hedgewars/uVisualGears.pas
Sun, 27 Nov 2011 23:13:22 +0300 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
Mon, 14 Nov 2011 18:08:36 -0500 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
Fri, 11 Nov 2011 14:05:39 -0500 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.
Thu, 10 Nov 2011 21:11:57 -0500 nemo If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
Thu, 10 Nov 2011 17:37:24 -0500 nemo unsquash the rescaled clouds
Sun, 06 Nov 2011 14:15:43 -0500 nemo tweak % again
Sun, 06 Nov 2011 12:40:35 -0500 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
Sat, 05 Nov 2011 17:24:09 -0400 nemo A bit less WTF of ice, ice chutes now work. Also tweak flake respawn positions a bit
Sat, 05 Nov 2011 12:10:49 -0400 nemo Increase rarity of near flakes (don't want them intruding in game much). Also fix stereo. Near flakes were being drawn far.
Sat, 05 Nov 2011 11:41:56 -0400 nemo Flatten flakes for halloween theme, based on feedback from sheepluva
Sat, 22 Oct 2011 11:50:55 -0400 nemo Tweak ratios to deemphasise foreground flakes further
Sat, 22 Oct 2011 00:49:55 -0400 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
Mon, 10 Oct 2011 14:13:35 -0400 nemo Experiment in making ice more treacherous. also tweak to snow/christmas flake spawn
Thu, 15 Sep 2011 20:39:04 -0400 nemo Tweak sparkles, glass. Left glass commented out in case he prefers old behaviour.
Mon, 12 Sep 2011 07:27:34 +0200 sheepluva nemo's molotov burst effect; with a slight color modification added
Sun, 11 Sep 2011 10:22:09 -0400 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.
Fri, 09 Sep 2011 18:30:40 -0400 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.
Wed, 07 Sep 2011 20:12:20 -0400 nemo NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
Sat, 03 Sep 2011 14:01:52 -0400 nemo Just for fun. Flowers! Also, use a less blatant image in ammo menu.
Fri, 26 Aug 2011 22:15:09 -0400 nemo Allow vgtSmoke to scale. Scale it down 50% for mines, so smoke doesn't seem so oversized
Thu, 18 Aug 2011 23:33:39 -0400 nemo oops
Wed, 17 Aug 2011 00:11:57 -0400 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.
Tue, 16 Aug 2011 21:37:10 -0400 nemo At mikade's request, expose screenheight/screenwidth and allow setting tag zoom level
Mon, 15 Aug 2011 16:48:39 -0400 nemo Move HealthTag dY init into AddGear
Mon, 15 Aug 2011 12:47:53 -0400 nemo Use Frame instead of State for the health flag
Mon, 15 Aug 2011 10:16:18 -0400 nemo forgot scale
Sun, 14 Aug 2011 21:49:04 -0400 nemo draw health tag relative to screen if State <> 0
Sun, 14 Aug 2011 17:49:12 -0400 nemo For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
Sun, 14 Aug 2011 17:42:26 -0400 nemo Use same visual gear for health tags and hearts.
Sun, 14 Aug 2011 16:59:55 -0400 nemo Seduction animation. New visual gear type.
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