hedgewars/hwengine.pas
2010-11-22 unc0rr uCommandHandlers
2010-11-21 nemo revert 4388 - was there already, I didn't notice. still no idea what the problem is
2010-11-21 nemo I think unc0rr forgot to add initModule here
2010-11-21 unc0rr uDebug
2010-11-21 unc0rr uCaptions
2010-11-20 unc0rr Move land hash checking into commands
2010-11-18 unC0Rr Move SendStats to uIO
2010-11-18 unC0Rr Move some stuff from uMisc to uUtils
2010-11-18 unC0Rr Introduce uCommands.pas
2010-11-17 unC0Rr Move variables from uMisc to uVariables
2010-11-17 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
2010-11-15 koda update the 3d branch after release experimental3D
2010-10-31 nemo making indentation consistent (noticed while debugging)
2010-10-27 koda update branch with latest head, most likely breaking water color in stereo mode experimental3D
2010-10-14 koda less warning, no rotation glitch, more comments
2010-10-12 koda minor stuff
2010-10-09 koda made the new menu toggable
2010-10-07 koda move all mobile-related functions in their own module, provides a structure for future mobile ports
2010-10-02 koda iPad Video Out support (+less warnings +code update for latest SDL)
2010-09-27 smaxx Engine:
2010-09-26 koda finishing touches to save games handling (help label, dim on overlay, edit text only when table is editable)
2010-09-08 nemo Remove ready timer halting game ticks in chat
2010-09-01 koda remove now useless toggle, add ai team
2010-09-01 smaxx Engine:
2010-08-27 koda tap to dismiss 'get ready', add a toggle to enable/disable it
2010-08-26 smaxx Engine:
2010-08-24 koda set flake to non critical, no touches until game is starding, moved some variables to be initialized in the right place
2010-08-24 smaxx Engine:
2010-08-14 koda disable AI teleport
2010-08-02 koda clean and reorder arguments passed to engine
2010-07-31 koda remove trailing spaces from end of line
2010-08-18 smaxx Engine: experimental3D
2010-08-02 koda new quality slider widget (needs to be customized), removed obsolete arguments experimental3D
2010-07-31 koda merge
2010-07-31 koda applying smaxx patch where it should be experimental3D
2010-07-31 koda patch by lucass (polished by me) - command line parsing is now much more flexible
2010-07-25 koda use llvm to compile, don't preview map on wimpier devices, merge vsync, fix iphone launch image
2010-07-22 koda reduce the number of keywords used and switch to BMP format for screenshots
2010-07-17 koda making chat work... (keyboard support is heavily broken in sdl upstream)
2010-07-10 koda cWeaponTooltips -> rqTooltipsOff
2010-07-07 koda enable tooltips on ipad (todo: disable them on iphone)
2010-07-06 koda icons \o/
2010-07-05 koda button to open ammomenu
2010-07-03 koda a couple of fixes i missed previously
2010-07-03 koda further code cleanup and less redundancy
2010-07-03 koda make runtime quality check for iDevices
2010-07-02 koda land arrays are allocated dynamically, so DOWNSCALE and LOWRES macros are now removed and replaced by run time flags rqBlurryLand and rqLowRes
2010-07-02 koda interpret parameters before initializing everything
2010-07-02 koda small cleanup
2010-06-30 koda tiy new overlay graphics
2010-06-30 koda turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
2010-06-20 koda some memory caring code
2010-06-20 koda fix zoom smoothness
2010-06-05 koda now engine can be optionally built as library, there's an example wrapper of how to use it
2010-06-03 koda map preview generation reworked like nemo suggested (he was right, it's quickier in this way)
2010-06-02 koda a bunch of minor stuff
2010-05-31 koda add some memory aware code
2010-05-16 koda update sdl functions to latest revision
2010-05-07 sheepluva wait for AI thread to finish before freeing ressources (to avoid segfaults on game exit)
2010-05-07 sheepluva * no zooming when game is paused
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