hedgewars/uStore.pas
Fri, 25 May 2012 09:00:54 +0200 Wolfgang Steffens initial GLSL1.2 test version
Fri, 25 May 2012 08:51:54 +0200 Wolfgang Steffens Removed lazy update: workaround for R7103
Fri, 25 May 2012 08:42:26 +0200 Wolfgang Steffens merge
Wed, 23 May 2012 16:34:12 -0400 nemo http://www.demoties.com/wp-content/uploads/2011/03/mar-01-6.jpg
Tue, 22 May 2012 09:18:46 +0200 Wolfgang Steffens Merge
Mon, 21 May 2012 06:34:17 +0200 koda better lazy loading for cScaleFactor
Thu, 17 May 2012 15:58:24 +0200 Xeli fix sdl13 build
Mon, 14 May 2012 22:14:17 +0200 Wolfgang Steffens readded optimization for SetScale
Mon, 14 May 2012 19:48:34 +0200 Wolfgang Steffens Replaced FFP code that sets up orthogonal projection with explicit matrix
Fri, 11 May 2012 00:05:47 +0200 koda minor changes for warnings and a variables scope
Fri, 11 May 2012 00:28:06 +0400 unc0rr Some work to make more units compile after conversion to c
Sat, 05 May 2012 19:04:59 +0100 koda old typed const moved to their proper unit
Sat, 05 May 2012 18:10:41 +0100 koda the scope cleanup continues...
Sat, 05 May 2012 17:29:04 +0100 koda split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
Thu, 03 May 2012 12:21:16 +0400 unc0rr Get rid of overloaded functions in uRenderUtils
Wed, 02 May 2012 16:36:11 +0100 koda rename a few Draw* routines
Wed, 02 May 2012 10:53:13 +0100 koda change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
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, 21 Apr 2012 19:51:13 +0400 unc0rr - Remove support for variables in command handlers
Fri, 13 Apr 2012 01:41:11 +0200 koda minor gl debug/comments
Mon, 27 Feb 2012 19:01:44 -0500 nemo Clamp name/team name textures to avoid long team / hog name abuse. Limit width in px instead of chars to avoid unicode issues.
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Sun, 12 Feb 2012 15:35:06 +0100 koda tipped by xeli, ammomenu texture needs to be redrawn on resize to update its position
Sun, 12 Feb 2012 15:27:25 +0100 koda gather context restoration under a single keyword
Mon, 06 Feb 2012 22:39:52 +0100 Xeli fix compiler error for non android build
Sun, 05 Feb 2012 15:52:26 +0100 koda BUUUUURN OBJC AMMOMENU BUUUURNhg diff! (on a separate note, this reduces the codesize by ~37k)
Mon, 30 Jan 2012 07:51:30 +0100 koda ahem, fix build
Sun, 29 Jan 2012 02:45:12 +0100 koda rotation ftw!!! (engine part)
Thu, 26 Jan 2012 02:06:16 +0100 Xeli added pause/resume functionality for android, android need the opengl context to be recreated along with textures and whatnot
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.
Wed, 07 Dec 2011 11:35:03 -0500 nemo Suggestion of sheepluva's - disable timebox in crates after SD, and set to disabled in Ammo. Also disable switch hedgehog for teams of 1 hedgehog in size, and try and correct what appears to be a bug in reserved hats.
Sun, 04 Dec 2011 01:00:18 +0300 unc0rr No more nested functions in code
Sun, 27 Nov 2011 23:13:22 +0300 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
Thu, 24 Nov 2011 16:18:45 +0100 koda GSoC 2011: Android port - merged mainstream
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.
Tue, 15 Nov 2011 02:02:08 +0100 koda move the order of reloading texture to workaround buggy drivers
Mon, 14 Nov 2011 18:08:36 -0500 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
Mon, 14 Nov 2011 17:56:44 -0500 nemo reset chat lines too
Mon, 14 Nov 2011 16:17:58 -0500 nemo Since I'm storing the text string anyway, might as well recreate captions on resize as well
Sat, 12 Nov 2011 17:06:49 +0100 Xeli merge...i think hedgeroid
Sat, 05 Nov 2011 06:06:04 +0100 koda and while we are giving SDLh.pas all this love, let's fix the signature of one SDL_ttf calls
Fri, 28 Oct 2011 18:26:17 +0200 koda one dangerous merge hedgeroid
Thu, 06 Oct 2011 03:55:51 +0200 koda (a lot of) ooops
Fri, 30 Sep 2011 12:55:04 +0200 koda a little code cleanup
Mon, 26 Sep 2011 00:03:14 +0200 koda reviewed the build system and parts of the previous merge, performed some code cleanup hedgeroid
Sun, 25 Sep 2011 18:24:01 +0200 Xeli merge hedgeroid
Sun, 25 Sep 2011 03:32:07 +0200 koda some hopefully harmless experiments Hedgewars-iOS-1.3.2
Fri, 16 Sep 2011 18:17:16 +0200 Xeli merge hedgeroid
Mon, 12 Sep 2011 19:30:18 -0400 nemo Disable GL SetAttributes for Windows due to many testers with problems. This restores .15 behaviour.
Sat, 10 Sep 2011 22:55:31 -0400 sheepluva fix for issue #276
Thu, 01 Sep 2011 17:03:19 +0200 Xeli merge + changed the tardis image to egg.png because the data folder isn't up to date hedgeroid
Wed, 31 Aug 2011 14:23:12 +0400 unc0rr - Don't reload fonts
Wed, 31 Aug 2011 13:47:48 +0400 unc0rr Fix check for darwin or win32. Add debug message.
Tue, 30 Aug 2011 12:32:33 -0400 nemo Reset to SD sky colour if in SD Hedgewars-iOS-1.3
Sun, 28 Aug 2011 11:38:24 +0200 koda ios: fix a couple of bad memory management (unrelated to the crash at the end of each game)
Fri, 26 Aug 2011 16:16:27 -0400 nemo Use frontend value for fullscreening.
Tue, 23 Aug 2011 12:53:47 +0200 koda enable window resizing (tested only on linux) - fix issue 103
Sun, 28 Aug 2011 17:45:23 +0200 Xeli sabotage of the iphone port failed.. hedgeroid
Tue, 23 Aug 2011 03:46:17 +0200 koda FREE AT LAST!!! SDL came around a (mostly) sane way for implementing rotation events, so we can scrap all the workaround code that has been added to workaround it!! Also this allows us to use proper (internal) multitasking handling and can simplify optional settings and other yet unexplored features. Yay!
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