hedgewars/uConsts.pas
Wed, 03 Apr 2013 23:56:59 +0200 koda strip PAS2C, old WEB symbols and outdated pas2c sources from default branch, all c-related development is done on the webgl branch
Tue, 02 Apr 2013 21:00:57 +0200 koda update webgl branch webgl
Mon, 18 Mar 2013 12:13:46 -0400 nemo More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
Sun, 17 Mar 2013 14:09:54 -0400 nemo Add some flags for a few of the magic Land values
Sun, 27 Jan 2013 00:28:57 +0100 koda update branch webgl
Sat, 29 Dec 2012 22:50:10 +0100 dag10 GCI2012: Advanced Keyboard Configuration
Tue, 25 Dec 2012 04:45:22 +0100 koda update branch with default webgl
Mon, 24 Dec 2012 17:07:12 +0100 RowanD GCI2012: Change Argument Passing Between Frontend and Engine
Mon, 03 Dec 2012 17:51:57 +0100 Rowan D GCI2012: Convert uMobile into a Callback Record
Thu, 29 Nov 2012 23:23:19 -0500 Joe Doyle (Ginto8) Move global variables to units that use them
Thu, 29 Nov 2012 23:13:06 -0500 Joe Doyle (Ginto8) Remove unused global variables
Sun, 11 Nov 2012 17:15:19 +0100 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
Wed, 07 Nov 2012 13:23:18 +0400 unc0rr Try to beat AI in Mutant!
Mon, 05 Nov 2012 22:03:26 -0500 nemo support ridiculously large maps
Thu, 09 Aug 2012 01:01:06 +0400 Stepan777 merge
Wed, 08 Aug 2012 10:26:10 -0400 nemo Allow scripting to delete gears
Sun, 05 Aug 2012 20:18:16 -0400 nemo oops
Mon, 06 Aug 2012 00:40:26 +0400 Stepan777 merge
Sun, 05 Aug 2012 15:00:59 -0400 nemo Add bot level to CPU flag
Thu, 26 Jul 2012 21:56:47 +0400 Stepan777 merge
Sun, 22 Jul 2012 00:48:48 +0400 unc0rr AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
Thu, 19 Jul 2012 17:34:18 -0400 nemo Fix TARDIS, make switcher work w/ the new more stringent check.
Mon, 09 Jul 2012 17:03:57 +0400 Stepan777 rework saving of camera positions so there is no need to know framerate during prerecording.
Tue, 26 Jun 2012 23:23:02 +0400 Stepan777 merge
Tue, 26 Jun 2012 10:14:40 -0400 nemo Add green mask for anti-portal areas on custom maps. Flagged as Bouncy since it is intended for that general use. Needs testing.
Mon, 11 Jun 2012 17:56:10 +0400 Stepan777 merge
Fri, 08 Jun 2012 02:52:35 +0400 Stepan777 1. Add IFDEFs for video recording
Fri, 08 Jun 2012 18:03:44 +0400 unc0rr - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
Thu, 07 Jun 2012 01:10:57 +0200 Xeli first attempt at implementing support for keys with modifiers
Tue, 01 May 2012 19:56:55 +0200 koda breaking news, we don't support typed consts anymore
Tue, 01 May 2012 15:29:48 +0200 koda oops
Fri, 27 Apr 2012 23:09:27 +0200 Xeli add ammoprop to enable to up and down buttons on for the touch interface
Mon, 23 Apr 2012 19:22:16 +0200 Xeli - change uKeys to be event based rather than polling
Sun, 15 Apr 2012 00:47:22 +0400 unc0rr Improve rendering of function types, ranges, and more
Sun, 18 Mar 2012 00:05:20 +0100 Xeli make the Ammomenu show up a little faster
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, 17 Mar 2012 22:39:16 +0100 Xeli make ammomenu's speed dependent on RealTicks rather than frames
Sun, 11 Mar 2012 11:39:45 -0400 nemo bug #336
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Thu, 16 Feb 2012 16:02:41 +0100 Xeli added translate/fade animations for OnScreenWidgets
Tue, 07 Feb 2012 21:19:10 +0100 Xeli fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Sat, 04 Feb 2012 16:22:46 +0100 Xeli Rewrote the Ammomenu:
Sat, 28 Jan 2012 23:10:39 +0100 koda minor cleanup, gather AMSlotSize in uConsts
Fri, 28 Oct 2011 18:26:17 +0200 koda one dangerous merge hedgeroid
Sun, 02 Oct 2011 10:36:43 -0400 nemo Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
Fri, 30 Sep 2011 22:33:28 -0400 nemo This prevents girders from erasing landbacktex (square windows in tunnels and such), at the cost of requiring lfBasic and lfObject to be treated the same apart from graphically
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 14:47:01 -0400 nemo Add option for a bottom border. Needs testing.
Mon, 15 Aug 2011 21:45:27 +0200 Xeli Zoom and moving the camera now works with SDL_FINGER* events hedgeroid
Sun, 24 Jul 2011 00:25:35 -0400 nemo Add grayscale option for 3d, helps with colour clashing
Fri, 01 Jul 2011 10:38:00 +0400 unc0rr Merge
Thu, 30 Jun 2011 13:59:57 +0400 unc0rr Don't draw snow flakes spawned in land, introduce gstInvisible flag
Tue, 28 Jun 2011 21:28:13 +0200 Henek fake crates now with complementary poison
Sun, 26 Jun 2011 13:38:47 -0400 nemo Allow control of grenade bounce. Not sure if this is a good idea, but has been requested a lot, so...
Sun, 26 Jun 2011 02:47:36 +0200 Henek now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
Thu, 17 Mar 2011 23:11:48 +0100 Henek added game mode Tag Team, mostly untested, please test :)
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Mon, 17 Jan 2011 01:43:10 +0100 koda merge default into experimental3D experimental3D
Mon, 10 Jan 2011 15:33:15 +0300 unc0rr Fix formatting
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
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
Wed, 29 Dec 2010 15:57:13 +0100 sheepluva set windspeed to 0 at the very beginning of the game. (fixes DisableWind game modifier)
Sun, 21 Nov 2010 13:13:42 -0500 nemo Increase teams to 8 to match the 8 colours, fix issue #108, reenable rope length modifier
Sun, 21 Nov 2010 09:12:44 -0500 nemo After repeated requests, variable length rope. Intended for the infinite rope folks, but values less than 100 make rope more interesting IMO.
Sat, 20 Nov 2010 23:08:11 +0300 unc0rr Introduce uGearsRender
Wed, 17 Nov 2010 20:28:42 +0300 unc0rr Move variables from uConsts to uVariables
Wed, 17 Nov 2010 17:22:36 +0300 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
Mon, 15 Nov 2010 12:37:39 +0100 koda update the 3d branch after release experimental3D
Sun, 14 Nov 2010 15:06:02 -0500 nemo merge 0.9.14.1 to trunk
Sun, 14 Nov 2010 14:53:44 -0500 nemo merge 0.9.14
Sun, 14 Nov 2010 12:57:01 +0100 Palewolf Small animation on bullet impact
Sun, 14 Nov 2010 11:19:37 -0500 nemo disable offsets in GetLaunchX/GetLaunchY instead 0.9.14.1
Sat, 13 Nov 2010 17:19:18 +0100 Henek made napalm use napalmbombs instead of just dropping fire
Sun, 14 Nov 2010 11:10:25 -0500 nemo 2 of the fixes for 0.9.14.1 - still need to fix the frontend desync and config-dir 0.9.14.1
Sun, 14 Nov 2010 11:06:55 -0500 nemo revert prior revision. moving to new branch 0.9.14
Sat, 13 Nov 2010 14:40:06 +0100 Henek added new sprite for drill strike drills, not intended for .15 release
Sun, 14 Nov 2010 11:03:55 -0500 nemo set all offsets to 0 based on user complaints. 0.9.14
Sat, 13 Nov 2010 00:51:55 +0100 Henek makes drill attack drills weaker and not affected by wind
Fri, 12 Nov 2010 22:38:05 +0100 Palewolf Light trails for bullets
Fri, 12 Nov 2010 15:57:30 -0500 nemo engine side of a more wind patch. no frontend hook. just want to check it in to pull it from another machine
Fri, 12 Nov 2010 14:54:53 +0100 koda drillstrike! might require the drill patch to improve behavior
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.
Tue, 09 Nov 2010 19:17:53 +0100 Henek removed altuse property for sticky mines
Mon, 08 Nov 2010 23:07:43 +0100 Henek added flag gfDisableWind to be used in lua scripts
Sun, 07 Nov 2010 19:24:37 +0300 Henek renaming gtAmmo_Bomb and gtAmmo_Grenade
Wed, 03 Nov 2010 16:29:17 +0100 koda health reset mode ftw (replaces gfmines)
Sat, 30 Oct 2010 22:48:05 -0400 nemo Restore pending proper removal and cleanup from frontend. Otherwise we'll just confuse the users.
Sat, 30 Oct 2010 21:39:50 -0400 nemo make aura match cross colour, add a faint aura to resurrected hogs. basically mucking about w/ burp's weapon again.
Sat, 30 Oct 2010 21:43:41 +0200 Tobias Neumann Resurrector: Levitate hog + show cross
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)
Wed, 27 Oct 2010 01:33:25 +0200 koda engine: reorder GameFlags and update files, frontend and other stuff
Tue, 26 Oct 2010 19:04:51 +0200 koda restore king mode
Sat, 23 Oct 2010 14:10:23 +0200 Tobias Neumann Resurrector Weapon: Add ammo icon, sound, hedgehog picture (from Tiy).
Thu, 14 Oct 2010 16:01:43 +0200 Tobias Neumann Resurrector weapon: do not make it end turn, add description,
Mon, 11 Oct 2010 20:34:21 +0200 Tobias Neumann New Weapon: Resurrector (TODO: ammo icon + sprites)
Sun, 10 Oct 2010 20:16:17 -0400 nemo Correct another bug in slot switching, adjust width of theme list, really truly fix reset of weps (I hope) should also fix infinite teleport bug in place hogs mode. Slow update of health to 5s for inf attack mode.
Sun, 10 Oct 2010 12:08:16 -0400 nemo Add per-hog ammo option, initial stubs for infinite attack and weapon reset, fix a bug in ammo switching
Mon, 27 Sep 2010 04:58:15 +0200 koda have engine try for a second position when map loading fails (in this way it's possible to move Missions data to any path)
Wed, 22 Sep 2010 21:53:29 +0200 smaxx Engine:
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 23:43:20 +0200 smaxx Sounds:
Mon, 06 Sep 2010 16:23:47 -0400 nemo Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
Sun, 29 Aug 2010 16:48:20 +0200 burp Extend statistics collection (TeamKills, TurnSkips, TeamDamage)
Thu, 26 Aug 2010 16:02:09 +0200 smaxx Engine:
Wed, 25 Aug 2010 21:06:34 +0100 tiyuri Some survival mode changes by burp
Fri, 20 Aug 2010 11:26:27 -0400 nemo Flag for AI survival mode
Fri, 13 Aug 2010 02:13:18 +0200 koda reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
Tue, 10 Aug 2010 21:57:33 +0200 burp * SpawnCustomCrateAt procedure + lua bindings
Fri, 06 Aug 2010 11:45:20 +0200 smaxx Engine:
Tue, 03 Aug 2010 15:13:32 +0200 smaxx Engine:
Tue, 03 Aug 2010 14:19:47 +0200 smaxx Engine:
Tue, 03 Aug 2010 00:36:36 +0200 smaxx Engine:
Mon, 02 Aug 2010 18:19:55 +0200 smaxx Engine:
Mon, 02 Aug 2010 18:13:29 +0200 koda clean and reorder arguments passed to engine
Mon, 02 Aug 2010 00:48:15 +0200 smaxx Engine:
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
Fri, 30 Jul 2010 18:20:42 +0200 smaxx Engine:
Thu, 29 Jul 2010 18:31:48 -0400 nemo I keep forgetting to merge.
Thu, 29 Jul 2010 18:31:34 -0400 nemo Set these to saveSurf (still need to actually, oh, write the code to cache the textures)
Thu, 29 Jul 2010 13:43:57 +0200 smaxx Engine:
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
Sun, 25 Jul 2010 01:59:41 +0200 koda tap to play piano notes, fix for audio and pause glitch
Sat, 24 Jul 2010 23:23:10 +0200 koda use external libs more consistently
Sun, 11 Jul 2010 18:39:01 +0200 koda touch overlay reworked, improvements to zoom and confirmation
Sun, 11 Jul 2010 03:23:26 +0200 koda implement the check on the type of ammo requiring a second tap to confirm
Sat, 10 Jul 2010 15:39:07 +0200 koda cWeaponTooltips -> rqTooltipsOff
Sat, 03 Jul 2010 01:31:18 +0200 koda land arrays are allocated dynamically, so DOWNSCALE and LOWRES macros are now removed and replaced by run time flags rqBlurryLand and rqLowRes
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)
Sat, 26 Jun 2010 19:30:16 +0200 sheepluva portal / slope detection:
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.
Mon, 21 Jun 2010 22:45:52 +0200 koda merge+smallupdate
Sun, 20 Jun 2010 19:31:15 -0400 nemo This reduces CheckLand ~5.5% on average over prior making the overall reduction ~77.4% instead of ~81.9%. It does skip centre pixel in odd w/h, but that really shouldn't matter much in this case. Can alter if any objects are noticeably off.
Sun, 20 Jun 2010 18:35:59 +0200 koda fix zoom smoothness
Fri, 18 Jun 2010 14:26:04 -0400 nemo rename flags
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 23:02:35 +0000 koda fix iphone version for map preview
Thu, 03 Jun 2010 14:03:48 +0000 smxx Engine:
Tue, 01 Jun 2010 19:33:45 +0000 smxx Engine:
Tue, 01 Jun 2010 18:10:06 +0000 nemo Remove rope offset
Fri, 28 May 2010 20:05:22 +0000 smxx Engine (Henek):
Fri, 28 May 2010 16:21:54 +0000 smxx Engine:
Fri, 28 May 2010 13:04:11 +0000 smxx Engine:
Fri, 28 May 2010 12:47:17 +0000 smxx Engine:
Wed, 19 May 2010 02:10:28 +0000 nemo Henek adds a flamethrower, updates some translations, and tweaks how fire works.
Tue, 18 May 2010 13:09:57 +0000 smxx Engine:
Fri, 14 May 2010 23:42:56 +0000 nemo revert the restoration of non-vgt health gears. desyncs continued with it, and furthermore, occur in r3489 too
Fri, 14 May 2010 16:02:27 +0000 nemo sheepluva adds back non-vgt health tag due to desyncs. we should still see about solving the desync though.
Thu, 06 May 2010 22:02:56 +0000 sheepluva * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
Thu, 06 May 2010 15:26:14 +0000 nemo Henek makes AmmoMenu more flexible
Thu, 06 May 2010 01:41:07 +0000 sheepluva portal:
Mon, 03 May 2010 14:59:42 +0000 nemo Armagon's new sounds for piano
Sun, 02 May 2010 16:53:19 +0000 nemo Revert switch behaviour (can't use AfterAttack here) remove unneeded value from jetpack definition
Sun, 02 May 2010 02:58:59 +0000 nemo More portal changes. Allows for a multishoot utility. Hopefully not breaking anything.
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 18:44:25 +0000 nemo Fix portal graphic name, continuing work on portal movement
Sat, 01 May 2010 17:29:48 +0000 nemo Break out DrawHH/DrawGear to reduce scrolling in uGears.pas, add portal graphics
Sat, 01 May 2010 05:15:16 +0000 sheepluva * added some comments
Fri, 30 Apr 2010 23:39:32 +0000 mbait Fixed broken whitespace
Fri, 30 Apr 2010 12:19:25 +0000 mbait Gas grenade:
Thu, 29 Apr 2010 21:25:51 +0000 smxx Engine:
Mon, 19 Apr 2010 13:31:08 +0000 smxx Engine:
Fri, 16 Apr 2010 17:17:43 +0000 smxx Engine:
Fri, 16 Apr 2010 16:04:41 +0000 smxx Engine:
Thu, 15 Apr 2010 20:46:34 +0000 nemo Some initial stubs for portal just so Tiy will quit nagging. Also let folks know what approximation of physics I plan to try, here.
Fri, 09 Apr 2010 00:01:53 +0000 palewolf Fix splashes for older graphics cards
Wed, 07 Apr 2010 12:15:49 +0000 smxx Engine:
Tue, 06 Apr 2010 21:00:55 +0000 nemo restore sndIncoming for the other 2 air attacks
Tue, 06 Apr 2010 10:51:09 +0000 smxx Engine:
Sat, 03 Apr 2010 13:55:39 +0000 nemo New game scheme option to turn off land objects
Mon, 29 Mar 2010 23:20:34 +0000 koda just some very sane stuff for the iphone port (plus some macro on pascal files)
Sun, 28 Mar 2010 23:14:54 +0000 mbait Feather: sprite size fix
Sun, 28 Mar 2010 23:10:33 +0000 mbait Birdy's falling feathers
Sun, 28 Mar 2010 20:53:36 +0000 nemo claymore_ would like rearranged as so. hearing no objections...
Sun, 28 Mar 2010 18:26:31 +0000 smxx Engine:
Sat, 27 Mar 2010 21:03:29 +0000 smxx Engine:
Sat, 27 Mar 2010 20:55:55 +0000 smxx General:
Sat, 27 Mar 2010 20:51:53 +0000 smxx Engine:
Sat, 27 Mar 2010 17:32:46 +0000 smxx Engine:
Sat, 27 Mar 2010 17:32:04 +0000 nemo New impact sounds for HHG
Sat, 27 Mar 2010 17:22:33 +0000 smxx Engine:
Sat, 27 Mar 2010 15:48:59 +0000 smxx Engine:
Sat, 27 Mar 2010 14:57:41 +0000 smxx Engine:
Sat, 27 Mar 2010 14:03:30 +0000 smxx Engine:
Sat, 27 Mar 2010 11:48:02 +0000 mbait Added egg sprite
Sat, 27 Mar 2010 02:55:35 +0000 sheepluva making collision/impact sounds a gear property + adding random melon+hellish sound, feel free to hate me :D
Fri, 26 Mar 2010 17:43:21 +0000 smxx Engine:
Fri, 26 Mar 2010 15:59:21 +0000 smxx Engine:
Fri, 26 Mar 2010 12:38:11 +0000 mbait New field in THedgehog for poisoning. New type of explosion- poisoned
Fri, 26 Mar 2010 12:34:18 +0000 smxx Engine:
Fri, 26 Mar 2010 00:39:00 +0000 nemo remove utility flag
Fri, 26 Mar 2010 00:26:32 +0000 nemo Enable birdy. Has egg bombing. Eggs should possibly have a dX component. No poison yet, no egg sprite.
Thu, 25 Mar 2010 23:03:21 +0000 mbait Birdy egg added
Sun, 21 Mar 2010 19:02:03 +0000 unc0rr In pascal unit is a namespace
Sun, 21 Mar 2010 18:42:34 +0000 nemo Rename current things called utilities to Effects (since they impact game state / flags w/o using a gear) and add a bunch of things that don't cause damage and are just used to move to Utility crate.
Sun, 21 Mar 2010 15:50:38 +0000 palewolf Insert commit message here
Tue, 16 Mar 2010 21:39:55 +0000 smxx Engine:
Sun, 14 Mar 2010 17:04:36 +0000 nemo Add back sheepluva's 45° patch for some weapons. Rescale Tiy's latest icons to his specifications.
Sun, 14 Mar 2010 16:47:29 +0000 nemo Tiy adds active weapon icons for a bunch of things.
Sun, 14 Mar 2010 14:18:31 +0000 smxx Engine:
Sat, 13 Mar 2010 14:30:41 +0000 nemo Palewolf adds droplets to his splashes
Thu, 11 Mar 2010 17:56:26 +0000 smxx Engine:
Wed, 10 Mar 2010 06:50:06 +0000 unc0rr Patch by soreau (polished by me): show floating away ammo icon when you pick up a crate
Sat, 06 Mar 2010 10:59:20 +0000 unc0rr Replace tabs with spaces using 'expand -t 4' command
Sat, 06 Mar 2010 10:54:24 +0000 unc0rr hate Smaxx (tested)
Fri, 05 Mar 2010 17:32:13 +0000 nemo White/Black smoke, break out rolling barrel into its own routine, adjust rolling barrel impact damage. NEEDS TESTING
Fri, 05 Mar 2010 02:17:03 +0000 nemo Experiment with barrels. Add rolling.
Wed, 03 Mar 2010 15:04:39 +0000 smxx Engine:
Wed, 03 Mar 2010 11:38:02 +0000 smxx Engine:
Wed, 03 Mar 2010 04:33:49 +0000 nemo Make barrels a little easier to destroy (60 instead of 75) - still more than 2 shotgun blasts or a grenade, but in range of dynamite or a well-placed cluster
Tue, 02 Mar 2010 17:22:36 +0000 smxx Engine:
Mon, 01 Mar 2010 22:25:57 +0000 smxx Engine:
Mon, 01 Mar 2010 19:54:33 +0000 smxx Engine:
Mon, 01 Mar 2010 18:01:09 +0000 smxx Engine:
Mon, 01 Mar 2010 00:02:55 +0000 nemo Formerly "Draw Girders" by MrMfS - now "Disable Girders" to allow template prefs to still exist
Sun, 28 Feb 2010 17:51:38 +0000 nemo Graphic for dead mines
Sun, 28 Feb 2010 15:41:42 +0000 nemo Flag the sharing of ammo between clan teams.
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
Tue, 23 Feb 2010 15:41:37 +0000 smxx Engine:
Tue, 23 Feb 2010 00:21:20 +0000 smxx Engine:
Fri, 19 Feb 2010 00:51:37 +0000 smxx Engine:
Thu, 18 Feb 2010 13:23:24 +0000 smxx Engine:
Tue, 09 Feb 2010 14:30:59 +0000 smxx Engine:
Mon, 08 Feb 2010 03:03:18 +0000 nemo Mode to place hogs at start of game. Will probably need a bit more testing.
Thu, 04 Feb 2010 20:45:03 +0000 smxx Server:
Sun, 31 Jan 2010 22:52:42 +0000 smxx Engine:
Sun, 31 Jan 2010 16:20:53 +0000 nemo Update translation files, add "King Mode"
Tue, 26 Jan 2010 21:55:51 +0000 koda complete the replacement of init/free wrappers for every unit
Tue, 26 Jan 2010 04:13:37 +0000 nemo Free up some unfreed memory. Needed for Koda's iphone lib work
Sun, 24 Jan 2010 19:01:51 +0000 nemo Palewolf's smoke traces for fire.
Sun, 24 Jan 2010 07:26:03 +0000 nemo Randomise order of play.
Mon, 18 Jan 2010 05:36:08 +0000 koda replace initialization/finalization statements with custom init functions
Sat, 16 Jan 2010 06:48:56 +0000 koda code cleanup and opengles optimizations
Tue, 05 Jan 2010 21:26:38 +0000 nemo Non-hacked version of CJK handling. Should switch to CJK rendering only if a particular string needs it, instead of based on locale file.
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