Mercurial > touhou
graph
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stagerunner: Add a binary able to run multiple enemies.2019-12-28, by Emmanuel Gil Peyrot
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ecl_vm: Uncomment instruction 121 function 8.2019-12-28, by Emmanuel Gil Peyrot
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ecl_vm: Remove trailing whitespace.2019-12-28, by Emmanuel Gil Peyrot
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ecl: Enable instruction 99.2019-12-28, by Emmanuel Gil Peyrot
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ecl_vm: instruction 122 beginnings, sf 12 done2019-11-03, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: time stop/random sakuya bullets impl2019-11-03, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: remilia lasers done2019-11-03, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: spellcard 92019-11-02, by Gauvain "GovanifY" Roussel-Tarbouriech
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PyTouhou: Fix text comparison to be done after encoding to bytes2019-12-08, by Emmanuel Gil Peyrot
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PyTouhou: Fix GLFW callbacks to be nogil2019-12-08, by Emmanuel Gil Peyrot
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ecl: Add support for bullet sounds, instruction 84.2019-10-30, by Emmanuel Gil Peyrot
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dump_ecl: Add newlines between blocks.2019-10-30, by Emmanuel Gil Peyrot
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Update dependencies.2019-10-30, by Emmanuel Gil Peyrot
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ecl_vm: some work on spellcard 112019-10-29, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: added spellcard 132019-10-29, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: patchouli spellcard selector2019-10-29, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: some work on vampire fantasy2019-10-28, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: work on laevateinn2019-10-28, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: implemented spellcard QED: Ripple of 495 years2019-09-25, by Gauvain "GovanifY" Roussel-Tarbouriech
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Add a dump_ecl example.2019-10-30, by Emmanuel Gil Peyrot
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ecl_vm: Implement 121 functions 0 and 1.2019-09-24, by Emmanuel Gil Peyrot
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examples: Propagate image loading errors.2019-09-23, by Emmanuel Gil Peyrot
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Fix some warnings.2019-09-23, by Emmanuel Gil Peyrot
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examples: Update luminance.2019-09-22, by Emmanuel Gil Peyrot
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ecl: Simplify parsing.2019-09-22, by Emmanuel Gil Peyrot
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anm0: Parse only a single anm0 at once and use many0 for more, to simplify parsing.2019-09-17, by Emmanuel Gil Peyrot
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std: Split parser to simplify parsing.2019-09-17, by Emmanuel Gil Peyrot
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ecl_vm: Fix SetPosition.2019-09-08, by Emmanuel Gil Peyrot
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std_vm: Implement SetViewpos, SetViewpos2 and StartInterpolatinvViewpos2.2019-09-08, by Emmanuel Gil Peyrot
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Make interpolators use u32 instead of u16.2019-09-08, by Emmanuel Gil Peyrot
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examples: Update to luminance 0.32.2019-09-08, by Emmanuel Gil Peyrot
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Switch to versioned luminance now that it got released, not hardcoded paths.2019-08-24, by Emmanuel Gil Peyrot
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examples: use common module.2019-08-23, by Emmanuel Gil Peyrot
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anmrenderer: split common loading functions in another module.2019-08-23, by Emmanuel Gil Peyrot
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anmrenderer: also load the alpha PNG.2019-08-23, by Emmanuel Gil Peyrot
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ecl: simplify parsing with more combinators.2019-08-23, by Emmanuel Gil Peyrot
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anm0: simplify parsing with more combinators.2019-08-23, by Emmanuel Gil Peyrot
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anm0: return the nom IResult and the list of Anm0s.2019-08-23, by Emmanuel Gil Peyrot
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examples: factorise file reading into a buffer.2019-08-23, by Emmanuel Gil Peyrot
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ecl_vm: stub SetBossMode.2019-08-23, by Emmanuel Gil Peyrot
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ecl_vm: enable SetDeathCallback.2019-08-23, by Emmanuel Gil Peyrot
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ecl_vm: fix RelativeJump* instructions to actually call RelativeJump.2019-08-23, by Emmanuel Gil Peyrot
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ecl_vm: implement Call, Return, and the call stack thingy.2019-08-23, by Emmanuel Gil Peyrot
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ecl_vm: add a test for Call and Return.2019-08-23, by Emmanuel Gil Peyrot
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anm0: only use recoverable errors, no panics except for anm0 asserts.2019-08-23, by Emmanuel Gil Peyrot
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ecl_vm: implement TargetPlayer, and add a dummy Player to Game.2019-08-17, by Emmanuel Gil Peyrot
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ecl_vm: stub PlaySound.2019-08-17, by Emmanuel Gil Peyrot
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ecl_vm: implement SetExtendedBulletAttributes.2019-08-17, by Emmanuel Gil Peyrot
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ecl_vm: implement SetBulletLaunchOffset.2019-08-17, by Emmanuel Gil Peyrot
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ecl_vm: fix panic when bullet_interval is zero (disabled).2019-08-17, by Emmanuel Gil Peyrot
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ecl_vm: implement SetBulletInterval and SetBulletIntervalEx.2019-08-17, by Emmanuel Gil Peyrot
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Fix PRNG not to panic, pass it to Enemy, and initialise it with time in eclrenderer.2019-08-17, by Emmanuel Gil Peyrot
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ecl_vm: implement the SetBulletAttributes opcodes.2019-08-17, by Emmanuel Gil Peyrot
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ecl_vm: nearing the complete list2019-08-16, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: fixes for previous instructions2019-08-16, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: more work2019-08-16, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: more instructions2019-08-16, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: added sibling function and a warning.2019-08-12, by Gauvain "GovanifY" Roussel-Tarbouriech
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Add missing quad size override to stdrenderer.2019-08-16, by Emmanuel Gil Peyrot
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Implement a .std renderer, and its associated VM.2019-08-16, by Emmanuel Gil Peyrot
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Implement ECL instructions DelayAttack and NoDelayAttack.2019-08-15, by Emmanuel Gil Peyrot
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Use a struct for difficulty coeffs, so that we can impl Default on it.2019-08-15, by Emmanuel Gil Peyrot
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Rename unknown ECL instructions to better recognise them.2019-08-15, by Emmanuel Gil Peyrot
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Use the same RenderState as PyTouhou in anmrenderer, and normalize color, thanks phaazon!2019-08-14, by Emmanuel Gil Peyrot
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ecl_vm: more instructions.2019-08-12, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: instr 100 fix.2019-08-12, by Gauvain "GovanifY" Roussel-Tarbouriech
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Verified some more of ecl_vm.2019-08-12, by Gauvain "GovanifY" Roussel-Tarbouriech
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Add a parser for the stage background format.2019-08-12, by Emmanuel Gil Peyrot
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Use the requested rank in eclrenderer.2019-08-12, by Emmanuel Gil Peyrot
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Don’t allocate a Vec while reading a String in ECL.2019-08-12, by Emmanuel Gil Peyrot
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Use the correct half-size of the hitbox.2019-08-12, by Emmanuel Gil Peyrot
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Implement update_mode 1 on enemy.2019-08-12, by Emmanuel Gil Peyrot
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Implement ECL instruction 98, for directional sprites.2019-08-11, by Emmanuel Gil Peyrot
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Make rank user-defined in eclrenderer.2019-08-11, by Emmanuel Gil Peyrot
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Use bitflags for the rank, instead of an u16.2019-08-11, by Emmanuel Gil Peyrot
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Implement EclRunner::set_i32 and EclRunner::set_f32.2019-08-11, by Emmanuel Gil Peyrot
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Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!2019-08-11, by Emmanuel Gil Peyrot
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Implement enough instructions to execute sub 0 from stage 1.2019-08-10, by Emmanuel Gil Peyrot
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Make ecl_vm compile, and use it in eclrenderer (doesn’t render yet).2019-08-10, by Emmanuel Gil Peyrot
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Yet more ecl.2019-08-09, by Gauvain "GovanifY" Roussel-Tarbouriech
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Add a contructor for enemy, and a new example.2019-08-10, by Emmanuel Gil Peyrot
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Port the Enemy struct from Python, for now without its methods.2019-08-08, by Emmanuel Gil Peyrot
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Add a simpler Sprite::new() which doesn’t override width/height.2019-08-08, by Emmanuel Gil Peyrot
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More ECL stuff.2019-08-08, by Gauvain "GovanifY" Roussel-Tarbouriech
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Up to instruction 34 validated.2019-08-08, by Gauvain "GovanifY" Roussel-Tarbouriech
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Some starting point for ecl_vm.2019-08-08, by Gauvain "GovanifY" Roussel-Tarbouriech
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Add the two generated Rust artifacts to the .hgignore file.2019-08-08, by Emmanuel Gil Peyrot
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Fix SHIFT_JIS parsing to not include nul bytes.2019-08-08, by Emmanuel Gil Peyrot
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Add an ECL parser.2019-08-08, by Emmanuel Gil Peyrot
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Use the merged name of RGB in AnmRenderer.2019-08-08, by Emmanuel Gil Peyrot
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Fix AnmRunner instance in test (requires Prng).2019-08-08, by Emmanuel Gil Peyrot
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Double checked prng.2019-08-03, by Gauvain "GovanifY" Roussel-Tarbouriech
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Add a PRNG and use it for anm0 instruction 16.2019-08-03, by Emmanuel Gil Peyrot
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Don’t hardcode my home directory in tests.2019-08-03, by Emmanuel Gil Peyrot
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Remove unused variables.2019-08-03, by Emmanuel Gil Peyrot
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Add an anmrenderer binary.2019-08-02, by Emmanuel Gil Peyrot
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Move interpolators in another module.2019-07-07, by Emmanuel Gil Peyrot
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Implement and use interpolators.2019-07-07, by Emmanuel Gil Peyrot
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Implement better defaults for Sprite, and a beginning of2019-07-04, by Emmanuel Gil Peyrot
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Implement AnmRunner.2019-07-04, by Emmanuel Gil Peyrot
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Add anm0 support.2019-07-03, by Emmanuel Gil Peyrot
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Hello Rust!2019-07-03, by Emmanuel Gil Peyrot
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Add a GLFW implementation of gui.Window.2017-05-14, by Emmanuel Gil Peyrot
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Make sdl.Window inherit from gui.Window, so we can swap implementations.2016-04-14, by Emmanuel Gil Peyrot
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Use the number of cores available for parallel compilation, instead of an hardcoded 4 threads.2015-07-09, by Emmanuel Gil Peyrot
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package_data doesn’t work with no package specified, add the pytouhou package back.2015-05-23, by Emmanuel Gil Peyrot
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Remove the music.py script, which was broken since the move to SDL2… long ago.2015-05-20, by Emmanuel Gil Peyrot
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Move Particle to its own module, to not pollute pytouhou.game.effect.2015-05-05, by Emmanuel Gil Peyrot
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Include all of the modules during cx_Freeze, and don’t prevent multi-threaded Cython compilation on non-Windows platforms.2015-05-05, by Emmanuel Gil Peyrot
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Use the current revision as the version number.2015-05-05, by Emmanuel Gil Peyrot
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Partially revert 98603f2c32b4, as the creation of a .h file made some checking tools unhappy.2015-04-19, by Emmanuel Gil Peyrot
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Use a specific vbo/vao pair for text rendering.2015-03-05, by Emmanuel Gil Peyrot
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Fix (again…) the OSX and Win32 build.2015-04-09, by Emmanuel Gil Peyrot
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Cast things closer to their usage, in Item.2015-04-08, by Emmanuel Gil Peyrot
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Simplify the invert code in Animation.2015-04-08, by Emmanuel Gil Peyrot
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Don’t load stg?enm.anm two times if there is no stg?enm2.anm.2015-04-08, by Emmanuel Gil Peyrot
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Reduce the precision of Sprite’s variables.2015-04-08, by Emmanuel Gil Peyrot
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Fix OSX and Windows build, by renaming a forgotten variable.2015-04-02, by Emmanuel Gil Peyrot
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Remove 3d scaling code for matrix, as it isn’t used anywhere in the codebase.2015-04-01, by Emmanuel Gil Peyrot
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Use two passes for the module search, and clean it up so that pure Python modules don’t get compiled by default.2015-03-31, by Emmanuel Gil Peyrot
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Fix a build issue introduced in the previous commit. Damn you, cython dependency tracking!2015-03-30, by Emmanuel Gil Peyrot
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Change all “void except *” function into “bint except True”, to prevent PyErr_Occurred() from being called at each call.2015-03-28, by Emmanuel Gil Peyrot
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Remove every case where an exception could be silently eaten by a cdef function.2015-03-28, by Emmanuel Gil Peyrot
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Don’t inherit explicitely from object, we are not on Python 2.7 anymore. :)2015-03-28, by Emmanuel Gil Peyrot
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Delay power assignment to players until the game is started.2015-03-28, by Emmanuel Gil Peyrot
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Don’t uselessly malloc() a matrix for multiply, the stack is here for that!2015-03-28, by Emmanuel Gil Peyrot
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Request a RGB888 context, since SDL2’s default of RGB332 sucks.2015-03-26, by Emmanuel Gil Peyrot
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Add back a GL_QUADS path for legacy applications.2014-12-21, by Emmanuel Gil Peyrot
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Move the passthrough shader to the Framebuffer class, since it isn’t used in the use_framebuffer_blit path.2014-12-21, by Emmanuel Gil Peyrot
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Remove generic usage of GL_DRAW_FRAMEBUFFER which was introduced in GL 3.0 with framebuffer_blit.2014-12-21, by Emmanuel Gil Peyrot
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Make ANM0 pure-python again, by moving the Cython-dependent ANM class into its own module.2014-11-26, by Emmanuel Gil Peyrot
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Actually compile under 3.x feature level.2014-11-26, by Emmanuel Gil Peyrot
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Fix compilation under Cython 0.22, by making the pyx and the pxd declarations’ except clause similar.2014-11-26, by Emmanuel Gil Peyrot
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Mention Python 3 in the README…2014-11-11, by Thibaut Girka
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Fix compiling issues with Cython 0.20 ; don't pretend to concat shader sources2014-11-11, by Thibaut Girka
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Display the traceback on module load error.2014-11-04, by Emmanuel Gil Peyrot
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Don’t crash when a sound file isn’t present in the resources.2014-10-25, by Emmanuel Gil Peyrot
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Make sample data build again.2014-10-25, by Emmanuel Gil Peyrot
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Add a sample character.2014-10-25, by Emmanuel Gil Peyrot
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Add a sample Python ECL.2014-10-25, by Emmanuel Gil Peyrot
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Add a sample game.2014-10-25, by Emmanuel Gil Peyrot
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Don’t hardcode the available games and interfaces, and relocation them.2014-10-25, by Emmanuel Gil Peyrot
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Fix legacy OpenGL support, and detect the absence of non-legacy context with libepoxy.2014-10-19, by Emmanuel Gil Peyrot
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Make frameskip actually skip the rendering part, not just the buffer swap.2014-10-18, by Emmanuel Gil Peyrot
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Only selects between GL_TRIANGLE_STRIP and GL_TRIANGLES once, in the backend.2014-10-16, by Emmanuel Gil Peyrot
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Add the screenshot feature, using P or Home like the original game.2014-04-23, by Emmanuel Gil Peyrot
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Make the SDLError exception class automatically call SDL_GetError().2014-10-15, by Emmanuel Gil Peyrot
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Switch to Python 3.x instead of 2.7.2014-09-30, by Emmanuel Gil Peyrot
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Add a frameskip option, and use swap interval to implement it.2014-10-10, by Emmanuel Gil Peyrot
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Prevent a traceback when we call Window.run without a runner set.2014-10-08, by Emmanuel Gil Peyrot
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Simplify framebuffer rendering with glDrawArrays, and move it all to its own file.2014-10-08, by Emmanuel Gil Peyrot
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Use primitive-restart to lower the size of our ibo, if supported.2014-10-08, by Emmanuel Gil Peyrot
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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
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Make the window resizable, and scale its content correctly.2013-09-11, by Emmanuel Gil Peyrot
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Make GameRunner inherit from a Runner base class, to bypass Python calls in Window.2013-09-10, by Emmanuel Gil Peyrot
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Render to framebuffers first, and reposition some interface elements in the game area.2013-09-10, by Emmanuel Gil Peyrot
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Make NativeText work with the fixed pipeline.2013-09-10, by Emmanuel Gil Peyrot
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Add a context manager to initialize and shut down SDL outside of Window.2013-09-06, by Emmanuel Gil Peyrot
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Move every rendering function from gamerunner to gamerenderer.2013-09-06, by Emmanuel Gil Peyrot
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Make pytouhou.ui.{window,shader,game{runner,renderer}} extension types.2013-09-05, by Emmanuel Gil Peyrot
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Display the name of a spellcard and the face of its invoker.2013-08-10, by Emmanuel Gil Peyrot
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Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.2013-07-16, by Emmanuel Gil Peyrot
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Make pytouhou.lib.sdl cimportable, and convert pytouhou.ui.window.* to extension types.2013-09-02, by Emmanuel Gil Peyrot
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Add an option to choose which game to play; currently only EoSD is supported.2013-08-31, by Emmanuel Gil Peyrot
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Raise an exception if GL context creation fails instead of failing silently.2013-08-30, by Thibaut Girka
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By default, only enable fps limiting if vsync doesn't do the job.2013-08-30, by Thibaut Girka
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Give a friendlier error message if pkg-config isn’t found.2013-08-30, by Emmanuel Gil Peyrot
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Add back Windows support, using GLEW for OpenGL.2013-08-30, by Emmanuel Gil Peyrot
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Improve render_elements’ speed a lot, and fix it in some corner cases. Thanks liori!2013-08-03, by Emmanuel Gil Peyrot
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Make Bullet.state an enum.2013-08-17, by Emmanuel Gil Peyrot
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Make pytouhou.game.game an extension type.2013-08-17, by Emmanuel Gil Peyrot
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Make pytouhou.game.item an extension type.2013-08-17, by Emmanuel Gil Peyrot
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Make pytouhou.game.player an extension type, and move the GameOver exception there since it makes more sense.2013-08-17, by Emmanuel Gil Peyrot
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Use a simple for loop to determine the power level of the player; fixes a traceback when the SHT has no shot at all.2013-08-30, by Emmanuel Gil Peyrot
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Make pytouhou.game.effect an extension type.2013-08-17, by Emmanuel Gil Peyrot
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Type Bullet more, to improve performances.2013-08-10, by Emmanuel Gil Peyrot
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Make pytouhou.game.enemy an extension type.2013-08-10, by Emmanuel Gil Peyrot
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Add a base Element class for every object in pytouhou.game.2013-08-30, by Emmanuel Gil Peyrot
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Make pytouhou.game.sprite an extension type.2013-08-10, by Emmanuel Gil Peyrot
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Make only one call to render_elements during interface rendering.2013-08-11, by Emmanuel Gil Peyrot
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Make Interpolator an extension type.2013-08-07, by Emmanuel Gil Peyrot
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Cythonize pytouhou.utils.maths and pytouhou.utils.vector.2013-08-07, by Emmanuel Gil Peyrot
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Improve Matrix representation, using float[16] instead of imbricated python lists.2013-08-07, by Emmanuel Gil Peyrot
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Move the common parts of EoSDGame outside, to not reallocate them at each stage.2013-08-11, by Emmanuel Gil Peyrot
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Always run the first frame of an ANMRunner.2013-08-11, by Emmanuel Gil Peyrot
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Split ANMRunner.run_frame into Sprite.update.2013-08-10, by Emmanuel Gil Peyrot
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Use cythonize in setup.py, also compile .py files, and entirely remove pyximport support.2013-08-30, by Emmanuel Gil Peyrot
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Remove AnmWrapper, since ANMs are lists of entries now.2013-08-03, by Emmanuel Gil Peyrot
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Implement PCB’s ANM2 format and vm.2013-08-03, by Emmanuel Gil Peyrot
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Remove all Loader uses from outside pytouhou.games, and add a --no-music option to disable bgm.2013-07-16, by Emmanuel Gil Peyrot
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Move the depth buffer clear outside of scissor, as per apitrace’s advice.2013-08-03, by Emmanuel Gil Peyrot
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Never keep texture on the host when it has been uploaded, and prevent them from being decoded again.2013-07-16, by Emmanuel Gil Peyrot
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Make the anmviewer use the new architecture.2013-07-16, by Emmanuel Gil Peyrot
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Make the Shader class use cython too.2013-07-16, by Emmanuel Gil Peyrot
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Replace Pyglet with our own Cython OpenGL wrapper.2013-07-16, by Emmanuel Gil Peyrot
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Refactor window management in its own class.2013-07-16, by Emmanuel Gil Peyrot
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Add back music and SFX playback using SDL_mixer instead of pyglet, and add FLAC and Vorbis support.2013-07-16, by Emmanuel Gil Peyrot
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Replace Pyglet’s image loader with our SDL2_image-based one.2013-07-16, by Emmanuel Gil Peyrot
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Re-implement frame control2013-02-06, by Thibaut Girka
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Replace Pyglet with SDL2 for window creation and events; disables framerate control/display and sound.2013-07-16, by Emmanuel Gil Peyrot
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Remove the type of the self argument in extension types, as it clutters the code with useless information.2013-08-22, by Emmanuel Gil Peyrot
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Importing everything makes the --help slow, call parse_args before the imports.2013-07-16, by Emmanuel Gil Peyrot
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Add a --verbosity option, to disable logging for machines with a very slow terminal.2013-07-16, by Emmanuel Gil Peyrot
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Follow the PEP-0394 guidelines, migrating from python to python2.2013-06-22, by Emmanuel Gil Peyrot
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Let the gc do its work, don’t keep useless references.2013-06-12, by Emmanuel Gil Peyrot
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Refactor the maths functions out of Renderer.2013-06-12, by Emmanuel Gil Peyrot
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Remove indirect access to Matrix values.2013-06-12, by Emmanuel Gil Peyrot
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Don’t render null-sized arrays of elements.2013-06-12, by Emmanuel Gil Peyrot
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Move ascii_wrapper to the interface, as it is game-dependent.2013-06-12, by Emmanuel Gil Peyrot
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Do the correct score calculation even when the enemy isn’t damageable.2013-06-09, by Emmanuel Gil Peyrot
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Add a --no-particles option to remove particles.2013-06-09, by Emmanuel Gil Peyrot
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Fix the --no-background option.2013-04-29, by Emmanuel Gil Peyrot
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Make the anmviewer use the programmable pipeline too.2013-03-24, by Emmanuel Gil Peyrot
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Add MoF’s hints support, and fix the Text timeout interface.2013-03-24, by Emmanuel Gil Peyrot
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Move MSG faces management to pytouhou.game.game, they have nothing to do in the MSG VM.2013-02-17, by Emmanuel Gil Peyrot
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Add a version attribute to ANM0 and latest discovered instruction.2013-02-16, by Emmanuel Gil Peyrot
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Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.2013-02-14, by Emmanuel Gil Peyrot
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Add support for MoF’s hint format.2013-02-12, by Emmanuel Gil Peyrot
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Make the background use a single vbo and offsets, just like the 2D code.2013-02-12, by Emmanuel Gil Peyrot
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Move the background rendering code to pytouhou.ui.renderer.2013-02-12, by Emmanuel Gil Peyrot
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Don’t duplicate values in sprite rendering data.2013-02-06, by Emmanuel Gil Peyrot
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Use Buffer Objects instead of host pointers.2013-02-06, by Emmanuel Gil Peyrot
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Don’t change the vertex attributes for each texture.2013-02-06, by Emmanuel Gil Peyrot
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Replace gl{Vertex,TexCoord,Color}Pointer with the more modern glVertexAttribPointer.2013-02-06, by Emmanuel Gil Peyrot
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Implement THTX, uncompressed textures stored inside ANM files, and use it instead of pyglet’s own wrapper.2013-02-06, by Emmanuel Gil Peyrot
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When merging RGB and alpha data, get the C arrays only at the start of the loop.2013-01-07, by Emmanuel Gil Peyrot
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Convert pytouhou.ui.gamerenderer back to pure python, it doesn’t use or need any cython feature.2013-01-07, by Emmanuel Gil Peyrot
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Use only half-size hitboxes for player.2012-11-12, by Emmanuel Gil Peyrot
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Add "explosion", instruction 118.2012-10-21, by Emmanuel Gil Peyrot
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Make particles behave as in the original game.2012-10-21, by Emmanuel Gil Peyrot
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Display something at the start of a stage.2012-10-20, by Emmanuel Gil Peyrot
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Cancel player lasers when she dies.2012-10-20, by Emmanuel Gil Peyrot
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Add missing imports, and remove side-effects in asserts.2012-10-20, by Emmanuel Gil Peyrot
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Make rendering of multiple-sprites elements work like single-sprites.2012-10-02, by Emmanuel Gil Peyrot
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Replace wildcard imports with normal ones.2012-09-07, by Emmanuel Gil Peyrot
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Fix the anmviewer, broken since changeset 370:74471afbac37.2012-09-07, by Emmanuel Gil Peyrot
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Don’t hardcode background script for Widget.2012-09-07, by Emmanuel Gil Peyrot
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Replace player position in game zone right after its move; fix shots offsets at boundaries.2012-09-07, by Emmanuel Gil Peyrot
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Make a sound when an enemy is hit.2012-08-30, by Emmanuel Gil Peyrot
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Add the debug feature to start a game at the end of a replay.2012-08-29, by Emmanuel Gil Peyrot
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Add meaningful exceptions in format parsing.2012-08-29, by Emmanuel Gil Peyrot
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Support more than one version of a vm.2012-08-06, by Emmanuel Gil Peyrot
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Add an option to disable background.2012-08-06, by Emmanuel Gil Peyrot
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Use an iterator to get the keystates from a replay.2012-08-05, by Emmanuel Gil Peyrot
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Add the ability to save a replay.2012-08-05, by Emmanuel Gil Peyrot
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Use a future-proof ECL parser.2012-08-06, by Emmanuel Gil Peyrot
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Replace GL_QUADS with GL_TRIANGLES, to be GLES compatible.2012-07-27, by Emmanuel Gil Peyrot
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Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.2012-07-27, by Emmanuel Gil Peyrot
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Fix crash with the demo version of Touhou 62012-07-11, by Thibaut Girka
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Minor optimizations2012-07-11, by Thibaut Girka
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Various optimizations2012-07-09, by Thibaut Girka
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Fix Rumia on timeout2012-07-09, by Thibaut Girka
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Add more information to ECL debug messages2012-07-09, by Thibaut Girka
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Empty ECL stack when calling a callback.2012-07-09, by Thibaut Girka
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Enable debug messages when using --debug2012-07-09, by Thibaut Girka
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(partially?) implement ECL's instruction 1332012-07-09, by Thibaut Girka
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Rename set_visible to set_invisible, since it's what it does...2012-07-09, by Thibaut Girka
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Fix Flandre's QED: Ripples of 495 years2012-07-09, by Thibaut Girka
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Fix crash in ECL's kill_enemies2012-07-09, by Thibaut Girka
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Make bosses clean their mess when timeouting2012-07-07, by Thibaut Girka
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Fix Koakuma2012-07-07, by Thibaut Girka
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Fix crasher2012-07-07, by Thibaut Girka
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Fix bullet cancellation... again...2012-07-07, by Thibaut Girka
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Fix callbacks2012-07-07, by Thibaut Girka
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Allow Z as well as W to shoot.2012-07-07, by Thibaut Girka
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Clean up effects left behind by lasers in boss rush mode2012-07-07, by Thibaut Girka
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Fix timeout display issue (> 99 should be displayed as 99)2012-07-07, by Thibaut Girka
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Fix remaining lives display issue2012-07-07, by Thibaut Girka
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Quick and dirty fixes2012-07-05, by Thibaut Girka
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Fix issue when disabling low life trigger2012-07-04, by Thibaut Girka
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Show the size of the spellcard life.2012-07-04, by Emmanuel Gil Peyrot
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Add a gauge and use it for the enemy life bar.2012-07-04, by Emmanuel Gil Peyrot
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Display a boss remaining lives and timeout.2012-07-04, by Emmanuel Gil Peyrot
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Minor fix in boss rush mode2012-07-04, by Thibaut Girka
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Implement sfx for player and enemies.2012-07-04, by Emmanuel Gil Peyrot
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Fix crash when changing levels.2012-07-04, by Thibaut Girka
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Clean music playback API a little.2012-07-04, by Emmanuel Gil Peyrot
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Increase player's power stats during skipped frames in boss rush mode.2012-07-04, by Thibaut Girka
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Implement continues when the lives fall bellow 0.2012-07-04, by Emmanuel Gil Peyrot
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Print an error when all the needed files aren’t present.2012-07-04, by Emmanuel Gil Peyrot
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Skip dialogs in the boss rush mode, and make boss rush skipping faster2012-07-01, by Thibaut Girka
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Fix MSG skipping.2012-07-01, by Thibaut Girka
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Fix bullet cancellation and removal2012-07-01, by Thibaut Girka
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Add options to set FPS limit and disable double buffering2012-06-30, by Thibaut Girka
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Prevent story mode in easy to go beyond stage 5.2012-06-30, by Emmanuel Gil Peyrot
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Add a boss rush mode2012-06-30, by Thibaut Girka
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Add the story mode.2012-06-30, by Emmanuel Gil Peyrot
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Add a GameRunner.load_game method to allow level changes.2012-06-30, by Thibaut Girka
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Fix difficulty influence on bullet launch interval, and fix instruction 77's rand usage2012-06-24, by Thibaut Girka
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Fix some replay synchronization issues and update the TODO.2012-06-21, by Emmanuel Gil Peyrot
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Display the text when collecting an item.2012-06-21, by Emmanuel Gil Peyrot
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Add a very simple music player, for testing purpose.2012-06-21, by Emmanuel Gil Peyrot
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Add music support for >PCB.2012-06-21, by Emmanuel Gil Peyrot
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Fix music looping2012-06-18, by Thibaut Girka
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Display lives and bombs.2012-06-13, by Thibaut Girka
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Give a better interface for text handling.2012-05-24, by Thibaut Girka
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Implement music playback.2012-06-13, by Emmanuel Gil Peyrot
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Cancel the bullets when a boss is killed and transfer them to the score.2012-05-23, by Emmanuel Gil Peyrot
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Use Enemy.die_score.2012-05-17, by Emmanuel Gil Peyrot
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Move callbacks handling inside Enemy.2012-05-17, by Emmanuel Gil Peyrot
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Add a TODO list.2012-05-15, by Emmanuel Gil Peyrot
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Fix a bug with ECL instruction 96, and fix overall ECL handling.2012-03-29, by Thibaut Girka
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Add out-of-screen item indicators.2012-03-23, by Thibaut Girka
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Fix Sakuya's daggers in stage 6.2012-03-14, by Thibaut Girka
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Implement hardcoded function 9.2012-03-14, by Thibaut Girka
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Fix Remilia's “Red Magic”.2012-03-14, by Thibaut Girka
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Fix angle between salves of circle-distributed bullets.2012-03-14, by Thibaut Girka
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Implement hardcoded function 11.2012-03-14, by Thibaut Girka
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Implement Remilia's laser webs.2012-03-14, by Thibaut Girka
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Fix difficulty modifiers within spellcards.2012-03-13, by Thibaut Girka
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Minor refactoring2012-03-13, by Thibaut Girka
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Rename a few attributes/methods to make a little more sense.2012-03-13, by Thibaut Girka
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Minor cleanup2012-03-13, by Thibaut Girka
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Update attribute names to reflect the actual interface.2012-03-13, by Thibaut Girka
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Add score/effective_score distinction and prepare for highscore handling.2012-03-10, by Thibaut Girka
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Fix ECL instruction 119.2012-03-10, by Thibaut Girka
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Avoid segfaults in the unlikely case a huge number of sprites is rendered.2012-03-10, by Thibaut Girka
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Add the game interface.2012-03-10, by Emmanuel Gil Peyrot
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Implemented Sakuya's time stop.2012-03-09, by Elias Boutaleb
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Improve heuristic to filter out non-game exes (like custom.exe).2012-03-06, by Thibaut Girka
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Fix relative path handling and os-specific path separators.2012-03-06, by Thibaut Girka
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Implement hardcoded function 8 for Remilia.2012-03-02, by Emmanuel Gil Peyrot
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Fix Remilia’s bat form.2012-03-01, by Emmanuel Gil Peyrot
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Add player lasers for MarisaB.2012-02-21, by Emmanuel Gil Peyrot
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Implement laser collision.2012-02-20, by Thibaut Girka
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Add TH6 score.dat support.2012-02-17, by Thibaut Girka
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Refactor a bit and fix Rumia's disparition.2012-02-15, by Thibaut Girka
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Display lasers' “launch anim”.2012-02-15, by Thibaut Girka
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Fix launch_anim_offsets.2012-02-15, by Thibaut Girka
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Make anmviewer work with newest anmwrapper.2012-02-13, by Emmanuel Gil Peyrot
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Fix Patchouly's Royal Flare.2012-02-12, by Thibaut Girka
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Implement dialogs (MSG files).2012-02-12, by Emmanuel Gil Peyrot
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Document some AnmWrapper related functions.2012-02-12, by Thibaut Girka
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Fix time stop handling.2012-02-12, by Thibaut Girka
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Fix ECL time flow. Spellcard do not stop time. Instruction 0xc does.2012-02-12, by Thibaut Girka
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Rename Animations to ANM0 and prepare AnmWrapper for dialogs and interface.2012-02-11, by Thibaut Girka
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Fix bullet spawning along lasers.2012-02-10, by Thibaut Girka
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Fix ANM interpolators.2012-02-08, by Thibaut Girka
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Fix sprite rotation/translation.2012-02-08, by Thibaut Girka
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Fix generation of bullets/items position from lasers.2012-02-06, by Thibaut Girka
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Fix initial laser offset.2012-02-06, by Thibaut Girka
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Fix spellcard number 0.2012-02-05, by Thibaut Girka
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Implement hardcoded function 14 used by spellcard “Lævateinn”.2012-02-05, by Thibaut Girka
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Partially implement lasers.2012-02-05, by Thibaut Girka
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Partially implement hardcoded function 16, used for QED: ripples of 495 years2012-01-24, by Thibaut Girka
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Fix timeout handling2012-01-24, by Thibaut Girka
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Fix visibility handling2012-01-23, by Thibaut Girka
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Partially fix some of Flandre's spellcards.2012-01-23, by Thibaut Girka
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Fix set_visible.2012-01-23, by Thibaut Girka
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Fix callback handling and damage dealing.2012-01-23, by Thibaut Girka
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Fix Sakuya's bouncing knives2012-01-23, by Thibaut Girka
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Implement ECL’s 3rd hardcoded function.2012-01-23, by Emmanuel Gil Peyrot
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Use better defaults for player, and start the stage as if in practice mode.2012-01-23, by Emmanuel Gil Peyrot
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Homogenise score increase in item collection, in prevision for text handling.2012-01-15, by Emmanuel Gil Peyrot
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Add support for reading from a directory instead of a PBG3 (for debugging purposes).2012-01-23, by Thibaut Girka
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Automatically search data files using different names.2012-01-22, by Thibaut Girka
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Add heuristics to extract character data from the demo .exe.2012-01-22, by Thibaut Girka
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Implement bullet flags 1024 and 2048 (bouncing bullet).2012-01-22, by Thibaut Girka
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Minor performance improvement.2012-01-22, by Thibaut Girka