hedgewars/uLand.pas
2015-08-10 sheepluva more copyright fixes
2015-07-18 sheepluva always draw border on terrain if there is only a map mask and no map image. this is a workaround for the fact that space campaign masks use white (lfObject) color instead of black (lfBasic)
2015-07-13 sheepluva don't keep around those right-side fort files which are just mirror images of left-side forts. generate them at run-time instead. note: inlining changes and deleting files - so consider clean build/install
2014-12-24 nemo Tweak to land texturing. Treat any non-lfBasic as edge
2014-12-11 sheepluva world edge tweakes/fixes
2014-12-05 sheepluva adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
2014-12-02 nemo switch mapgen to enum. should still try and make sure the values are backwards compatible if possible.
2014-11-11 unc0rr Fix some stuff from coverity
2014-10-01 sheepluva use constants for mapgen, expose those to lua
2014-08-21 unc0rr Add separate option for perlin gen
2014-08-13 unc0rr Apply new distortion on maze gen
2014-05-30 sheepluva get rid of fpc warnings/hints
2014-03-14 unc0rr Move template-based generator into its own file
2014-03-14 unc0rr Some optimizations
2014-03-10 unc0rr - Rework FillLand
2014-03-07 unc0rr Perlin noise generator untweaked, temporarily replacing maze generator
2014-02-28 unc0rr Use all pixels, not only 8x8 areas
2014-02-27 unc0rr Oops, remove debug stuff which hid the feature
2014-02-26 unc0rr Add alpha channel to preview
2014-02-16 unc0rr Reduce number of warnings in pas2c-generated code
2014-02-11 unc0rr - pas2c recognizes typecasts in initialization expressions
2014-02-04 sheepluva update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
2014-01-21 koda merge
2014-01-19 unc0rr - Make Racer report achievements
2014-01-19 sheepluva (experimental) merging the new procedures for different pixel representations (1D/2D arrays) into a single procedure with the algorithm and two procedures for the different mapping. - because redundant code sucks (at least twice)
2014-01-21 koda fixwhitespace and dos2unix
2014-01-19 sheepluva (experimental) make the mysterious borders around land/hats/etc that appear on zoom vanish
2014-01-21 koda partial merge of the webgl branch
2014-01-17 sheepluva update copyright to 2014
2014-01-04 unc0rr merge default webgl
2013-12-31 nemo allow SDL 1.2 to at least do a 32767 map. We probably should add a TryDo somewhere to assert that limit on SDL 1.2 to avoid overflows. Ditto int version for SDL 2 0.9.20
2013-12-26 unc0rr Oops, meant Land
2013-11-07 unc0rr Provide more information to SDLTry sdl2transition
2013-10-11 nemo disable side borders if bounce or wrap
2013-10-11 koda merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang webgl
2013-08-13 unc0rr gfShoppaBorder
2013-06-28 nemo Remove some GLunit dependencies noticed on graph. uUtils was using it for GLfloat - but, the stuff it was returning to was usually converting to "real" anyway. uLand was including it unnecessarily. Minor refactor
2013-06-20 unc0rr First select group of templates, then pick template from selected group
2013-06-04 koda update branch webgl
2013-05-29 unc0rr bump copyright year for Andrey entries
2013-04-04 nemo So. Some themes have objects that seem to be large natural extensions of the landscape. Masks allow maintaining that. Lemme know if it doesn't look good. If it doesn't, can still use for ice/bounce/indestructible. Indestructible bunker object for example.
2013-01-26 koda update branch webgl
2013-01-10 martin_bede Fix tons of warnings
2012-12-25 koda update branch with default webgl
2012-12-07 mk12 will fix this http://code.google.com/p/hedgewars/source/detail?r=9f0e79ab51f00f3b1e133ae70cdd63f6963439c0 and will allow hedgewars to build without video recording enabled, for the time being although i want to talk to koda or someone to understand what should be #ifdef'd and if i've done too much or too little.. but at least that will let it build
2012-12-02 nemo fix mask only
2012-11-21 koda updated branch webgl
2012-11-18 unc0rr Convert reading hedgehogs limit from map config
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
2012-11-14 unc0rr Get rid of Pathz and UserPathz physfslayer
2012-11-08 nemo objects too
2012-11-08 nemo something bender asked for. allow a mask without a map
2012-11-07 nemo LongInt Land width/height, mouse coords
2012-11-06 nemo support ridiculously large maps
2012-11-03 koda merge from 0.9.18
2012-11-01 nemo fix for forts mode *sob* 0.9.18 0.9.18-release
2012-09-16 Medo Merge
2012-08-31 sheepluva clean up LoadImage and UserPathz/AltPath/etc related redundancy by introducing 3 new functions in uStore.pas
2012-08-27 Medo Merge
2012-08-24 nemo fromdos + fix end of turn velocity
2012-08-24 nemo Fix formatting, reduce border sensitivity
2012-08-22 nemo Burn a random number in the override. Make sure cirbuf is reset.
2012-08-18 Medo Merge
2012-08-22 unc0rr now really avoid
2012-08-22 nemo avoid overflow on templates
2012-08-21 nemo allow lua to specify template by number
2012-08-18 Medo engine: Fixed indentation regression
2012-08-18 Medo Merge
2012-08-18 nemo oops
2012-08-18 Medo engine: Fixed sigsegv on android caused by modifying Template.FillPoints constants
2012-08-18 nemo Avoid a bit of a memory spike on small maps
2012-08-05 nemo unbreak AI. remove inits from uLand
2012-08-05 nemo First pass at variable land size. For playing a small map (forced on rqLowRes), this should save 42MiB of RAM.
2012-06-26 nemo Add green mask for anti-portal areas on custom maps. Flagged as Bouncy since it is intended for that general use. Needs testing.
2012-06-03 nemo Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
2012-05-31 unc0rr pas2c stuff
2012-05-14 unc0rr Learn hask^Wpascal, dudes!
2012-05-11 unc0rr sysutils -> SysUtils
2012-05-11 nemo Avoid returning an array for the sake of pas2c
2012-05-05 koda old typed const moved to their proper unit
2012-05-01 koda breaking news, we don't support typed consts anymore
2012-04-24 nemo Oh, and I guess this is needed as well, although if many other places in the code do this, pas2c will need
2012-04-21 unc0rr - Remove support for variables in command handlers
2012-02-17 koda the most important commit of the year
2012-02-05 unc0rr Further work on propagating types. Now it hopefully works fully, just need to annotate namespace with types first.
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2011-12-03 unc0rr Some cleanup here and there
2011-12-03 unc0rr - Give uLand more modularity
2011-11-27 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
2011-11-12 Xeli merge...i think hedgeroid
2011-11-10 nemo Make mazes filter use same variable as template filter
2011-11-06 nemo Add missing grayscale conversions
2011-10-31 nemo Force a desync if there is a script name mismatch. This avoids playing until the game desyncs due to script differences.
2011-10-28 koda one dangerous merge hedgeroid
2011-10-08 nemo Add landbacktex to a few maps, just to see how it looks.
2011-10-04 nemo hm. probably should set both
2011-10-02 nemo Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
2011-10-28 Xeli Enabled landhash check again hedgeroid
2011-09-25 koda reviewed the build system and parts of the previous merge, performed some code cleanup hedgeroid
2011-09-25 Xeli merge hedgeroid
2011-09-24 unC0Rr Fix a bunch of warnings (also improves speed a bit in 32 bit code)
2011-09-16 Xeli merge hedgeroid
2011-09-09 nemo Remove some unused variables and options.inc which uFloat doesn't use, probably should never use, and was getting in the way of my testcase - but most importantly, remove the inline on hwSqrt which was causing very bad math on my compiler/machine. We may have to remove more inlining. A pity.
2011-09-09 Xeli merge hedgeroid
2011-09-04 nemo copy/paste fail
2011-09-04 nemo load mask from user path as well
2011-09-01 Xeli merge + changed the tardis image to egg.png because the data folder isn't up to date hedgeroid
2011-08-31 nemo Add buttons for tag team, bottom border, unbreak smoothing
2011-08-31 nemo Let's draw the bottom border thicker, so it is more visible
2011-08-31 nemo Add option for a bottom border. Needs testing.
2011-08-27 nemo Die speckles, round N. Check that alpha is not basically empty while blending, try to match the damaged land type.
2011-08-04 Xeli merge hedgeroid
2011-07-24 nemo Add grayscale option for 3d, helps with colour clashing
2011-06-21 Xeli First commit.. hedgeroid
2011-06-21 nemo Avoid desyncing on blurry land
2011-06-14 nemo add missing user path check
2011-06-13 nemo Enable ~/.hedgewars/Data (or platform equivalent) to override/extend pretty much everything in system Data dir. Obviously desyncing can occur, so this is at user's own risk. Should simplify map etc install. Needs testing.
2011-06-09 nemo tweak to avoid specks after damage
2011-06-02 nemo oops.
2011-06-02 nemo Experiment in making the land less jagg-y
2011-03-01 koda Happy 2011 :)
2011-02-01 koda addfilelog <3 debugfile
2010-12-19 unc0rr - Simplify map container code a bit
2010-12-18 unc0rr Report 48 hogs for drawn maps
2010-12-09 unc0rr Pass hardcoded drawn map from frontend into engine \o/
2010-12-04 unc0rr Halfplement decode/drawing routine
2010-11-21 unc0rr uDebug
2010-11-21 unc0rr Move some command handlers out of uCommands into more appropriate places, thus removing some dependencies. Ideally uCommands shouldn't depend on anything (except for uTypes and uConsts probably)
2010-11-20 unc0rr Move land hash checking into commands
2010-11-18 unC0Rr Haven't found a better place than uIO for OutError
2010-11-18 unC0Rr Move some stuff from uMisc to uUtils
2010-11-17 unc0rr uTeams
2010-11-17 unc0rr uLand isn't that important to them
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
2010-10-07 nemo bug #83 - move test of disabled land objects into AddObjects
2010-09-30 koda updated lua loading in the ifrontend and also fixed masked maps
2010-09-27 koda have engine try for a second position when map loading fails (in this way it's possible to move Missions data to any path)
2010-09-06 nemo Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
2010-07-31 koda remove trailing spaces from end of line
2010-07-10 koda fix land check fo' real
2010-07-08 koda fix land check
2010-07-08 koda fix static land loading on desktop
2010-07-03 koda a couple of fixes i missed previously
2010-07-02 koda land arrays are allocated dynamically, so DOWNSCALE and LOWRES macros are now removed and replaced by run time flags rqBlurryLand and rqLowRes
2010-07-02 nemo Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
2010-07-01 nemo Initialise to 0
2010-07-01 nemo Grid the landscape, and shortcircuit checks on the collision array if there are no nearby checked in collisions to be collided with. This is a big win for fire's ammoshove in particular. Also add a +2 that seemed missing in the check, and update fire accordingly.
2010-06-30 koda tiy new overlay graphics
2010-06-30 koda partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
2010-06-26 koda moar zoom, fixed fort mode, other glitches
2010-06-21 nemo Replace SHA1 with adler32. For simple purposes of checking to see if players are playing the same map, this should be quite adequate and runs 15 times faster.
2010-06-18 nemo rename flags
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)
2010-06-17 nemo Make land types flagged (to allow stacking future attributes such as indestructible ice, but also for a damaged flag)
2010-05-16 koda update sdl functions to latest revision
2010-05-02 smxx Engine:
2010-04-26 koda add other controls for map preview, also fix a bug in digest
2010-04-25 koda wow all these files only for land preview and seed generation
2010-04-03 nemo New game scheme option to turn off land objects
2010-04-01 nemo Suppress warning
2010-04-01 nemo this was not checking all of Land[]
2010-04-01 nemo Update (c) lines to 2010 as unc0rr requested - they all had varying values so I just took the first year mentioned, then tacked on -2010
2010-04-01 unc0rr - update russian translation a bit
2010-04-01 nemo another uninitialised value radz[k] for corresponding pa.ar of NTPX
2010-04-01 sheepluva possible map gen desync "fix" -- test please
2010-03-30 smxx Engine/Frontend:
2010-03-29 koda just some very sane stuff for the iphone port (plus some macro on pascal files)
2010-03-28 nemo prg adds option to toggle girders in maze, adjusts some frontend strings
2010-03-28 nemo prg tweaks maze
2010-03-28 nemo prg's maze generator
2010-03-24 smxx Engine:
2010-03-23 koda fix a build error on 10.5, LandPixels properly initialized
2010-03-22 nemo oh. I missed the fact he moved it to uLandTexture
2010-03-22 nemo Remove doubled call of freeEverything. restore freeing of LandBackSurface pending unc0rr explaining why 'sactly he took it out (assuming an error right now)
2010-03-22 unc0rr Clean Augean stables
2010-03-21 unc0rr In pascal unit is a namespace
2010-03-18 koda fix the glitch causing pass-through in land objects besides first game
2010-03-13 nemo Fix basketball map and hog cannon.
2010-03-06 unc0rr Replace tabs with spaces using 'expand -t 4' command
2010-03-01 smxx Engine:
2010-03-01 nemo Formerly "Draw Girders" by MrMfS - now "Disable Girders" to allow template prefs to still exist
2010-02-25 nemo Set 32 hog limit for fort maps
2010-02-04 smxx Server:
2010-01-24 koda fix a nasty 196 bytes memory leak in engine, plus other stuff for iphone frontend
2010-01-18 koda replace initialization/finalization statements with custom init functions
2010-01-12 koda better network support + initial work for returning to frontend
2009-12-18 koda complete transition of longword->sdl_color for TTF bindings
2009-11-29 unc0rr Smaxx patch with tuning by me:
2009-11-14 koda fix wrong ttf blending in ppc
2009-11-05 nemo Remove mostly useless comments put in to explain patch long ago.
2009-11-05 koda revert previous commit to remove a wip patch
2009-11-05 koda update themes cmakefiles to use GLOB instead of listing all the files
2009-11-05 koda move compiler directives to standard pascal
2009-10-29 koda fix missing land on ppc
2009-10-25 koda fix a segfault in the iphone simulator by moving options.inc at the beginning of the file
2010-03-16 mbait Added new type of map at UI. Simple random map generation mbait-mangen
2009-09-10 nemo Strip trailing spaces
2009-08-30 nemo An experiment with increasing number of caves by selecting a few potential non-cave maps and adding to the cave map array. Ones selected here might not actually be that playable as caves.
2009-08-12 nemo oops!
2009-07-10 koda fix a binding that was preveting to display anything else besides hogs on iphone
2009-07-09 koda routine for loading lower resolution horizont and sky for nature theme when bigger images are not supported; right now they are not installed, but they could be useful for less powerful machines in general
2009-07-08 koda additional touch support and nemo's reduced land array size
2009-07-07 koda -Removal of older WAV files, now useless thanks to OpenAL
2009-07-03 koda typos
2009-06-18 nemo Smaxx refactor of LoadImage to use flags, iphone changes by koda (mostly use of rgba instead of rgb)
2009-06-14 unc0rr koda's patch fixing some iphone port troubles (color, mouse)
2009-06-12 unc0rr Endian aware Land digest
2009-06-12 nemo Change default output to stderr since /tmp doesn't exist under windows and is useless under iphoneos, add a couple of extra parameters
2009-06-11 unc0rr Patch by koda:
2009-05-23 nemo set Minefield to 150%, reduce fort distance by 512px
2009-03-22 unc0rr Apply koda's OpenGL ES compatibility patch
2009-03-01 unc0rr 4 utilities by nemo
2009-02-18 unc0rr Split land texture into small ones:
2009-02-18 unc0rr More reorganization
2009-02-18 unc0rr Reorganize land texteure function in prepare to texture split
2009-02-15 unc0rr Templates filter by nemo
2009-02-14 unc0rr - Set bamboo plinko hedgehogs limit to 48
2009-02-14 unc0rr engine part of nemo's patch
2009-02-01 unc0rr Apply nemo's patch polished by me:
2009-01-30 unc0rr Cache land texture update until frame render. This greately improves performance when there are many explosions, or you're using drilling weapon
2009-01-29 unc0rr - nemo's patch for custom cave map dimensions
2009-01-27 unc0rr nemo's template patch (invertion)
2009-01-26 unc0rr Allow loading maps and forts
2009-01-26 unc0rr That was wrong place for the patch
2009-01-26 unc0rr Turn cave mode on automatically when there are pixels on top of map
2009-01-26 unc0rr Fix nemo's large land patch
2009-01-25 unc0rr Some fixes by nemo
2009-01-25 unc0rr Apply nemo's world resize patch
2009-01-22 unc0rr Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
2008-12-05 unc0rr Fix forts bug
2008-10-26 unc0rr Support 'Divide teams' option in engine
2008-09-28 unc0rr Bot could use firepunch if it doesn't find anything else useful, and it has land above his head
2008-08-10 unc0rr Enable back rendering objects that are put on top of land texture
2008-08-08 unc0rr Step 4: repair girder rendering (girder is 32bit now)
2008-08-08 unc0rr Step 3: Maps are rendered correctly, but without objects yet
2008-08-08 unc0rr Step 2: painted maps loading correctly
2008-08-08 unc0rr Start implementing support for 32bit sprites concerned in map generation process.
2008-07-22 unc0rr Load flakes information from theme.cfg when playing painted map
2008-07-07 unc0rr Update copyright headers a bit
less more (0) -240 tip