hedgewars/uLand.pas
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
2008-05-27 unc0rr Fix forts mode to take in account clans, not teams
2008-04-27 unc0rr Update copyright info in source files headers
2008-04-13 unc0rr Fix warnings
2008-03-29 unc0rr Aware that not visible pixels are not ground, whatever their color under alpha-channel is
2008-03-05 unc0rr Fix bug with handling explosions (wrong parameters passed to glTexSubImage2D) spotted by Tiyuri
2008-01-27 unc0rr - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
2008-01-27 unc0rr Store Land surface in memory:
2008-01-27 unc0rr Introduce UpdateLandTexture function to update just parts of surface
2008-01-27 unc0rr - Update land texture after explosions
2008-01-27 unc0rr Now land texture renders properly
2008-01-26 unc0rr - Start conveting pngs to have alpha-channel
2008-01-26 unc0rr Enable water waves back
2008-01-25 unc0rr Now show sprites too
2008-01-25 unc0rr Some further work on switching to OpenGL rendering
2008-01-25 unc0rr Start conversion to OpenGL rendering
2008-01-11 unc0rr - Revert previous debug things
2008-01-11 unc0rr Fix previous commit
2008-01-11 unc0rr Some debug stuff
2007-07-21 unc0rr Small fixes
2007-07-21 unc0rr Save some memory
2007-07-15 unc0rr Improve land generator
2007-07-02 unc0rr Convert teams list to array
2007-03-17 unc0rr - Get rid of operator := to have GPC support
2007-03-11 unc0rr - Fix most of the warnings in hwengine
2007-02-11 unc0rr - Two more land templates
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