hedgewars/uVisualGears.pas
2012-08-28 unc0rr Merge Stepik-777's video recording gsoc project
2012-08-25 nemo make cheating a bit easier (mikade insisted). Also, try flipping dust for a bit more variety.
2012-08-19 Stepan777 merge
2012-08-15 nemo Poor visual gear value in theme now bears little resemblance to the number of gears actually spawned. But, it certainly shouldn't be related to LAND_WIDTH.
2012-07-26 Stepan777 merge
2012-07-24 nemo Fix bee crasher, tweak splash values
2012-07-10 Stepan777 merge
2012-07-10 nemo Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
2012-06-24 Stepan777 merge
2012-06-24 nemo Another take at prettier crate appearance
2012-06-04 Stepan777 here it is
2012-05-31 unc0rr pas2c stuff
2012-05-05 koda old typed const moved to their proper unit
2012-05-02 koda rename a few Draw* routines
2012-05-02 koda add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
2012-05-01 koda breaking news, we don't support typed consts anymore
2012-04-22 nemo Make clouds/flakes change direction smoothly
2012-04-04 unc0rr More external definitions for pas2c
2012-03-20 nemo bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
2012-02-17 koda the most important commit of the year
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2012-01-09 nemo Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
2011-11-27 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
2011-11-14 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
2011-11-11 nemo Dir should not be 0, but set it to 1 if 0 in case I missed some other place this was done. Also correct cloud scaling.
2011-11-11 nemo If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
2011-11-10 nemo unsquash the rescaled clouds
2011-11-06 nemo tweak % again
2011-11-06 nemo Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
2011-11-05 nemo A bit less WTF of ice, ice chutes now work. Also tweak flake respawn positions a bit
2011-11-05 nemo Increase rarity of near flakes (don't want them intruding in game much). Also fix stereo. Near flakes were being drawn far.
2011-11-05 nemo Flatten flakes for halloween theme, based on feedback from sheepluva
2011-10-22 nemo Tweak ratios to deemphasise foreground flakes further
2011-10-22 nemo Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
2011-10-10 nemo Experiment in making ice more treacherous. also tweak to snow/christmas flake spawn
2011-09-16 nemo Tweak sparkles, glass. Left glass commented out in case he prefers old behaviour.
2011-09-12 sheepluva nemo's molotov burst effect; with a slight color modification added
2011-09-11 nemo I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
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.
2011-09-08 nemo NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
2011-09-03 nemo Just for fun. Flowers! Also, use a less blatant image in ammo menu.
2011-08-27 nemo Allow vgtSmoke to scale. Scale it down 50% for mines, so smoke doesn't seem so oversized
2011-08-19 nemo oops
2011-08-17 nemo Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
2011-08-17 nemo At mikade's request, expose screenheight/screenwidth and allow setting tag zoom level
2011-08-15 nemo Move HealthTag dY init into AddGear
2011-08-15 nemo Use Frame instead of State for the health flag
2011-08-15 nemo forgot scale
2011-08-15 nemo draw health tag relative to screen if State <> 0
2011-08-14 nemo For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
2011-08-14 nemo Use same visual gear for health tags and hearts.
2011-08-14 nemo Seduction animation. New visual gear type.
2011-08-01 nemo minor tweak since health tag was being retinted anyway. make it fade out. also disable unneeded tinted flag, save a handful of ops
2011-08-01 nemo Make vgtHealth use Tint
2011-06-30 unc0rr Tiny optimization: convert smooth wind indicator change gear into visual gear
2011-06-18 koda fix water bubbles like sheepluva wanted (also code formatting)
2011-04-27 unc0rr Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
2011-04-17 nemo An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
2011-04-07 sheepluva added some comments in order to confuse the GSoC students as much as possible ;D
2011-03-29 nemo mikade really likes the snow dust
2011-03-16 Henek should probably fix broken flakes, my bad
2011-03-01 koda Happy 2011 :)
2011-01-16 koda rename "frame alternate" to "wiggle" as it's more appropriate experimental3D
2011-01-02 koda rearrange quality flags a little, disable snow rendering on rqLowRes
2011-01-01 Henek added flake configuration also in sudden death and SDClouds for underwater
2010-12-31 Henek sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
2010-12-30 Henek added also splash and droplets to sd and refactored theme.cfg, not all themes updated
2010-12-29 nemo add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
2010-12-29 Henek sudden death: now having theme support, still some work though with config
2010-12-28 Henek sudden death, now with visual and audial effects :D
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*)
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