hedgewars/uRender.pas
2015-11-16 unc0rr Merge default (add a bunch of FIXMEs) qmlfrontend
2015-11-14 koda Drop all GLUT references sdl2transition
2015-11-07 sheepluva merge orphan head (while discarding all its changes) to make koda and his hg-git happy
2015-09-11 sheepluva merge
2015-09-11 sheepluva simplify code ios-revival
2015-09-10 antonc27 - ifdef for IPHONEOS in glLoadExtension ios-revival
2015-09-10 sheepluva merge branch ios-revival into default
2015-08-08 antonc27 - Another fix for uRender.pas ios-revival
2015-08-08 antonc27 - Fix for compiling 'uRender.pas' ios-revival
2015-09-03 unc0rr Merge default qmlfrontend
2015-08-10 sheepluva more copyright fixes
2015-07-09 nemo Fix build w/o S3D and video recording. untested.
2015-05-22 nemo don't decrement 0 timer for air mines...
2015-04-02 unc0rr - Merge default qmlfrontend
2015-03-24 sheepluva still messing with rendering
2015-03-24 sheepluva rendering tweaks cont.
2015-03-24 sheepluva rendering tweaks cont.
2015-03-24 sheepluva rendering tweaks/cleanup cont.
2015-02-07 unc0rr merge with default qmlfrontend
2015-07-09 nemo Fix build w/o S3D and video recording. untested. 0.9.21
2014-12-30 Gianfranco Costamagna Fix arm* build failures
2014-12-02 unc0rr merge default qmlfrontend
2014-11-23 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
2014-11-18 unc0rr merge default qmlfrontend
2014-11-14 unC0Rr Fix warnings given by 32-bit fpc
2014-10-02 sheepluva another small rendering tweak/fix
2014-10-02 sheepluva simplify {$IF that pas2c did not seem to understand
2014-10-02 sheepluva also fix top/bottom and side-by-side rendering (got also broken in webgl branch)
2014-09-12 unc0rr - Fix arguments parsing in engine assuming paramcount > 0 qmlfrontend
2014-07-06 sheepluva some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
2014-07-05 sheepluva WIP: weSea tweaks, functional and visual
2014-06-18 sheepluva fix search&replace whoopsy
2014-06-18 sheepluva cleanup and lol
2014-06-18 sheepluva move DrawWaves to uRender
2014-06-18 sheepluva more tweaking
2014-06-18 sheepluva reuse buffers
2014-06-18 sheepluva render tweaks
2014-06-18 sheepluva tweak/refactor how water is drawn
2014-06-17 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
2014-06-17 sheepluva little visual tweak to weSea rendering
2014-06-16 sheepluva various tweaks
2014-06-15 sheepluva tweak engine segfault capabilities
2014-06-15 sheepluva fix videorec build
2014-06-14 sheepluva clean up halting a little
2014-06-14 sheepluva fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
2014-06-14 sheepluva huh? me? nono, don't mind me. I'm just here to clean up.
2014-06-13 sheepluva some rendering tweaks
2014-06-11 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
2014-06-10 sheepluva RAR: cleaning up a bit of the IFDEF-clusterf*ck
2014-06-10 sheepluva some minor tweaks and stuff
2014-06-04 sheepluva tweak untint a little (especially in connection with GrayScale)
2014-02-04 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
2014-01-21 koda merge
2014-01-19 sheepluva small tweak/hax for blurry land to make tile borders vanish (when clamping is off)
2014-01-21 koda partial merge of the webgl branch
2014-01-17 sheepluva update copyright to 2014
2014-01-04 unc0rr merge default webgl
2013-12-13 unc0rr This seems to be enough to fix the bug with sprGirder rendered in stripe
2013-11-01 unc0rr - Bring back white dot in the center of crosshair. Crosshair is blurred now!
2013-10-19 nemo differentiate borders a bit
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