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Commits on Jan 24, 2016
Started implementing an entity-component system
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Commits on Jan 22, 2016
Storage improvements
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Commits on Jan 14, 2016
Making Entity models adaptable.
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Merge remote-tracking branch 'codeflo/cubehack/master'
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Commits on Jan 13, 2016
Smoother movement
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Fixed code analysis settings for debug builds
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Commits on Jan 12, 2016
Fixes for the add_license_headers script
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Random terrain generation
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Commits on Jan 11, 2016
Fix all code analysis warnings
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Enable a minimalistic set of StyleCop and FxCop rules
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Commits on Jan 10, 2016
Re-enabled VSync (was disabled by accident)
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Chunks are now transferred and rendered from the player position outwards
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Commits on Jan 8, 2016
behavior switching is done based on relation between behavior priorities
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Commits on Dec 27, 2015
Use more aggressive defaults for the size of the ThreadPool
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Commits on Dec 26, 2015
Generate/load chunks asynchronously
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Simplified GameClient threading
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DependencyInjectionContainer: Only call constructors explicitly marked with [DependencyInjected]
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Encapsulated entity placement
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Geometry type cleanup
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Commits on Dec 20, 2015
Generate chunk geometry asynchronously
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Generate textures asynchronously
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Slightly better error handling
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Updated the world renderer to OpenGL 4
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Commits on Dec 17, 2015
Added a simple but working main menu
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Commits on Dec 15, 2015
Frontend: Replace access to static classes and singleton with dependency-injected instances
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Commits on Dec 13, 2015
Switched to the (nicer) Boogaloo font
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Commits on Dec 10, 2015
Code cleanup
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Merge branch 'master' of https://github.com/AndiAngerer/cubehack
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Added a simple perl script to automatically add license headers to all source files
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First attempt at an in-game menu with a working "Continue" button
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Commits on Nov 22, 2015
Merge branch 'master' of https://github.com/codeflo/cubehack
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- Behaviors determine their applicability and priority by specifying a newly introduced BehaviorPriority
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Commits on Nov 17, 2015
bugfix, renaming some methods, parameter tuning, comments
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- supplying other entities except the controlled one to AI#Control
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First steps of a menu/UI framework based on property bindings
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