0ad/source
prefect f25de48559 - Seperate ViewCamera (eye position) and CullCamera (model culling, shadow
calculations) internally. Use ?gameView.lockCullCamera = true in the
console
  to move around while the CullCamera stays in place
- add CCamera::Render to visualize a camera's frustum
- use ?renderer.debugFrustum = true in the console to visualize the
frustum
  of the CullCamera

This was SVN commit r3405.
2006-01-22 19:12:30 +00:00
..
graphics - Seperate ViewCamera (eye position) and CullCamera (model culling, shadow 2006-01-22 19:12:30 +00:00
gui Right click/double click support in main GUI handler, minimap updates-drag and order issuing 2006-01-21 11:07:25 +00:00
i18n profiling indicates memcpy is a bottleneck, so globally replace all of them with memcpy2 (hand-optimized). depending on transfer size, this is 10%..300% faster. also made memcpy2 into a macro instead of thunk function because vc7 was still generating a jump. 2005-10-30 16:19:20 +00:00
lib Fix Linux build, don't EVER #include <windows.h> again! 2006-01-21 20:01:17 +00:00
maths Fix Linux build, don't EVER #include <windows.h> again! 2006-01-21 20:01:17 +00:00
ps This was SVN commit r3401. 2006-01-22 11:08:46 +00:00
renderer - Seperate ViewCamera (eye position) and CullCamera (model culling, shadow 2006-01-22 19:12:30 +00:00
scripting Removed references to the old attack, gather, heal and damage events (that were no longer used). 2006-01-20 21:38:58 +00:00
simulation Fixes to the melee/ranged attack split. 2006-01-22 11:55:16 +00:00
sound design notes from meeting: ambient sound 2006-01-08 02:05:44 +00:00
tools Advance water in sync with simulation and unit animations (so it stops when the game is paused). 2006-01-21 23:27:42 +00:00
main.cpp - Added pause game functionality. 2006-01-02 03:07:29 +00:00
ProgrammingSchedule.xls gave it a once-over, marked 1 as complete 2005-05-09 16:30:01 +00:00