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hedgewars/uVisualGears.pas
2012-05-05
koda
old typed const moved to their proper unit
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2012-05-02
koda
rename a few Draw* routines
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2012-05-02
koda
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
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2012-05-01
koda
breaking news, we don't support typed consts anymore
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2012-04-22
nemo
Make clouds/flakes change direction smoothly
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2012-04-04
unc0rr
More external definitions for pas2c
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2012-03-20
nemo
bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
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2012-02-17
koda
the most important commit of the year
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2012-01-17
lovelacer
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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2012-01-09
nemo
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
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2011-11-27
unc0rr
Countless imporvements to the parser and countless help to the parser in sources.
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2011-11-14
nemo
Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
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2011-11-11
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.
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2011-11-11
nemo
If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
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2011-11-10
nemo
unsquash the rescaled clouds
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2011-11-06
nemo
tweak % again
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2011-11-06
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
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2011-11-05
nemo
A bit less WTF of ice, ice chutes now work. Also tweak flake respawn positions a bit
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2011-11-05
nemo
Increase rarity of near flakes (don't want them intruding in game much). Also fix stereo. Near flakes were being drawn far.
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2011-11-05
nemo
Flatten flakes for halloween theme, based on feedback from sheepluva
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2011-10-22
nemo
Tweak ratios to deemphasise foreground flakes further
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2011-10-22
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
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2011-10-10
nemo
Experiment in making ice more treacherous. also tweak to snow/christmas flake spawn
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2011-09-16
nemo
Tweak sparkles, glass. Left glass commented out in case he prefers old behaviour.
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2011-09-12
sheepluva
nemo's molotov burst effect; with a slight color modification added
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2011-09-11
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.
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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.
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2011-09-08
nemo
NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
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2011-09-03
nemo
Just for fun. Flowers! Also, use a less blatant image in ammo menu.
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2011-08-27
nemo
Allow vgtSmoke to scale. Scale it down 50% for mines, so smoke doesn't seem so oversized
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