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use a different depth for different layers (land, water, explosions)
experimental3D
2011-01-15, by koda
Clearly state which port is IPC connection on
2011-01-04, by unc0rr
smaller rearrangement of (non stereo related) variables
experimental3D
2011-01-04, by koda
Make barrels drop when hog walks away from under it
2011-01-04, by unc0rr
merge with HEAD after 0.9.15 release, move consts and vars in their proper files
experimental3D
2011-01-04, by koda
add new robot badge to sources
2011-01-04, by koda
Apply RGBA consistently in Tint
2011-01-03, by nemo
rearrange quality flags a little, disable snow rendering on rqLowRes
2011-01-02, by koda
remove obsolete TrainingFlags code
2011-01-02, by koda
display caption for ammotype amNothing when switched to so that players know what just happened
2011-01-02, by sheepluva
added flake configuration also in sudden death and SDClouds for underwater
2011-01-01, by Henek
Fancier detection of hogs/objects. Hogs wont get buried even by the worst of storms.
2011-01-01, by Palewolf
Updated Slovak translation
2011-01-01, by jose1711
Flakes were updating the wrong coordinates when rqBlurryLand was on
2011-01-01, by Palewolf
fix very ancient typo in CheckCollision() that would cause check for collision at bottom and right instead of movement direction
2011-01-01, by sheepluva
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