hedgewars/uWorld.pas
Tue, 05 Jul 2011 18:33:42 +0200 Xeli merge hedgeroid
Sun, 03 Jul 2011 14:36:42 -0400 nemo Based on some user complaints on forum, try to reduce impact of teams on small displays.
Tue, 28 Jun 2011 17:57:54 +0200 Xeli merge hedgeroid
Sun, 03 Jul 2011 11:24:53 -0400 nemo Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
Fri, 24 Jun 2011 09:54:39 +0200 Xeli merge hedgeroid
Thu, 23 Jun 2011 16:52:23 +0200 Xeli Reverted back to tip and changed the correct IFDEF IPHONEOS to MOBILE without breaking other iphoneos hedgeroid
Thu, 23 Jun 2011 16:29:46 +0200 Xeli Changed UI elements hedgeroid
Sat, 25 Jun 2011 16:39:54 +0400 unc0rr Fix camera jerking on zoom in
Thu, 23 Jun 2011 21:19:43 +0400 unc0rr merge
Tue, 21 Jun 2011 18:28:34 -0400 nemo Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
Tue, 21 Jun 2011 16:43:05 +0400 unc0rr Ability to turn camera following gears off
Mon, 02 May 2011 18:37:57 +0400 unc0rr - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window cursor_issues
Sun, 17 Apr 2011 22:16:36 +0400 unc0rr Try to allow cursor to reach water when zooming out cursor_issues
Sat, 19 Mar 2011 16:19:50 +0100 Henek some final work and buggfix for Tag Team, it is now playable
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Tue, 01 Feb 2011 19:49:10 +0100 sheepluva Thou shalt not leak!
Sat, 29 Jan 2011 21:16:09 +0100 Henek added dummy for tardis and ugly icons for tardis and structure
Tue, 18 Jan 2011 00:12:39 +0100 koda code cleanup
Mon, 17 Jan 2011 01:43:10 +0100 koda merge default into experimental3D experimental3D
Wed, 12 Jan 2011 20:31:55 +0100 Henek added rq-sky to themes so it can set sky color for low quality. also added tint of sky on sudden death. underwater theme is an example of this
Sun, 16 Jan 2011 05:21:00 +0100 koda rename "frame alternate" to "wiggle" as it's more appropriate experimental3D
Sat, 15 Jan 2011 18:35:59 +0100 koda use a different depth for different layers (land, water, explosions) experimental3D
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
Mon, 03 Jan 2011 10:45:50 -0500 nemo Apply RGBA consistently in Tint
Sun, 02 Jan 2011 18:12:16 +0100 koda remove obsolete TrainingFlags code
Fri, 31 Dec 2010 01:05:23 +0100 Henek sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Tue, 28 Dec 2010 23:53:37 +0100 Henek sudden death, now with visual and audial effects :D
Wed, 22 Dec 2010 15:42:47 +0100 Henek fixed showmission so it actually displays the right icons
Tue, 07 Dec 2010 22:23:40 -0500 nemo Restore millisecond precision for mines time
Sun, 21 Nov 2010 16:53:31 +0300 unc0rr uCaptions
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 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 22:19:58 +0300 unc0rr uWorld
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
Wed, 22 Dec 2010 12:17:34 +0100 koda use a gentler positive parallax for background effect experimental3D
Mon, 15 Nov 2010 12:37:39 +0100 koda update the 3d branch after release experimental3D
Fri, 12 Nov 2010 15:20:54 +0100 koda yay i'm free to break things again!
Mon, 08 Nov 2010 22:26:44 -0500 nemo Revert yet again for breaking stuff. No more chances on this. If there'd been a release, this would have been twice with serious breakage. P.S. - as per koda's complaint last time, only reverted the non-iphone, probably means iphone is now broken. Oh well.
Mon, 08 Nov 2010 23:46:34 +0100 koda this time i got it right, i'm sure of it; TEST ANYWAYS
Sun, 07 Nov 2010 18:35:21 -0500 nemo revert 4200:dd54999c2822 - it was breaking schemes. koda. just leave this alone until next release
Sun, 07 Nov 2010 23:47:29 +0100 koda revamp gamemodes section in the ifrontend and update ios game modes
Sun, 07 Nov 2010 20:40:30 +0100 koda err better wait after relase for this one
Sun, 07 Nov 2010 20:27:05 +0100 koda move turnstime and minestime * 1000 outside frontend and place it in engine
Sun, 07 Nov 2010 16:41:03 +0300 unc0rr REmove stupid int64 conversions, provide real fixes to compiler hints
Fri, 05 Nov 2010 15:36:45 -0400 nemo Add some more game goals. Sorry translators.
Wed, 27 Oct 2010 14:02:20 +0200 koda update branch with latest head, most likely breaking water color in stereo mode experimental3D
Fri, 29 Oct 2010 00:24:17 +0200 koda disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
Thu, 14 Oct 2010 22:01:33 +0200 koda less warning, no rotation glitch, more comments
Mon, 11 Oct 2010 15:47:40 -0400 nemo Extend the >0 / amNothing check
Mon, 11 Oct 2010 21:45:25 +0200 koda merge
Mon, 11 Oct 2010 12:37:42 -0400 nemo Constrain to <= to avoid a bug on bottom edge reported by Henek
Mon, 11 Oct 2010 03:28:15 +0200 koda moved some utilities to a separate column with round buttons
Wed, 22 Sep 2010 01:09:40 -0400 nemo Extend time limit to 9999, remove ready timer if time is over 999 and stop drawing time if it is over 999 (draws wrong over 999 anyway) - this has the effect of allowing an "unlimited" time appearance if turns are over a quarter hour or so. This can be used to add an unlimited time scheme or button to ipad
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