hedgewars/uMisc.pas
Sun, 31 Oct 2010 12:19:54 -0400 nemo making indentation consistent (noticed while debugging)
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, 21 Oct 2010 15:40:43 -0400 nemo Set default ready timer to 0 to see if desyncs come back.
Tue, 12 Oct 2010 05:06:30 +0200 koda minor stuff
Sat, 09 Oct 2010 18:01:47 +0200 koda merge
Wed, 06 Oct 2010 22:36:41 +0200 smaxx Engine:
Wed, 06 Oct 2010 15:37:56 -0400 nemo Inline most of uFloat (saves ~7.5% opcount on a test game), inline a few very short candidates in uMisc, comment out some unused functions in uMisc
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
Mon, 27 Sep 2010 15:40:20 +0200 smaxx Engine:
Mon, 13 Sep 2010 20:27:53 -0400 nemo more fixing of indentation
Sun, 29 Aug 2010 16:48:20 +0200 burp Extend statistics collection (TeamKills, TurnSkips, TeamDamage)
Sat, 28 Aug 2010 01:37:21 +0200 koda tap to dismiss 'get ready', add a toggle to enable/disable it
Thu, 26 Aug 2010 16:02:09 +0200 smaxx Engine:
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 12:53:00 +0200 burp lua function SetEffect to set and remove THogEffects
Mon, 02 Aug 2010 18:13:29 +0200 koda clean and reorder arguments passed to 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
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 15:05:56 +0200 koda new quality slider widget (needs to be customized), removed obsolete arguments experimental3D
Sat, 31 Jul 2010 10:42:40 +0200 koda merge
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 13:07:46 +0200 koda creating a new branch for experimental 3d stereographic rendering experimental3D
Sat, 31 Jul 2010 10:39:20 +0200 koda fix panning when zoomed (finally)
Sat, 31 Jul 2010 07:05:06 +0200 koda fix issue #6 (missing nick in chat)
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
Sun, 18 Jul 2010 03:26:15 +0200 koda add a timer selection for grenades
Sat, 10 Jul 2010 15:39:07 +0200 koda cWeaponTooltips -> rqTooltipsOff
Wed, 07 Jul 2010 02:52:11 +0200 koda fix the multitouch shooting and moving
Sat, 03 Jul 2010 02:01:24 +0200 koda make runtime quality check for iDevices
Sat, 03 Jul 2010 00:11:23 +0200 koda interpret parameters before initializing everything
Wed, 30 Jun 2010 23:27:18 +0200 koda sheepluva's inline patch, fix a crash in overlay
Wed, 30 Jun 2010 22:42:55 +0200 koda tiy new overlay graphics
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)
Tue, 29 Jun 2010 23:30:49 -0400 nemo Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
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.
Tue, 22 Jun 2010 18:06:55 +0200 koda ok really fix the command line utility
Tue, 22 Jun 2010 17:10:27 +0200 koda fix build and permissions problems when launching hwengine from command line
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)
Sun, 16 May 2010 18:12:10 +0000 koda unbreak build (everyone saw this coming)
Sun, 16 May 2010 17:23:30 +0000 koda update sdl functions to latest revision
Sun, 02 May 2010 22:00:50 +0000 smxx Engine:
Thu, 29 Apr 2010 21:25:51 +0000 smxx Engine:
Thu, 29 Apr 2010 18:53:22 +0000 koda add option to look at the previous debug log
Sun, 25 Apr 2010 02:30:42 +0000 koda wow all these files only for land preview and seed generation
Sat, 17 Apr 2010 23:03:52 +0000 palewolf cWindSpeed recalculation assumed GetRandom returns a value between 0.0-1.0 while in fact is in the 0.0-0.5 range; Halve cMaxWindSpeed to compensate.
Fri, 16 Apr 2010 16:04:41 +0000 smxx Engine:
Mon, 12 Apr 2010 20:58:32 +0000 smxx Engine:
Sun, 04 Apr 2010 19:51:53 +0000 koda merged code from ipad and iphone frontends
Sat, 03 Apr 2010 14:59:41 +0000 koda fix building without DEBUGFILE
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)
Sun, 28 Mar 2010 02:49:39 +0000 nemo prg's maze generator
Sat, 27 Mar 2010 17:22:33 +0000 smxx Engine:
Sat, 27 Mar 2010 14:03:30 +0000 smxx Engine:
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.
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