hedgewars/uVariables.pas
Sun, 18 Mar 2012 00:02:33 +0100 Xeli You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Sat, 18 Feb 2012 16:56:04 +0100 Xeli moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Wed, 15 Feb 2012 18:22:39 +0100 koda moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
Wed, 15 Feb 2012 16:23:59 +0100 koda small refactoring to touch screen buttons, use a record to store values, added 'offset' fields to adjust active button area
Sun, 12 Feb 2012 15:59:10 +0100 koda add keywords for landscape ammomenu and touch interface
Tue, 07 Feb 2012 18:56:49 +0100 Xeli prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Mon, 06 Feb 2012 22:59:28 -0500 nemo slider tweak
Mon, 06 Feb 2012 19:16:22 +0100 Xeli show buttons on the screen, similar to the iOS overlay
Sun, 05 Feb 2012 20:13:56 -0500 nemo unbreak tardis
Sun, 05 Feb 2012 15:20:49 -0500 nemo add individual hog healths to team health bar
Sat, 04 Feb 2012 16:22:46 +0100 Xeli Rewrote the Ammomenu:
Sun, 29 Jan 2012 02:45:12 +0100 koda rotation ftw!!! (engine part)
Sat, 28 Jan 2012 23:10:39 +0100 koda minor cleanup, gather AMSlotSize in uConsts
Mon, 28 Nov 2011 17:41:35 -0500 nemo remove placeholder values that snuck in in the merge
Fri, 25 Nov 2011 23:22:35 +0300 unc0rr Help parser a bit
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.
Sat, 12 Nov 2011 17:06:49 +0100 Xeli merge...i think hedgeroid
Thu, 10 Nov 2011 12:20:01 -0500 nemo Make mazes filter use same variable as template filter
Sun, 06 Nov 2011 16:21:07 -0500 nemo Might as well make the air attack team coloured too
Sun, 06 Nov 2011 12:40:35 -0500 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
Sat, 05 Nov 2011 11:41:56 -0400 nemo Flatten flakes for halloween theme, based on feedback from sheepluva
Thu, 03 Nov 2011 10:36:10 -0400 nemo Bounce can't be set on this anyway, and if we did make it work, it'd probably be OP
Mon, 31 Oct 2011 15:05:39 -0400 nemo oh, probably needs resetting here too
Mon, 31 Oct 2011 14:08:10 -0400 nemo Force a desync if there is a script name mismatch. This avoids playing until the game desyncs due to script differences.
Fri, 28 Oct 2011 18:26:17 +0200 koda one dangerous merge hedgeroid
Sat, 22 Oct 2011 00:49:55 -0400 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
Mon, 17 Oct 2011 13:29:54 -0400 nemo Riiight. Let's try this instead
Sun, 09 Oct 2011 19:36:09 -0400 nemo Restrict slipperiness to girders and bridges. Make girders more obviously ice.
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