hedgewars/uVariables.pas
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.
Fri, 16 Sep 2011 18:17:16 +0200 Xeli merge hedgeroid
Thu, 15 Sep 2011 17:19:49 +0200 sheepluva fix and optimize kamikaze's png
Sun, 11 Sep 2011 21:30:42 -0400 nemo Since we are tweaking molotov. make the flame flickery and add a drowning frame
Fri, 09 Sep 2011 05:15:45 +0200 Xeli merge hedgeroid
Fri, 09 Sep 2011 00:22:48 +0200 sheepluva change minimum resolution back to 640x480 (full weapon menu too big for smaller screens)
Fri, 02 Sep 2011 12:46:17 -0400 nemo Add awesome new TARDIS art
Fri, 02 Sep 2011 01:19:37 -0400 nemo Add a delay before applying screen resize to cut down on resize events (especially bad on OSes that need texture recreation)
Fri, 02 Sep 2011 00:24:54 -0400 nemo *sigh* I suppose I'd best avoid those trademarks...
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 00:58:48 -0400 nemo more proper implementation of TARDIS
Fri, 26 Aug 2011 16:16:27 -0400 nemo Use frontend value for fullscreening.
Tue, 23 Aug 2011 16:37:57 -0400 nemo Set more generous minimums. Flicker seems to have nothing to do with minimum size. I get it even for fairly large dimensions after scaling down from a much larger size. Similar to issues with zoom from about a month ago, before unc0rr fixed them.
Tue, 23 Aug 2011 09:12:45 -0400 nemo don't override user defined size when resizing
Wed, 24 Aug 2011 12:34:37 +0200 = Xeli merg with the latest rev of 22nd (end of GSoC) hedgeroid
Mon, 22 Aug 2011 15:35:37 -0400 nemo Free land texture, reset sky colour.
Sun, 21 Aug 2011 22:20:20 +0200 Xeli merge hedgeroid
Sun, 21 Aug 2011 22:17:40 +0200 Xeli Removed chinese font hedgeroid
Sun, 21 Aug 2011 19:29:04 -0400 nemo Try to avoid overlapping voices for major statements (not things like byebye or oof)
Sun, 21 Aug 2011 11:37:39 -0400 nemo Allow hammer to bash mines/barrels too, increase escape time to 3s
Sat, 20 Aug 2011 13:53:45 +0200 Xeli added a visual fire button, isOnFireButton check needs to be fixed though it only works on 800x480 screens hedgeroid
Fri, 19 Aug 2011 22:40:13 +0200 Xeli changed aiming to be triggered when touching the crosshair hedgeroid
Wed, 17 Aug 2011 00:11:57 -0400 nemo Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
Sun, 14 Aug 2011 16:59:55 -0400 nemo Seduction animation. New visual gear type.
Sat, 13 Aug 2011 22:46:47 +0200 Henek new SD flakes from mikade and a flash when sudden death starts
Thu, 11 Aug 2011 00:18:10 +0200 Henek disable campaign button, structure and change sudden death music to hell.ogg
Wed, 10 Aug 2011 17:20:21 -0400 nemo :( bad revision.
Wed, 10 Aug 2011 17:16:19 -0400 nemo merge1
Sat, 06 Aug 2011 07:09:30 +0200 koda Ditch the renderer system in sdl1.3 and use the 'old fashioned' sdl/opengl context. This gives us more flexibility and less problem in receiving video events (expecially on mobile platform) as well as not having to care to reset the gl context every time sdl interferes.
Wed, 10 Aug 2011 15:41:25 +0100 grammikj Fix sounds, add some more for hellish impact and sine gun
Fri, 05 Aug 2011 12:19:01 +0100 grammickj New sounds: mudball, mine bounce, hammer
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
Thu, 30 Jun 2011 15:09:10 +0400 unc0rr Tiny optimization: convert smooth wind indicator change gear into visual gear
Thu, 30 Jun 2011 14:26:01 +0400 unc0rr Convert huge switch into an array
Sun, 26 Jun 2011 15:23:45 -0400 nemo bounce. tweak of values, remove friction modifier, move to weapon, to match timer behaviour
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...
Thu, 23 Jun 2011 15:08:19 -0400 nemo At mikade's request and w/ unc0rr's blessing, dramatically slash inactivity delay from 1.25s down to a tenth of a second.
Thu, 23 Jun 2011 21:19:43 +0400 unc0rr merge
Tue, 21 Jun 2011 17:28:53 -0400 nemo Remove default transparent chunks. Chunk will only be added if theme defined.
Tue, 21 Jun 2011 22:47:12 +0200 Henek remove theme.cfg from CMakeLists too
Tue, 21 Jun 2011 16:43:05 +0400 unc0rr Ability to turn camera following gears off
Sun, 12 Jun 2011 21:06:48 -0400 nemo Enable ~/.hedgewars/Data (or platform equivalent) to override/extend pretty much everything in system Data dir. Obviously desyncing can occur, so this is at user's own risk. Should simplify map etc install. Needs testing.
Mon, 02 May 2011 01:55:14 -0400 nemo Basic TARDIS implementation. Still needs proper animation, and probably a check to force reappearance on death of last team mate
Wed, 27 Apr 2011 15:57:23 +0400 unc0rr Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
Sun, 10 Apr 2011 14:04:56 -0400 nemo Fix a few crosshair bugs. Disable ShowCrosshair and just decide when drawing.
Sun, 10 Apr 2011 20:24:25 +0400 unc0rr Add a parameter for game simulation with no gui/sound enabled, just to get statistics
Tue, 05 Apr 2011 16:23:52 -0400 nemo Allow override of voicepack with a locale voicepack. Untested, but should mean that a Default voice should use the Ukranian version if that is their locale.
Mon, 28 Mar 2011 20:13:03 -0400 nemo mikade really likes the snow dust
Thu, 24 Mar 2011 17:28:36 +0100 koda this brings compatibility up with SDL HEAD (5504), but maybe breaks compatibility with sdl 1.2 so please test! still has problems with keyboard input and rendered ttf textures
Thu, 24 Mar 2011 16:06:03 +0100 koda this supposedly makes hwengine work with sdl 1.3 past rev 5296
Sat, 19 Mar 2011 20:24:31 -0400 nikin percentage modifier for get away time
Sat, 19 Mar 2011 19:41:59 -0400 nemo Land sprayer tweaks, make land spray and mudball not end turn
Sat, 19 Mar 2011 17:49:27 -0400 nemo Landgun, first pass. At sdw's request.
Thu, 17 Mar 2011 23:11:48 +0100 Henek added game mode Tag Team, mostly untested, please test :)
Wed, 16 Mar 2011 17:25:05 +0100 Henek added GetCurAmmoType to lua
Sun, 13 Mar 2011 18:23:51 +0100 koda update some sdl-1.3 bindings (working up to rev 5296)
Wed, 02 Mar 2011 15:57:44 -0500 nemo fix bad ogg name
Wed, 02 Mar 2011 15:19:55 -0500 nemo add victory/flawless victory sounds. untested
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Sat, 26 Feb 2011 15:56:11 +0100 koda usound: added function for loops with fade in and out
Mon, 07 Feb 2011 23:12:56 +0100 koda update sdl apis to use the new rendering functions
Thu, 03 Feb 2011 07:00:38 +0100 sheepluva graphic for sinegun, will probably tweak it soon(TM) though
Sat, 29 Jan 2011 21:16:09 +0100 Henek added dummy for tardis and ugly icons for tardis and structure
Sat, 29 Jan 2011 18:18:44 +0100 Henek still in developement take on adding structures, working hiding of hogs and ejecting them later.
Sat, 22 Jan 2011 19:40:57 +0100 sheepluva let players set timer of drill strike. yes. drill strike :3 the timer starts to tick on first impact
Mon, 17 Jan 2011 23:24:55 +0100 koda merge
Mon, 17 Jan 2011 23:22:52 +0100 koda merge latest 0.9.15 changes into head
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
Tue, 04 Jan 2011 13:05:30 +0100 koda smaller rearrangement of (non stereo related) variables 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
Sun, 02 Jan 2011 18:12:16 +0100 koda remove obsolete TrainingFlags code
Sun, 02 Jan 2011 13:54:28 +0100 sheepluva display caption for ammotype amNothing when switched to so that players know what just happened
Sat, 01 Jan 2011 23:10:57 +0100 Henek added flake configuration also in sudden death and SDClouds for underwater
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
Thu, 30 Dec 2010 01:44:55 +0100 Henek added also splash and droplets to sd and refactored theme.cfg, not all themes updated
Wed, 29 Dec 2010 16:21:30 -0500 nemo add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
Wed, 29 Dec 2010 15:57:13 +0100 sheepluva set windspeed to 0 at the very beginning of the game. (fixes DisableWind game modifier)
Wed, 29 Dec 2010 02:15:37 +0100 Henek sudden death: now having theme support, still some work though with config
Tue, 28 Dec 2010 23:53:37 +0100 Henek sudden death, now with visual and audial effects :D
Fri, 14 Jan 2011 00:31:21 +0100 koda general uKey refactor in preparaiton of two new shortcuts 0.9.15
Sun, 26 Dec 2010 11:17:01 -0500 nemo add a disabling for landback, set it if flakes are enabled
Wed, 22 Dec 2010 00:17:43 -0500 nemo A very very basic snow implementation
Sun, 19 Dec 2010 21:06:34 -0500 nemo Snowball weapon
Sat, 18 Dec 2010 10:46:59 -0500 nemo oops
Sat, 18 Dec 2010 10:43:36 -0500 nemo Reenable cReadyDelay - this requires testing on m8y.org from now on until the message is added to other servers
Thu, 16 Dec 2010 17:40:31 -0500 nemo disable ready timer again, until I can figure out why my message didn't get through.
Tue, 14 Dec 2010 18:18:54 -0500 nemo Reenable ReadyTimer using a synced message NEEDS TESTING.
Mon, 13 Dec 2010 19:00:03 -0500 nemo Add an input mask for setting of gear messages. Intended for intercepting user messages. This is totally untested. I don't think it should desync but seriously needs a lot of testing. Esp the doPut behaviour.
Tue, 07 Dec 2010 22:23:40 -0500 nemo Restore millisecond precision for mines time
Sun, 05 Dec 2010 22:02:30 -0500 nemo Allow hog speech when not your turn. Currently is set to 40% opacity (could be fainter) and drawn behind the hogs instead of in front. Also allows hog targetting using a number.
Wed, 01 Dec 2010 00:58:03 +0100 koda un-break build (wrong merge in uConsole) and update project file with the new sources
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 23:55:00 +0300 unc0rr Move localization data to uVariables, some Uses cleanup
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