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Pavel Kovalenko
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Merge branch 'master' of https://github.com/Swartz27/cop
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License.txt

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All source code included with this distribution, unless declared otherwise,
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is commercial GSC Game World proprietary code.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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3. Neither binary nor source code redistributions may be used for any
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commercial purposes.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.

Proposed engine changes.txt

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2) Multi-thread the engine for up to 4 cores
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3) Solve stuttering problem (likely due to LuaJit. Solution would be to
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upgrade it to newest version and then rewrite all the lua files to conform
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with it)
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with it).
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4) Solve problem with COP sometimes not loading correctly upon launch on some
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systems as well as not always exiting properly and still running as a
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background task.
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18) Grass draw distance console command - *
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19) Re-enable fov and hud_fov console commands - *
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20) Re-enable grass shadows - *
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21) Add Instanced Tessellation for DX9&10:
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21) Add Instanced Tessellation for DX9&10:
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http://developer.download.nvidia.com/SDK/10.5/Samples/InstancedTessellation.zip
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SDK
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The new AK-12 fires 3 shots at 1,000rpm. I'm not adding an AK-12,
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just giving an example).
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2) Make pistols more useful somehow. Maybe make a "quick pistol" key or
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something.
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something.
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3) Different reload sounds for reloading empty vs reloading full - *
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4) Add anm_reload_empty to weapons that don't have one - *
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5) Animation for misfires - *

README.md

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It is a place to share ideas on what to implement, gather people that
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want to work on the engine, and work on the source code.
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Update 9/24/2014: The VS2008 COP source will continue to be available here,
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however this project now has a new home at: https://github.com/OpenXRay

doc/procedures/commit_coding.txt

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TITLE: Commit message conventions
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The format of commit message should be a short description of what you did.
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After the description, the bug ID, review ID or anything else.
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The commit log should not contain the obvious. If you change file Foo.cpp:
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BAD:
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"Fix bug in Foo.cpp"
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BAD:
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"Fix #45"
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BAD:
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"Commit Foo.cpp"
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GOOD:
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"Fix buffer overflow (close #45)."
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The above does not mean that when you do a complex change do not write a
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description of what you did, on the contrary. When a long description is
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needed do add as much as needed to explain the change, just do not add
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meaningless information (committing Foo.cpp etc.)
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It is advisable to split complex commits to several smaller commits if
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possible. If you see that your commit massage contain more then one topic, you
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probably can and should split the commit into a few unrelated commits.

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