdef void functions, and type some more.2013-09-12, by Emmanuel Gil Peyrot
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Fix lasers sprite handling2013-09-12, by Thibaut Girka
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Revert a change in 78e1c3864e73, causing boss rush to not destroy any standard enemy.2013-09-12, by Emmanuel Gil Peyrot
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Move continues to PlayerState, and make sure they aren’t reinitialized before each stage.2013-09-11, by Emmanuel Gil Peyrot