hedgewars/uConsts.pas
2013-10-23 unc0rr Oh, dudes :(
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
2013-07-02 koda engine uses final (?) SDL 2 APIs, new events and types added. Touch input broke by the way, and system events should be handled differently
2013-06-23 nemo Configuration for tag display default
2013-06-04 koda update branch webgl
2013-05-29 unc0rr bump copyright year for Andrey entries
2013-05-21 nemo Add gstFrozen state to mines/gears in range on frozen land creation, and set the mines to dud state. gstFrozen does nothing yet. Visually or otherwise.
2013-05-14 nemo Rename submersible state, increase getaway time for attack underwater, slow down gear dx/dy underwater to simulate water resistance
2013-05-14 nemo some saucer thing for firing weps underwater and aiming and such. bit drunk and sleepy so testing I guess
2013-04-03 koda update branch again webgl
2013-04-03 koda strip PAS2C, old WEB symbols and outdated pas2c sources from default branch, all c-related development is done on the webgl branch
2013-04-02 koda update webgl branch webgl
2013-03-18 nemo More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
2013-03-17 nemo Add some flags for a few of the magic Land values
2013-01-26 koda update branch webgl
2012-12-29 dag10 GCI2012: Advanced Keyboard Configuration
2012-12-25 koda update branch with default webgl
2012-12-24 RowanD GCI2012: Change Argument Passing Between Frontend and Engine
2012-12-03 Rowan D GCI2012: Convert uMobile into a Callback Record
2012-11-30 Joe Doyle (Ginto8) Move global variables to units that use them
2012-11-30 Joe Doyle (Ginto8) Remove unused global variables
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
2012-11-07 unc0rr Try to beat AI in Mutant!
2012-11-06 nemo support ridiculously large maps
2012-08-08 Stepan777 merge
2012-08-08 nemo Allow scripting to delete gears
2012-08-06 nemo oops
2012-08-05 Stepan777 merge
2012-08-05 nemo Add bot level to CPU flag
2012-07-26 Stepan777 merge
2012-07-21 unc0rr AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
2012-07-19 nemo Fix TARDIS, make switcher work w/ the new more stringent check.
2012-07-09 Stepan777 rework saving of camera positions so there is no need to know framerate during prerecording.
2012-06-26 Stepan777 merge
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.
2012-06-11 Stepan777 merge
2012-06-07 Stepan777 1. Add IFDEFs for video recording
2012-06-08 unc0rr - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
2012-06-06 Xeli first attempt at implementing support for keys with modifiers
2012-05-01 koda breaking news, we don't support typed consts anymore
2012-05-01 koda oops
2012-04-27 Xeli add ammoprop to enable to up and down buttons on for the touch interface
2012-04-23 Xeli - change uKeys to be event based rather than polling
2012-04-14 unc0rr Improve rendering of function types, ranges, and more
2012-03-17 Xeli make the Ammomenu show up a little faster
2012-03-17 Xeli You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
2012-03-17 Xeli make ammomenu's speed dependent on RealTicks rather than frames
2012-03-11 nemo bug #336
2012-02-17 koda the most important commit of the year
2012-02-16 Xeli added translate/fade animations for OnScreenWidgets
2012-02-07 Xeli fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
2012-02-04 Xeli Rewrote the Ammomenu:
2012-01-28 koda minor cleanup, gather AMSlotSize in uConsts
2011-10-28 koda one dangerous merge hedgeroid
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.
2011-10-01 nemo This prevents girders from erasing landbacktex (square windows in tunnels and such), at the cost of requiring lfBasic and lfObject to be treated the same apart from graphically
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 option for a bottom border. Needs testing.
2011-08-15 Xeli Zoom and moving the camera now works with SDL_FINGER* events hedgeroid
less more (0) -300 -100 -60 tip