lp:~amacleod/game/functional-test-convenience

Created by Allister MacLeod on 2011-02-09 and last modified on 2011-02-09
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Owner:
Allister MacLeod
Project:
Game
Status:
Development

Recent revisions

45. By Allister MacLeod on 2011-02-09

Implemented a convenient test reporting controller that allows
single keystrokes to indicate success or failure of functional
tests.

44. By Jean-Paul Calderone on 2011-01-23

Merge the movement control and FoV improvements.

43. By Jean-Paul Calderone on 2011-01-23

Make sure that the voxel used to scale up storage doesn't actually contribute any terrain data.

42. By Jean-Paul Calderone on 2011-01-11

When loading terrain from a Surface, handle a zero pixel value (if not optimally, at least without error).

41. By Jean-Paul Calderone on 2011-01-02

Merge test improvements

40. By Jean-Paul Calderone on 2010-12-11

Have the client request chunks of terrain it does not know about and have the server serve them up in bite sized pieces.

39. By Jean-Paul Calderone on 2010-12-10

Add an explicit terrain type for "unknown" data - data which we have not yet actually gotten from the server.

38. By Jean-Paul Calderone on 2010-12-03

Ignore key up events for keys which did not appear to be down.

Fixes lp#115897

37. By Jean-Paul Calderone on 2010-12-03

Use OpenGL VBOs to render terrain, rather than a long, slow series of glVertex3f calls.

36. By Jean-Paul Calderone on 2010-12-03

Use a more efficient terrain representation over the network.

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