hedgewars/uLand.pas
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.
2012-06-03 nemo Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
2012-05-31 unc0rr pas2c stuff
2012-05-14 unc0rr Learn hask^Wpascal, dudes!
2012-05-11 unc0rr sysutils -> SysUtils
2012-05-11 nemo Avoid returning an array for the sake of pas2c
2012-05-05 koda old typed const moved to their proper unit
2012-05-01 koda breaking news, we don't support typed consts anymore
2012-04-24 nemo Oh, and I guess this is needed as well, although if many other places in the code do this, pas2c will need
2012-04-21 unc0rr - Remove support for variables in command handlers
2012-02-17 koda the most important commit of the year
2012-02-05 unc0rr Further work on propagating types. Now it hopefully works fully, just need to annotate namespace with types first.
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2011-12-03 unc0rr Some cleanup here and there
2011-12-03 unc0rr - Give uLand more modularity
2011-11-27 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
2011-11-12 Xeli merge...i think hedgeroid
2011-11-10 nemo Make mazes filter use same variable as template filter
2011-11-06 nemo Add missing grayscale conversions
2011-10-31 nemo Force a desync if there is a script name mismatch. This avoids playing until the game desyncs due to script differences.
2011-10-28 koda one dangerous merge hedgeroid
2011-10-08 nemo Add landbacktex to a few maps, just to see how it looks.
2011-10-04 nemo hm. probably should set both
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.
2011-10-28 Xeli Enabled landhash check again hedgeroid
2011-09-25 koda reviewed the build system and parts of the previous merge, performed some code cleanup hedgeroid
2011-09-25 Xeli merge hedgeroid
2011-09-24 unC0Rr Fix a bunch of warnings (also improves speed a bit in 32 bit code)
2011-09-16 Xeli merge hedgeroid
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.
2011-09-09 Xeli merge hedgeroid
2011-09-04 nemo copy/paste fail
2011-09-04 nemo load mask from user path as well
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 buttons for tag team, bottom border, unbreak smoothing
2011-08-31 nemo Let's draw the bottom border thicker, so it is more visible
2011-08-31 nemo Add option for a bottom border. Needs testing.
2011-08-27 nemo Die speckles, round N. Check that alpha is not basically empty while blending, try to match the damaged land type.
2011-08-04 Xeli merge hedgeroid
2011-07-24 nemo Add grayscale option for 3d, helps with colour clashing
2011-06-21 Xeli First commit.. hedgeroid
2011-06-21 nemo Avoid desyncing on blurry land
2011-06-14 nemo add missing user path check
2011-06-13 nemo Enable ~/.hedgewars/Data (or platform equivalent) to override/extend pretty much everything in system Data dir. Obviously desyncing can occur, so this is at user's own risk. Should simplify map etc install. Needs testing.
2011-06-09 nemo tweak to avoid specks after damage
2011-06-02 nemo oops.
2011-06-02 nemo Experiment in making the land less jagg-y
2011-03-01 koda Happy 2011 :)
2011-02-01 koda addfilelog <3 debugfile
2010-12-19 unc0rr - Simplify map container code a bit
2010-12-18 unc0rr Report 48 hogs for drawn maps
2010-12-09 unc0rr Pass hardcoded drawn map from frontend into engine \o/
2010-12-04 unc0rr Halfplement decode/drawing routine
2010-11-21 unc0rr uDebug
2010-11-21 unc0rr Move some command handlers out of uCommands into more appropriate places, thus removing some dependencies. Ideally uCommands shouldn't depend on anything (except for uTypes and uConsts probably)
2010-11-20 unc0rr Move land hash checking into commands
2010-11-18 unC0Rr Haven't found a better place than uIO for OutError
2010-11-18 unC0Rr Move some stuff from uMisc to uUtils
2010-11-17 unc0rr uTeams
2010-11-17 unc0rr uLand isn't that important to them
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
2010-10-07 nemo bug #83 - move test of disabled land objects into AddObjects
2010-09-30 koda updated lua loading in the ifrontend and also fixed masked maps
2010-09-27 koda have engine try for a second position when map loading fails (in this way it's possible to move Missions data to any path)
2010-09-06 nemo Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
2010-07-31 koda remove trailing spaces from end of line
2010-07-10 koda fix land check fo' real
2010-07-08 koda fix land check
2010-07-08 koda fix static land loading on desktop
2010-07-03 koda a couple of fixes i missed previously
2010-07-02 koda land arrays are allocated dynamically, so DOWNSCALE and LOWRES macros are now removed and replaced by run time flags rqBlurryLand and rqLowRes
2010-07-02 nemo Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
2010-07-01 nemo Initialise to 0
2010-07-01 nemo Grid the landscape, and shortcircuit checks on the collision array if there are no nearby checked in collisions to be collided with. This is a big win for fire's ammoshove in particular. Also add a +2 that seemed missing in the check, and update fire accordingly.
2010-06-30 koda tiy new overlay graphics
2010-06-30 koda partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
2010-06-26 koda moar zoom, fixed fort mode, other glitches
2010-06-21 nemo Replace SHA1 with adler32. For simple purposes of checking to see if players are playing the same map, this should be quite adequate and runs 15 times faster.
2010-06-18 nemo rename flags
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)
2010-06-17 nemo Make land types flagged (to allow stacking future attributes such as indestructible ice, but also for a damaged flag)
2010-05-16 koda update sdl functions to latest revision
2010-05-02 smxx Engine:
2010-04-26 koda add other controls for map preview, also fix a bug in digest
2010-04-25 koda wow all these files only for land preview and seed generation
2010-04-03 nemo New game scheme option to turn off land objects
2010-04-01 nemo Suppress warning
2010-04-01 nemo this was not checking all of Land[]
2010-04-01 nemo Update (c) lines to 2010 as unc0rr requested - they all had varying values so I just took the first year mentioned, then tacked on -2010
2010-04-01 unc0rr - update russian translation a bit
2010-04-01 nemo another uninitialised value radz[k] for corresponding pa.ar of NTPX
2010-04-01 sheepluva possible map gen desync "fix" -- test please
2010-03-30 smxx Engine/Frontend:
2010-03-29 koda just some very sane stuff for the iphone port (plus some macro on pascal files)
2010-03-28 nemo prg adds option to toggle girders in maze, adjusts some frontend strings
2010-03-28 nemo prg tweaks maze
2010-03-28 nemo prg's maze generator
2010-03-24 smxx Engine:
2010-03-23 koda fix a build error on 10.5, LandPixels properly initialized
2010-03-22 nemo oh. I missed the fact he moved it to uLandTexture
2010-03-22 nemo Remove doubled call of freeEverything. restore freeing of LandBackSurface pending unc0rr explaining why 'sactly he took it out (assuming an error right now)
2010-03-22 unc0rr Clean Augean stables
2010-03-21 unc0rr In pascal unit is a namespace
2010-03-18 koda fix the glitch causing pass-through in land objects besides first game
2010-03-13 nemo Fix basketball map and hog cannon.
2010-03-06 unc0rr Replace tabs with spaces using 'expand -t 4' command
2010-03-01 smxx Engine:
2010-03-01 nemo Formerly "Draw Girders" by MrMfS - now "Disable Girders" to allow template prefs to still exist
2010-02-25 nemo Set 32 hog limit for fort maps
2010-02-04 smxx Server:
2010-01-24 koda fix a nasty 196 bytes memory leak in engine, plus other stuff for iphone frontend
2010-01-18 koda replace initialization/finalization statements with custom init functions
2010-01-12 koda better network support + initial work for returning to frontend
2009-12-18 koda complete transition of longword->sdl_color for TTF bindings
2009-11-29 unc0rr Smaxx patch with tuning by me:
2009-11-14 koda fix wrong ttf blending in ppc
2009-11-05 nemo Remove mostly useless comments put in to explain patch long ago.
2009-11-05 koda revert previous commit to remove a wip patch
2009-11-05 koda update themes cmakefiles to use GLOB instead of listing all the files
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