- Make the ball chill out a bit by reducing its x velocity by 1.
- Make the AI dumber. It now relaxes until the ball is coming towards it
and is in its half of the court.
Just because you're the player, doesn't mean you can cheat ;)
- Limit paddle speed when following mouse cursor.
- Unhide pointer -- can't grab it, can't see when it's about to leave
the window otherwise.
- Add last pointer y position indication for the player paddle.
- Prevent the paddle from following the mouse when Up or Down is being
held (avoid controls fighting).
Begin and end triggers for AI paddle to start moving prevent it from
continually jerking around the ball's position. It still moves in steps
of paddle.speed though, but overall experience is smoother.
Player 1's score used to be score's width offset to the right. Now it's
score_margin away from the divider line, same as player 2's.
Also factored out score margin and increased it from 2px to 5px just
to make it look a little nicer.
Also tweak its text in the settings window to be clearer on what this
check box is doing. Seemed a bit confusing that settings changes
required an extra action to persist.
Currently, each time you open the settings window in 2048, it displays
the default values rather than the current values. This is confusing, so
display the current values instead.
Fixes a bug where TTY::write will attempt to write into the underlying
device but will not acknowledge the result of that write, instead
assuming that the write fully completed.
When holding ctrl and scrolling, the page will be zoomed in an out.
When zoomed in on a page, scrolling with move vertically up and down
the page (or horizontally if shift is being held).
In order to speed up zooming, zoomed bitmaps are cached per-page at
each distinct zoom level. This cache is cleared every 30 seconds to
prevent OOM problems.
This commit adds the Renderer class, which is responsible for rendering
a page into a Gfx::Bitmap. There are many improvements to make here,
but this is a great start!
There is a slight race condition in our implementation of write().
We call File::can_write() before attempting to write to it (blocking if
it returns false). If it returns true, we assume that we can write to
the file, and our code assumes that File::write() cannot possibly fail
by being blocked. There is, however, the rare case where another process
writes to the file and prevents further writes in between the call to
Files::can_write() and File::write() in the first process. This would
result in the first process calling File::write() when it cannot be
written to.
We fix this by adding a mechanism for File::can_write() to signal that
it was blocked, making it the responsibilty of File::write() to check
whether it can write and then finally making sys$write() check if the
write failed due to it being blocked.
This commit adds support for initializing multiple serial ports per
PCI board, as well as initializing multiple different pci serial boards
Currently we just choose the first PCI serial port seen as the debug
port, but this should probably be made configurable some how in the
future.
This avoids two allocations when receiving network packets. One for
inserting a PacketWithTimestamp into m_packet_queue and another one
when inserting buffers into the list of unused packet buffers.
With this fixed the only allocations in NetworkTask happen when
initially allocating the PacketWithTimestamp structs and when switching
contexts.
Maximizing the board population still takes priority, but if there are
tile generator "moves" that result in equivalent board population after
a player move, the one with the lowest score is selected.
The recent patch to LexicalPath allowed relative paths like ../ to work
in requests to WebServer. This wasn't too dangerous because of unveil,
but let's still fix this :^)