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BinarySerializer.cpp
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Serialize JS strings as UTF-16(ish), to avoid the cost of UTF-8 conversion.
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2010-05-25 18:07:41 +00:00 |
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BinarySerializer.h
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Switch everything to 15.16-bit precision fixeds, to allow more accurate unit vectors and angles.
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2010-05-02 20:32:37 +00:00 |
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DebugSerializer.cpp
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Switch everything to 15.16-bit precision fixeds, to allow more accurate unit vectors and angles.
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2010-05-02 20:32:37 +00:00 |
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DebugSerializer.h
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Switch everything to 15.16-bit precision fixeds, to allow more accurate unit vectors and angles.
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2010-05-02 20:32:37 +00:00 |
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HashSerializer.cpp
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# Rewrite of the game's simulation system
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2010-01-09 19:20:14 +00:00 |
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HashSerializer.h
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Remove Crypto++ because it causes too much trouble. Replace with a custom MD5 implementation for simulation state hashing.
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2010-01-10 19:29:27 +00:00 |
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IDeserializer.cpp
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Serialize JS strings as UTF-16(ish), to avoid the cost of UTF-8 conversion.
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2010-05-25 18:07:41 +00:00 |
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IDeserializer.h
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Serialize JS strings as UTF-16(ish), to avoid the cost of UTF-8 conversion.
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2010-05-25 18:07:41 +00:00 |
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ISerializer.cpp
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# Basic experimental multiplayer integration with new simulation system.
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2010-05-20 00:59:01 +00:00 |
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ISerializer.h
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# Basic experimental multiplayer integration with new simulation system.
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2010-05-20 00:59:01 +00:00 |
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SerializedScriptTypes.h
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# Rewrite of the game's simulation system
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2010-01-09 19:20:14 +00:00 |
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StdDeserializer.cpp
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Serialize JS strings as UTF-16(ish), to avoid the cost of UTF-8 conversion.
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2010-05-25 18:07:41 +00:00 |
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StdDeserializer.h
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Serialize JS strings as UTF-16(ish), to avoid the cost of UTF-8 conversion.
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2010-05-25 18:07:41 +00:00 |
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StdSerializer.cpp
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Add some (disabled) code to help debug OOS
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2010-05-22 16:58:08 +00:00 |
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StdSerializer.h
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# Rewrite of the game's simulation system
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2010-01-09 19:20:14 +00:00 |