hedgewars/uStore.pas
Sat, 26 Mar 2011 22:49:38 +0100 koda fix a couple of loose ends
Thu, 24 Mar 2011 16:06:03 +0100 koda this supposedly makes hwengine work with sdl 1.3 past rev 5296
Wed, 23 Mar 2011 16:27:24 +0100 koda glswapbuffer consistency and create the window in the center (still, it doesn't work past sdl r5296)
Thu, 17 Mar 2011 22:35:46 +0100 koda and or is not or and is not and
Sun, 13 Mar 2011 18:23:51 +0100 koda update some sdl-1.3 bindings (working up to rev 5296)
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Mon, 07 Feb 2011 23:12:56 +0100 koda update sdl apis to use the new rendering functions
Sun, 06 Feb 2011 00:47:00 +0100 sheepluva initialize pointers properly with nil
Sat, 05 Feb 2011 15:45:44 +0100 koda cleaning up how chat is handled on idevices
Wed, 02 Feb 2011 23:38:44 +0100 koda update libs and move the multiwindow handling from internal libsdl mods to proper apis usage
Tue, 01 Feb 2011 19:49:10 +0100 sheepluva Thou shalt not leak!
Tue, 01 Feb 2011 15:30:08 +0100 koda addfilelog <3 debugfile
Tue, 01 Feb 2011 00:18:25 +0100 koda merge 0.9.15 once again
Sun, 30 Jan 2011 17:54:02 -0500 nemo Reset things using team colour on change in SetClanColor in lua. This routine had better have been worth it.
Fri, 28 Jan 2011 02:47:11 +0100 sheepluva procedure for loading hats
Tue, 18 Jan 2011 00:12:39 +0100 koda code cleanup
Tue, 04 Jan 2011 12:53:46 +0100 koda merge with HEAD after 0.9.15 release, move consts and vars in their proper files experimental3D
Sun, 02 Jan 2011 19:30:16 +0100 koda rearrange quality flags a little, disable snow rendering on rqLowRes
Thu, 30 Dec 2010 01:44:55 +0100 Henek added also splash and droplets to sd and refactored theme.cfg, not all themes updated
Sat, 22 Jan 2011 01:38:01 +0100 koda fixes for maps and quality = 0 0.9.15
Tue, 28 Dec 2010 19:05:58 -0500 nemo Unbreak reduce quality on snow/christmas. Thanks Cairo.
Tue, 28 Dec 2010 23:53:37 +0100 Henek sudden death, now with visual and audial effects :D
Wed, 22 Dec 2010 03:05:28 +0100 koda damn. it.
Mon, 13 Dec 2010 15:02:04 +0100 Henek added team flag to AddTeam and made AI team allowed to have custom flags. added GetGearVelocity and SetGearVelocity and removed CopyPV2. changed knockball to use use these functions instead.
Sun, 21 Nov 2010 19:51:33 +0300 unc0rr Remove some more circular dependencies
Sun, 21 Nov 2010 19:41:19 +0300 unc0rr uDebug
Sun, 21 Nov 2010 17:48:58 +0300 unc0rr Move some command handlers out of uCommands into more appropriate places, thus removing some dependencies. Ideally uCommands shouldn't depend on anything (except for uTypes and uConsts probably)
Sat, 20 Nov 2010 23:55:00 +0300 unc0rr Move localization data to uVariables, some Uses cleanup
Sat, 20 Nov 2010 23:08:11 +0300 unc0rr Introduce uGearsRender
Thu, 18 Nov 2010 16:19:55 +0300 unC0Rr Introduce uRenderUtils
Thu, 18 Nov 2010 15:45:35 +0300 unC0Rr Introduce uRender
Thu, 18 Nov 2010 12:12:51 +0300 unC0Rr Haven't found a better place than uIO for OutError
Thu, 18 Nov 2010 11:45:31 +0300 unC0Rr Introduce uTextures
Thu, 18 Nov 2010 11:32:47 +0300 unC0Rr Move some stuff from uMisc to uUtils
Wed, 17 Nov 2010 22:26:34 +0300 unc0rr Some more
Wed, 17 Nov 2010 22:14:41 +0300 unc0rr uTeams
Wed, 17 Nov 2010 22:07:03 +0300 unc0rr uLand isn't that important to them
Wed, 17 Nov 2010 17:45:55 +0300 unC0Rr Move variables from uMisc to uVariables
Wed, 17 Nov 2010 17:22:36 +0300 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
Mon, 27 Dec 2010 23:57:44 +0100 koda add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time experimental3D
Mon, 15 Nov 2010 12:37:39 +0100 koda update the 3d branch after release experimental3D
Fri, 12 Nov 2010 22:38:05 +0100 Palewolf Light trails for bullets
Thu, 11 Nov 2010 11:04:24 -0500 nemo Move resurrection to utilities, reduce its probablit a bit to match other utilities, rename the "hint" prop since it really isn't being used as a hint anymore. That can be put back if it changes.
Mon, 08 Nov 2010 19:36:51 -0500 nemo restore circle
Wed, 27 Oct 2010 14:02:20 +0200 koda update branch with latest head, most likely breaking water color in stereo mode experimental3D
Tue, 12 Oct 2010 05:06:30 +0200 koda minor stuff
Mon, 11 Oct 2010 20:34:21 +0200 Tobias Neumann New Weapon: Resurrector (TODO: ammo icon + sprites)
Sun, 10 Oct 2010 02:06:42 +0200 koda some optimizations to drawing and fetching data of new ammomenu
Sat, 09 Oct 2010 18:01:47 +0200 koda merge
Fri, 08 Oct 2010 22:46:05 +0400 unc0rr Some optimizations
Sat, 09 Oct 2010 18:00:53 +0200 koda made the new menu toggable
Thu, 07 Oct 2010 02:03:01 +0200 koda move all mobile-related functions in their own module, provides a structure for future mobile ports
Sat, 02 Oct 2010 04:23:32 +0200 koda iPad Video Out support (+less warnings +code update for latest SDL)
Sun, 26 Sep 2010 17:02:44 +0200 koda enable Lua for iOS (hooks for frontend to be done)
Thu, 23 Sep 2010 00:09:16 +0200 koda captions are scaled down when they're bigger than screen
Wed, 22 Sep 2010 23:46:38 +0200 koda compilation bugfix and scaling down textures when bigger than screen
Sun, 19 Sep 2010 04:12:03 +0200 koda re-add City theme with the UpdateDataFolder script (and revert changes made to the flake sprite)
Sat, 18 Sep 2010 01:50:29 +0200 koda added forgotten images, removed support for CJK fonts (saving 13 MB)
Tue, 14 Sep 2010 13:05:49 +0200 smaxx Engine:
Sun, 12 Sep 2010 19:06:02 -0400 nemo Adjust to reduced ammo menu dimensions.
Wed, 01 Sep 2010 20:41:45 +0200 smaxx Engine:
Thu, 26 Aug 2010 16:02:09 +0200 smaxx Engine:
Thu, 26 Aug 2010 14:46:30 +0100 tiyuri Fixes memory leak -Burp
Wed, 25 Aug 2010 00:17:51 +0200 koda set flake to non critical, no touches until game is starding, moved some variables to be initialized in the right place
Tue, 24 Aug 2010 17:03:44 +0200 smaxx Engine:
Mon, 23 Aug 2010 13:58:46 +0200 smaxx Frontend:
Sat, 31 Jul 2010 11:24:53 +0200 koda remove trailing spaces from end of line
Wed, 18 Aug 2010 20:29:41 +0200 smaxx Engine: experimental3D
Sat, 31 Jul 2010 10:52:43 +0200 koda reverted stereo craziness - the experimental3D branch has been created for a reason
Mon, 02 Aug 2010 12:24:06 +0200 koda these were removed by mistake experimental3D
Fri, 30 Jul 2010 19:56:28 +0200 smaxx Engine:
Sat, 31 Jul 2010 10:53:54 +0200 koda applying smaxx patch where it should be experimental3D
Fri, 30 Jul 2010 18:20:42 +0200 smaxx Engine:
Fri, 30 Jul 2010 13:36:03 +0200 koda add some comments and fix indentation experimental3D
Fri, 30 Jul 2010 13:07:46 +0200 koda creating a new branch for experimental 3d stereographic rendering experimental3D
Sun, 25 Jul 2010 16:02:02 +0200 koda use llvm to compile, don't preview map on wimpier devices, merge vsync, fix iphone launch image
Thu, 22 Jul 2010 12:47:32 +0200 koda reduce the number of keywords used and switch to BMP format for screenshots
Wed, 14 Jul 2010 00:43:36 +0200 koda save the gl client state to get a nice 80% fps boost
Sat, 10 Jul 2010 15:39:07 +0200 koda cWeaponTooltips -> rqTooltipsOff
Thu, 08 Jul 2010 02:23:10 +0200 koda redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
Wed, 07 Jul 2010 03:16:12 +0200 koda enable tooltips on ipad (todo: disable them on iphone)
Wed, 07 Jul 2010 02:52:11 +0200 koda fix the multitouch shooting and moving
Sat, 03 Jul 2010 00:11:23 +0200 koda interpret parameters before initializing everything
Wed, 30 Jun 2010 12:55:33 +0200 koda turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
Fri, 25 Jun 2010 22:59:31 -0400 nemo Flag dimensions with booleans instead of using 0.
Tue, 22 Jun 2010 23:08:57 -0400 nemo New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
Sun, 20 Jun 2010 23:05:11 +0200 koda some memory caring code
Sun, 20 Jun 2010 18:35:59 +0200 koda fix zoom smoothness
Thu, 17 Jun 2010 19:57:51 +0200 koda now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
Thu, 17 Jun 2010 11:41:38 -0400 nemo Make land types flagged (to allow stacking future attributes such as indestructible ice, but also for a damaged flag)
Thu, 03 Jun 2010 14:03:48 +0000 smxx Engine:
Wed, 02 Jun 2010 13:52:23 +0000 koda a bunch of minor stuff
Sun, 16 May 2010 17:23:30 +0000 koda update sdl functions to latest revision
Fri, 07 May 2010 10:54:07 +0000 smxx Engine:
Sun, 02 May 2010 22:00:50 +0000 smxx Engine:
Sun, 02 May 2010 18:42:19 +0000 koda js' patch that restores Vsync on snow leopard
Sat, 01 May 2010 21:53:31 +0000 koda Henek's patch - adds a column to ammoMenu and removes the F* column in iphone version
Sat, 01 May 2010 20:02:20 +0000 smxx Engine:
Sat, 01 May 2010 05:15:16 +0000 sheepluva * added some comments
Thu, 29 Apr 2010 21:25:51 +0000 smxx Engine:
Thu, 29 Apr 2010 17:21:10 +0000 smxx Engine:
Thu, 15 Apr 2010 14:24:26 +0000 smxx Engine:
Sat, 10 Apr 2010 21:36:40 +0000 smxx Frontend:
Fri, 09 Apr 2010 00:04:50 +0000 nemo Skip loading of splashes
Tue, 30 Mar 2010 20:18:04 +0000 smxx Frontend:
Tue, 30 Mar 2010 00:02:40 +0000 nemo prophylactic removal of some Integer references, raise a few of the template islands up a bit so they work inverted without triggering border
Mon, 29 Mar 2010 23:20:34 +0000 koda just some very sane stuff for the iphone port (plus some macro on pascal files)
Fri, 26 Mar 2010 17:43:21 +0000 smxx Engine:
Sun, 21 Mar 2010 20:55:45 +0000 koda fix a small leak
Sun, 21 Mar 2010 19:02:03 +0000 unc0rr In pascal unit is a namespace
Sat, 20 Mar 2010 15:16:59 +0000 koda update project for ipad target
Wed, 17 Mar 2010 00:26:35 +0000 koda restore compilation on simulator and device
Sat, 06 Mar 2010 13:55:58 +0000 smxx Engine:
Sat, 06 Mar 2010 10:59:20 +0000 unc0rr Replace tabs with spaces using 'expand -t 4' command
Tue, 02 Mar 2010 15:04:31 +0000 smxx Engine:
Mon, 01 Mar 2010 19:54:33 +0000 smxx Engine:
Fri, 26 Feb 2010 19:52:22 +0000 nemo A simple hat reservation mechanism. Can be worked around with a little effort, but to make it useful, you'd have to get everyone you played with to work around it too. Quite a bit of effort for a small reward feature.
Fri, 26 Feb 2010 16:29:00 +0000 nemo Font switch requested by Copy Liu in issue #220 - a GPL CJK font set that includes some hand-drawn bitmaps for lower resolutions, reducing fuzziness of CJK chars in places like the ammo menu
Mon, 22 Feb 2010 10:56:43 +0000 smxx Engine:
Mon, 22 Feb 2010 05:50:29 +0000 nemo Check the right midpoint font
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