77 * ac130: game logic code refactoring
* ac130: some documentation work
* ac130: footmobile shader cleanup
* ac130: started work on building collision detecion, no results yet
76 * ac130: further documentation work
* ac130: switched the sprite rendering method to pseudo-instancing with shaders
* ac130: added footmobile drawing infrastructure
75 * ac130: further documentation work
* ac130: reduced the memory footprint of the prop tree by not allocating nodes with no children and empty leaves
71 * ac130: added a documentation project to the workspace
* ac130: fixed several Doxygen warnings (documentation bugs)
* ac130: extensive documentation work
* ac130: added libc random seed initialization as an attempt to fix a bug with particle direction in the win32 build (remains unsolved)
70 * ac130: fixed some signedness and redundant declarations warnings
* ac130: removed fixed pipeline terrain rendering code
* ac130: switched height sample data uploading method from VBO to an uniform array
* ac130: removed an always-false if statement from the random number generator
69 * ac130: fixed a bug when some frame buffers would be left uninitialized, causing some video cards to display rubbish
* ac130: made a work-around to restore old, pre-frequency-bugfix landscape while maintaing the randomness of the algorithm
* ac130: extensive documentation work
66 * ac130: adapted the terrain rendering engine to use shaders
* ac130: fixed a bug with erratic air drag calculations at low framerates
* ac130: tweaked particle velocities and air drag coefficients for improved behaviour
65 * ac130: fixed a bug with the HUD target distance counter causing a segfault and also calculating the distances wrongly
* ac130: fixed the ugly particle edges bug
* ac130: fixed the long loading times bug
* ac130: added the possibility to change game resolution and/or set fullscreen/windowed mode from the command line
* ac130: made font glyph sizes and line widths relative to window size (line widths are absolute for GL)
* ac130: fixed the L60 particles appearing too high over the ground
64 * ac130: tweaked the contrast enhancement effect
* ac130: switched permanently to hardware instancing
* ac130: refactored the game logic code slightly
* ac130: fixed a few small bugs with input
* ac130: fixed a few small bugs with time-activated effects
* ac130: added the ability to pause the game
* ac130: fixed the way fog affects objects
63 * ac130: added loading screen with help information
* ac130: implemented GLSL pseudo-instancing to improve prop rendering performance
* ac130: added a contrast enhancement effect
* ac130: improved the brightness of some visuals
62 * ac130: added text rendering functionality and a tool to translate grayscale TGA images to C headers
* ac130: exposed line rendering functionality to the game logic
* ac130: added proper reticles to the weapons
* ac130: various game logic tweaks
* ac130: tweaked the smoke sprite to make the edges more jagged
* ac130: began work on instancing