hedgewars/uWorld.pas
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
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.
Thu, 02 Sep 2010 19:21:41 +0200 smaxx Engine:
Wed, 01 Sep 2010 20:41:45 +0200 smaxx Engine:
Wed, 01 Sep 2010 18:06:52 +0200 smaxx Engine:
Thu, 26 Aug 2010 16:02:09 +0200 smaxx Engine:
Thu, 26 Aug 2010 14:46:30 +0100 tiyuri Fixes memory leak -Burp
Thu, 26 Aug 2010 14:02:48 +0100 tiyuri Add kill counter to Survival Mode -Burp
Tue, 24 Aug 2010 17:03:44 +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
Sat, 31 Jul 2010 10:52:43 +0200 koda reverted stereo craziness - the experimental3D branch has been created for a reason
Sat, 31 Jul 2010 10:42:40 +0200 koda merge
Mon, 02 Aug 2010 12:24:06 +0200 koda these were removed by mistake experimental3D
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 13:36:03 +0200 koda add some comments and fix indentation 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)
Thu, 22 Jul 2010 12:47:32 +0200 koda reduce the number of keywords used and switch to BMP format for screenshots
Wed, 14 Jul 2010 00:43:36 +0200 koda save the gl client state to get a nice 80% fps boost
Sun, 11 Jul 2010 18:39:01 +0200 koda touch overlay reworked, improvements to zoom and confirmation
Thu, 08 Jul 2010 02:23:10 +0200 koda redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
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)
Mon, 28 Jun 2010 21:52:00 +0200 sheepluva fix segfault on HH-gear being 0 (e.g. after drowning) in cursor/target selection mode, thanks "ivze" for the heads-up!
Mon, 28 Jun 2010 09:33:10 +0200 sheepluva engine: apply weapon offset to charge animation
Sat, 26 Jun 2010 04:36:04 +0200 koda moar zoom, fixed fort mode, other glitches
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.
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