hedgewars/uRender.pas
Mon, 26 Aug 2019 14:27:03 -0400 nemo flag some of the renderstringtex which are taking up a ton of processing time with --stats-only and pas2c
Sun, 25 Aug 2019 19:39:29 -0600 raptor Remove last vestiges of GLEW
Thu, 20 Jun 2019 15:56:59 +0300 alfadur add missing GL2 support call
Thu, 23 May 2019 20:37:41 +0300 alfadur improve rope rendering
Wed, 06 Mar 2019 12:13:29 -0500 nemo remove one of the 2 tint inlines
Fri, 23 Nov 2018 15:54:23 -0500 nemo overall, using LongInt for leftX/rightX results in fewer casts, since most comparisons are against ints.
Tue, 11 Sep 2018 21:16:27 +0200 unc0rr Make rendering work qmlfrontend
Mon, 30 Jul 2018 13:20:01 +0200 Wuzzy Fix freeze ray not working through wrap world edge; add DrawLineWrapped
Wed, 18 Jul 2018 01:35:59 +0200 Wuzzy Switch from http:// to https:// URLs where possible
Tue, 17 Jul 2018 14:20:58 +0200 Wuzzy Add proper exit codes when halt-ing hwengine due to error
Wed, 31 Jan 2018 13:42:52 -0500 alfadur Machinegun. also tweaked ignore
Sun, 07 Jan 2018 19:01:06 +0100 sheepluva fix crosshair rendering in GL2 mode
Sun, 07 Jan 2018 18:19:00 +0100 sheepluva also put GL2 fixes into default
Sat, 06 Jan 2018 03:05:14 +0100 sheepluva fix issues and my past sins with GL2 qmlfrontend
Fri, 05 Jan 2018 21:44:00 +0100 unc0rr Fix missing includes for GL2 build qmlfrontend
Sun, 17 Dec 2017 00:09:24 +0100 unc0rr Merge default. This branch is up-to-date and code is working. qmlfrontend
Sat, 30 Sep 2017 21:54:47 +0200 sheepluva fix some fpc hints
Tue, 18 Apr 2017 22:27:25 +0200 KoBeWi Change water speed range for better precision
Tue, 18 Apr 2017 22:19:19 +0200 KoBeWi Fix broken sprites on animated water edges
Sat, 08 Apr 2017 17:21:22 +0200 KoBeWi Fix bad water flow animation
Sat, 08 Apr 2017 17:17:28 +0200 KoBeWi Water can now be animated
Sun, 15 Jan 2017 12:50:27 -0500 alfadur code changes to make the new bat animation work
Tue, 17 May 2016 23:29:49 +0300 unc0rr Merge default qmlfrontend
Sun, 15 May 2016 23:59:24 +0200 sheepluva implement Trim() in uUtils
Sun, 15 May 2016 23:11:14 +0200 sheepluva drop SysUtils inclusion from 5 files where it is not needed anymore
Tue, 03 May 2016 20:18:25 +0300 unc0rr ansistring, not Ansistring
Tue, 03 May 2016 19:17:30 +0300 unc0rr I heard we switched to physfs
Mon, 02 May 2016 23:03:42 -0400 koda Avoid using an undeclared variable
Mon, 16 Nov 2015 22:57:24 +0300 unc0rr Merge default (add a bunch of FIXMEs) qmlfrontend
Sat, 14 Nov 2015 03:22:20 +0100 koda Drop all GLUT references sdl2transition
Sat, 07 Nov 2015 16:15:27 +0100 sheepluva merge orphan head (while discarding all its changes) to make koda and his hg-git happy
Fri, 11 Sep 2015 21:42:55 +0200 sheepluva merge
Fri, 11 Sep 2015 21:41:35 +0200 sheepluva simplify code ios-revival
Fri, 11 Sep 2015 01:05:02 +0200 antonc27 - ifdef for IPHONEOS in glLoadExtension ios-revival
Thu, 10 Sep 2015 18:22:52 +0200 sheepluva merge branch ios-revival into default
Sat, 08 Aug 2015 21:42:41 +0200 antonc27 - Another fix for uRender.pas ios-revival
Sat, 08 Aug 2015 21:37:19 +0200 antonc27 - Fix for compiling 'uRender.pas' ios-revival
Thu, 03 Sep 2015 20:59:48 +0300 unc0rr Merge default qmlfrontend
Mon, 10 Aug 2015 03:53:11 +0200 sheepluva more copyright fixes
Thu, 09 Jul 2015 13:27:56 -0400 nemo Fix build w/o S3D and video recording. untested.
Fri, 22 May 2015 13:39:12 -0400 nemo don't decrement 0 timer for air mines...
Thu, 02 Apr 2015 21:09:56 +0300 unc0rr - Merge default qmlfrontend
Tue, 24 Mar 2015 21:18:05 +0100 sheepluva still messing with rendering
Tue, 24 Mar 2015 19:25:03 +0100 sheepluva rendering tweaks cont.
Tue, 24 Mar 2015 16:52:35 +0100 sheepluva rendering tweaks cont.
Tue, 24 Mar 2015 12:48:55 +0100 sheepluva rendering tweaks/cleanup cont.
Sat, 07 Feb 2015 23:26:14 +0300 unc0rr merge with default qmlfrontend
Thu, 09 Jul 2015 13:27:56 -0400 nemo Fix build w/o S3D and video recording. untested. 0.9.21
Tue, 30 Dec 2014 15:56:09 +0100 Gianfranco Costamagna Fix arm* build failures
Wed, 03 Dec 2014 00:07:33 +0300 unc0rr merge default qmlfrontend
Sun, 23 Nov 2014 02:15:57 +0100 sheepluva fix for issue 234 - the framebuffers for side-by-side and top/bottom had alpha channels. so when sprites with alpha were blended into the framebuffer it would blend the sprite pixel alpha with the fb pixel alpha
Tue, 18 Nov 2014 23:39:30 +0300 unc0rr merge default qmlfrontend
Fri, 14 Nov 2014 17:00:47 +0300 unC0Rr Fix warnings given by 32-bit fpc
Thu, 02 Oct 2014 18:04:14 +0200 sheepluva another small rendering tweak/fix
Thu, 02 Oct 2014 13:44:54 +0200 sheepluva simplify {$IF that pas2c did not seem to understand
Thu, 02 Oct 2014 13:18:58 +0200 sheepluva also fix top/bottom and side-by-side rendering (got also broken in webgl branch)
Sat, 13 Sep 2014 00:27:10 +0400 unc0rr - Fix arguments parsing in engine assuming paramcount > 0 qmlfrontend
Sun, 06 Jul 2014 19:20:43 +0200 sheepluva some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
Sat, 05 Jul 2014 20:15:56 +0200 sheepluva WIP: weSea tweaks, functional and visual
Thu, 19 Jun 2014 00:23:03 +0200 sheepluva fix search&replace whoopsy
Thu, 19 Jun 2014 00:09:03 +0200 sheepluva cleanup and lol
Wed, 18 Jun 2014 23:57:51 +0200 sheepluva move DrawWaves to uRender
Wed, 18 Jun 2014 17:23:43 +0200 sheepluva more tweaking
Wed, 18 Jun 2014 17:06:40 +0200 sheepluva reuse buffers
Wed, 18 Jun 2014 16:34:36 +0200 sheepluva render tweaks
Wed, 18 Jun 2014 15:42:01 +0200 sheepluva tweak/refactor how water is drawn
Wed, 18 Jun 2014 01:37:28 +0200 sheepluva tweak code of DrawTextureFromRectDir a bit, removing issue with different x offset depending on dir. also removing the workaround wrt that issue in the frozen hog code
Tue, 17 Jun 2014 15:18:07 +0200 sheepluva little visual tweak to weSea rendering
Mon, 16 Jun 2014 02:23:37 +0200 sheepluva various tweaks
Sun, 15 Jun 2014 23:48:06 +0200 sheepluva tweak engine segfault capabilities
Sun, 15 Jun 2014 13:42:34 +0200 sheepluva fix videorec build
Sun, 15 Jun 2014 00:02:25 +0200 sheepluva clean up halting a little
Sat, 14 Jun 2014 15:49:44 +0200 sheepluva fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
Sat, 14 Jun 2014 02:25:49 +0200 sheepluva huh? me? nono, don't mind me. I'm just here to clean up.
Sat, 14 Jun 2014 00:56:11 +0200 sheepluva some rendering tweaks
Wed, 11 Jun 2014 12:55:24 +0200 sheepluva fix hint and gl2 build. NOTE: this does not change that GL2 segfaults right away. that is an issue that dates back at least 50 commits, but most likely even back to the webgl merge. I guess nobody actually tried to run hedgewars in GL2 since back then :P
Tue, 10 Jun 2014 23:21:22 +0200 sheepluva RAR: cleaning up a bit of the IFDEF-clusterf*ck
Tue, 10 Jun 2014 08:47:03 +0200 sheepluva some minor tweaks and stuff
Wed, 04 Jun 2014 19:39:54 +0200 sheepluva tweak untint a little (especially in connection with GrayScale)
Tue, 04 Feb 2014 19:45:22 +0100 sheepluva update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
Tue, 21 Jan 2014 22:53:15 +0100 koda merge
Sun, 19 Jan 2014 16:35:06 +0100 sheepluva small tweak/hax for blurry land to make tile borders vanish (when clamping is off)
Tue, 21 Jan 2014 22:38:13 +0100 koda partial merge of the webgl branch
Fri, 17 Jan 2014 01:06:54 +0100 sheepluva update copyright to 2014
Sat, 04 Jan 2014 23:55:54 +0400 unc0rr merge default webgl
Sat, 14 Dec 2013 01:00:26 +0400 unc0rr This seems to be enough to fix the bug with sprGirder rendered in stripe
Fri, 01 Nov 2013 23:50:13 +0400 unc0rr - Bring back white dot in the center of crosshair. Crosshair is blurred now!
Sat, 19 Oct 2013 15:59:47 -0400 nemo differentiate borders a bit
Wed, 19 Jun 2013 00:52:21 +0400 unc0rr engine links webgl
Tue, 04 Jun 2013 22:28:12 +0200 koda update branch webgl
Wed, 29 May 2013 15:12:06 -0400 unc0rr bump copyright year for Andrey entries
Tue, 02 Apr 2013 21:00:57 +0200 koda update webgl branch webgl
Sun, 03 Mar 2013 19:32:48 +0200 Urbertar Fix DrawLine bug
Sun, 24 Feb 2013 21:44:40 -0500 nemo Messing around w/ Freezer icegun
Tue, 25 Dec 2012 04:45:22 +0100 koda update branch with default webgl
Thu, 29 Nov 2012 23:23:19 -0500 Joe Doyle (Ginto8) Move global variables to units that use them
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
Tue, 10 Jul 2012 16:38:50 +0200 Wolfgang Steffens Debug commit
Tue, 10 Jul 2012 11:08:35 +0200 Wolfgang Steffens Added auto cropping to atlasing
Tue, 05 Jun 2012 22:37:36 +0200 Wolfgang Steffens Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
Mon, 28 May 2012 10:38:27 +0200 Wolfgang Steffens moved generic matrix code to uMatrix.pas
Tue, 22 May 2012 09:25:03 +0200 Wolfgang Steffens Replaced matrix related FFP code with explicit matrix calculations.
Mon, 14 May 2012 19:26:50 +0200 Wolfgang Steffens Refactored TTexture to allow encoding sprite(s) at an arbitrary location within
Sat, 12 May 2012 23:55:09 +0400 unc0rr pas2c stuff again
Sat, 05 May 2012 19:04:59 +0100 koda old typed const moved to their proper unit
Wed, 02 May 2012 16:36:11 +0100 koda rename a few Draw* routines
Wed, 02 May 2012 11:43:43 +0100 koda marked a couple of functions as inline
Wed, 02 May 2012 08:07:17 +0100 koda add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
Tue, 01 May 2012 19:56:55 +0200 koda breaking news, we don't support typed consts anymore
Sat, 18 Feb 2012 13:52:37 +0100 Xeli fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Fri, 17 Feb 2012 12:08:01 +0100 koda refactored a few types involved in the touch interface and corrected a few invisible mistakes
Thu, 16 Feb 2012 16:16:59 +0100 Xeli wops, added an extra USE_TOUCH_INTERFACE
Thu, 16 Feb 2012 16:02:41 +0100 Xeli added translate/fade animations for OnScreenWidgets
Tue, 17 Jan 2012 09:01:31 -0500 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
Fri, 18 Nov 2011 00:32:52 +0100 koda yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
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
Mon, 15 Aug 2011 00:23:32 +0200 koda smaller code cleanup
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