void loadsettings(); void savesettings(); struct Settings { //Vanilla mode config settings int numcells; //number of cells int numbees; //number of bees bool vectors; //draw debug vectors int eventms; //ms between events bool hiquality; //high graphics quality //Non-configurable constants int launchdist; //distance from walls to place new cells int basesize; //base cell size int randsize; //random size factor }; extern Settings settings;
# | Change | User | Description | Committed | |
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#2 | 5899 | Sam Stafford |
Pushed a little more information into Settings and made graphics quality configurable. Want to see if that makes it run better on old machines... |
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#1 | 5898 | Sam Stafford |
Added a quick and dirty settings file, and with it, a bit of configurability. Still tweaking the numbers on maximum velocity and acceleration for the bees. |
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//guest/sam_stafford/scenesaver/settings.cpp | |||||
#17 | 5890 | Sam Stafford |
Increased granularity of "digestion" setting so that lower values can be set. (This change is backwards-compatible with old settings files.) |
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#16 | 5818 | Sam Stafford | Configurable painter opacity. | ||
#15 | 5691 | Sam Stafford |
Rebuilt Scenesaver with Qt 3.3.6. Added a new flag to the config file (not in the GUI since it's pretty esoteric) that uses the background image on every other rotation in shuffle mode. |
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#14 | 5589 | Sam Stafford | Make painter speed configurable. | ||
#13 | 5293 | Sam Stafford |
Quick and dirty configuration dialog to edit SceneSaver.cfg. Slightly friendlier than the Notepad gizmo. Still need to write something to help people set up Scenes.txt... |
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#12 | 4578 | Sam Stafford | Fix inconsequential memory leak and bad pun in loadimages(). | ||
#11 | 4577 | Sam Stafford | Add new "smudge distance" tunable. | ||
#10 | 4572 | Sam Stafford |
New "smudge" feature. REALLY COOL. Off by default (pctsmudge=0) since it's a CPU hog. |
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#9 | 4561 | Sam Stafford | New smooth autoscaling, with configurable fit-to-screen behavior. | ||
#8 | 4465 | Sam Stafford |
Genetically engineered organisms - there's now an option to seed the initial population with these relentlessly efficient creatures rather than random mutants. Kinda neat-looking, but not as organic-looking as pure evolved creatures. |
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#7 | 4462 | Sam Stafford | Image shuffle option. | ||
#6 | 4457 | Sam Stafford |
After the first round of user feedback: 1) Added option to autoscale images if they don't match in size (on by default) 2) Fixed crash bug if you tried to cycle the chasecam when it had never been initialized. |
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#5 | 4454 | Sam Stafford |
Made "Scenesaver" the canonical capitalization throughout the output strings. Checking in a binary. |
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#4 | 4453 | Sam Stafford |
Added screenshot feature, moved SceneSaver files to home directory rather than system directory, added code to handle invalid or missing images (loading a random color instead of crashing). I think this thing's good to go. |
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#3 | 4452 | Sam Stafford | Fix a couple of small bugs. | ||
#2 | 4451 | Sam Stafford | All significant variables are now user-tweakable. | ||
#1 | 4448 | Sam Stafford | Turn this thing into a Windows screensaver. | ||
//guest/sam_stafford/genesaver/src/settings.cpp | |||||
#5 | 3356 | Sam Stafford |
Calculate display width/height ratio, if possible, and set default zoom level to prevent distortion. (Windows only, thus far.) |
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#4 | 3353 | Sam Stafford |
Use Windows <scrnsave.h> and OpenGL functions instead of GLUT. This should fix all sorts of bugs involving the screensaver not terminating when it should, spawning new processes, et cetera. Code shuffling to follow, since right now it's a tangled mess. |
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#3 | 3349 | Sam Stafford |
Add a simulation variable "crtrspeed" that regulates the speed of the creatures. This allows those with blazingly fast CPUs to slow the action down. (Those with crawlingly slow CPUs are out of luck, since above crtrspeed=400%, the creatures just teleport around the screen.) |
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#2 | 3347 | Sam Stafford | Increase likelihood of color mutation. | ||
#1 | 3052 | Sam Stafford |
Add Genesaver to the Public Depot. It's not in any way Perforce-related, but it does share a bit of code with Jamgraph, and it feels strange to have an open-source project that's not in the PD. |