hedgewars/uVisualGears.pas
2010-12-16 nemo oops, forgot world offset, also add a kind of hack to the already hackish set function for visual gears
2010-12-16 nemo offset the sprite
2010-12-16 nemo If this works right, setting Angle (yeah, yeah) switches between an aura circle and a drawn circle. aura is scaled at size 100 being 100% - 200, 200% etc.
2010-12-13 nemo Add override for speech bubble position 0: default, 1: background/translucent 2: foreground/opaque
2010-12-07 nemo rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
2010-12-06 nemo Allow hog speech when not your turn. Currently is set to 40% opacity (could be fainter) and drawn behind the hogs instead of in front. Also allows hog targetting using a number.
2010-12-03 nemo make Tint(longword) use RGBA
2010-12-03 nemo trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
2010-12-02 nemo Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
2010-11-26 nemo add a uid to VGs for purpose of Lua manipulation
2010-11-26 nemo Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
2010-11-20 unc0rr Move localization data to uVariables, some Uses cleanup
2010-11-18 unC0Rr Introduce uRenderUtils
2010-11-18 unC0Rr No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
2010-11-18 unC0Rr Introduce uRender
2010-11-18 unC0Rr Introduce uTextures
2010-11-18 unC0Rr Introduce uCommands.pas
2010-11-17 unc0rr Some more
2010-11-17 unc0rr uTeams
2010-11-17 unc0rr Move variables from uConsts to uVariables
2010-11-17 unC0Rr Move variables from uMisc to uVariables
2010-11-17 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
2010-11-14 Palewolf Small animation on bullet impact
2010-11-12 Palewolf Light trails for bullets
2010-11-07 unc0rr REmove stupid int64 conversions, provide real fixes to compiler hints
2010-10-31 koda add some phone rumbling to big explosions, airbomb and sinegun
2010-10-24 sheepluva fix/tweak let clouds reflect wind speed and direction again + stronger
2010-10-14 koda less warning, no rotation glitch, more comments
2010-09-26 nemo remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
2010-09-06 nemo Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
2010-08-24 smaxx Engine:
2010-08-22 smaxx Engine:
2010-08-22 smaxx Engine:
2010-08-01 smaxx Engine:
2010-08-01 smaxx Engine:
2010-07-31 koda remove trailing spaces from end of line
2010-07-30 smaxx Engine:
2010-07-13 koda save the gl client state to get a nice 80% fps boost
2010-07-03 koda tackling the iphoneos todo (another trial for the beginning sporadic bug, remove curl animation, don't need to go to detail page)
2010-07-03 koda further code cleanup and less redundancy
2010-07-02 koda interpret parameters before initializing everything
2010-06-30 sheepluva visual gears: fixing nemo's c-style assignment/multiplications
2010-06-30 koda turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
2010-06-30 nemo Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
2010-06-30 sheepluva clouds: up-and-down-bouncing now without evil loop
2010-06-17 koda now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
2010-05-18 smxx Engine:
2010-05-07 sheepluva make some of the newly migrated visual gears visible in reduced quality mode
2010-05-07 sheepluva finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
2010-05-06 sheepluva * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
2010-05-04 smxx Engine:
2010-05-02 smxx Engine:
2010-05-01 smxx Engine:
2010-04-29 smxx Engine:
2010-04-09 palewolf Fix splashes for older graphics cards
2010-04-02 palewolf Slightly different easing equations for bigexplosion
2010-04-02 palewolf - Added SkyOffset, HorizontOffset as global vars
2010-03-29 koda just some very sane stuff for the iphone port (plus some macro on pascal files)
2010-03-28 mbait Feather: sprites was moved to another layer
2010-03-28 mbait Birdy's falling feathers
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