Thu, 07 Nov 2013 21:10:17 +0400 |
unc0rr |
Fix SDL_GL_SwapWindow, engine renders graphics now
sdl2transition
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Thu, 07 Nov 2013 21:06:30 +0400 |
unc0rr |
Provide more information to SDLTry
sdl2transition
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Wed, 06 Nov 2013 00:59:33 +0400 |
unc0rr |
- Use USESDL12 for old SDL
sdl2transition
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Sun, 03 Nov 2013 22:39:00 +0400 |
unc0rr |
Quick and simple implementation of afk mode (toggled by /pause)
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Wed, 30 Oct 2013 00:18:10 +0400 |
unc0rr |
- More HealthTex to clan structure
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Tue, 29 Oct 2013 23:47:57 +0400 |
unc0rr |
Tinted crosshair (without that cool white dot in the middle)
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Sun, 13 Oct 2013 14:21:35 -0400 |
nemo |
fix driver logging
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Fri, 11 Oct 2013 17:43:13 +0200 |
koda |
merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang
webgl
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Sat, 06 Jul 2013 19:29:18 +0200 |
koda |
use SDL2 as ifdef symbol because we're not really sdl1.3 compatible, change the compatibility layer, drop unused code, add some documentation
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Fri, 28 Jun 2013 12:47:54 -0400 |
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
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Tue, 04 Jun 2013 22:28:12 +0200 |
koda |
update branch
webgl
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Wed, 29 May 2013 15:12:06 -0400 |
unc0rr |
bump copyright year for Andrey entries
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Thu, 04 Apr 2013 08:10:59 -0400 |
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.
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Thu, 04 Apr 2013 00:32:57 +0200 |
koda |
update branch again
webgl
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Wed, 03 Apr 2013 23:56:59 +0200 |
koda |
strip PAS2C, old WEB symbols and outdated pas2c sources from default branch, all c-related development is done on the webgl branch
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Tue, 19 Feb 2013 22:45:02 +0400 |
unc0rr |
Fix sources so pas2c written in haskell could render them again
webgl
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Sun, 27 Jan 2013 00:28:57 +0100 |
koda |
update branch
webgl
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Thu, 10 Jan 2013 22:59:46 +0400 |
martin_bede |
Fix tons of warnings
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Thu, 03 Jan 2013 19:57:17 +0100 |
martin_bede |
Removed wiggle 3D mode, reorder the list of 3D modes.
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Thu, 03 Jan 2013 15:59:30 +0200 |
vitiv |
Separated fullscreen and windowed hwengine resolution parameters.
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Sun, 30 Dec 2012 09:24:30 -0500 |
Michael Hartman |
uStore.pas: Correctly point to shaders
webgl
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Tue, 25 Dec 2012 04:45:22 +0100 |
koda |
update branch with default
webgl
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Mon, 17 Dec 2012 00:43:52 +0100 |
koda |
bye bye cBits
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Mon, 03 Dec 2012 17:51:57 +0100 |
Rowan D |
GCI2012: Convert uMobile into a Callback Record
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Thu, 29 Nov 2012 23:23:19 -0500 |
Joe Doyle (Ginto8) |
Move global variables to units that use them
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Thu, 29 Nov 2012 14:02:28 +1300 |
Chris Wong |
Invert S3D_DISABLED to more consistent USE_S3D_RENDERING
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Thu, 22 Nov 2012 00:41:53 +0100 |
koda |
updated branch
webgl
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Sun, 18 Nov 2012 01:00:26 +0400 |
unc0rr |
Merge physfslayer branch into default. Have fun!
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Thu, 15 Nov 2012 16:46:46 +0100 |
Xeli |
another tweak tomake --stats-only work on headless servers
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Sun, 11 Nov 2012 17:58:36 +0100 |
koda |
finally hwengine in c links without errors
webgl
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Wed, 14 Nov 2012 23:27:33 +0400 |
unc0rr |
Engine loads fine with basic config
physfslayer
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Wed, 14 Nov 2012 22:27:05 -0500 |
nemo |
make stats-only mode work headless. also skip a few things to save time/memory.
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Sun, 11 Nov 2012 17:15:19 +0100 |
koda |
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
webgl
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Wed, 14 Nov 2012 22:45:36 +0400 |
unc0rr |
Get rid of Pathz and UserPathz
physfslayer
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Wed, 14 Nov 2012 00:41:29 +0400 |
unc0rr |
- Add physfsrwops library
physfslayer
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Sun, 28 Oct 2012 23:53:38 +0100 |
koda |
apparently we are forced to use a (dummy) callback for glut 3.0 compatibility
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Sun, 14 Oct 2012 13:35:15 -0400 |
nemo |
First pass at cleaver.
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Fri, 28 Sep 2012 00:51:04 +0400 |
unc0rr |
Fix some hints
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Fri, 31 Aug 2012 22:00:31 +0200 |
sheepluva |
clean up LoadImage and UserPathz/AltPath/etc related redundancy by introducing 3 new functions in uStore.pas
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Fri, 31 Aug 2012 15:28:03 +0200 |
sheepluva |
use old approach for printing gl extentions for pas2c (less complex/no StrUtils dependencies)
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Fri, 31 Aug 2012 12:06:48 +0200 |
sheepluva |
don't query/print GL_AUX_BUFFERS if video recording is disabled
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Fri, 31 Aug 2012 11:24:57 +0200 |
sheepluva |
print all GL_EXTENSIONS properly to logfile (should a;sp fix build on systems with compiler/lib versions that can't implicity cast PGLubyte to PChar)
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Sun, 19 Aug 2012 22:13:41 +0400 |
Stepan777 |
merge
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Fri, 17 Aug 2012 07:49:54 -0400 |
nemo |
This union hasn't been needed for 5 years, and makes using other headers harder.
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Mon, 06 Aug 2012 00:40:26 +0400 |
Stepan777 |
merge
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Sun, 05 Aug 2012 15:00:59 -0400 |
nemo |
Add bot level to CPU flag
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Fri, 10 Jan 2014 00:57:15 +0400 |
unc0rr |
Filter sprSDFlake too, so engine could pass initialization
gl2
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Thu, 09 Jan 2014 22:38:40 +0400 |
Wolfgang Steffens |
Import temp.diff which is a try to fix glitches with textures edges
gl2
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Sun, 08 Jul 2012 13:29:06 +0400 |
Stepan777 |
First try to use framebuffer, instead of auxilary buffer.
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Fri, 06 Jul 2012 13:22:33 +0400 |
Stepan777 |
When compiling with sdl2 use it instead of glut for creating hidden window (as suggested by koda).
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Tue, 10 Jul 2012 11:08:35 +0200 |
Wolfgang Steffens |
Added auto cropping to atlasing
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Mon, 25 Jun 2012 15:46:08 +0200 |
Wolfgang Steffens |
using atlas for rendering now
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Mon, 25 Jun 2012 11:47:40 +0200 |
Wolfgang Steffens |
retaining SDL surfaces in order to allow recreating atlases from scratch without
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Mon, 11 Jun 2012 18:15:30 +0400 |
Stepan777 |
1. Implement new page in frontend with options for video recording.
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Fri, 08 Jun 2012 02:52:35 +0400 |
Stepan777 |
1. Add IFDEFs for video recording
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Tue, 05 Jun 2012 22:37:36 +0200 |
Wolfgang Steffens |
Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
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Tue, 05 Jun 2012 22:17:06 +0200 |
Wolfgang Steffens |
Merge
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Mon, 04 Jun 2012 21:32:30 +0400 |
Stepan777 |
here it is
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Sun, 03 Jun 2012 18:52:22 -0400 |
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
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Thu, 31 May 2012 15:14:39 +0400 |
unc0rr |
pas2c stuff
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