hedgewars/uConsts.pas
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
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