hedgewars/VGSHandlers.inc
Mon, 06 Dec 2010 21:15:41 -0500 nemo rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
Mon, 06 Dec 2010 13:07:36 -0500 nemo try this mikade
Thu, 02 Dec 2010 20:29:46 -0500 nemo make Tint(longword) use RGBA
Fri, 26 Nov 2010 10:21:53 -0500 nemo corrected steps
Thu, 25 Nov 2010 22:56:28 -0500 nemo Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
Thu, 18 Nov 2010 15:55:02 +0300 unC0Rr No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
Wed, 17 Nov 2010 20:58:23 +0300 unc0rr Remove ugly PHedgehog(Gear^.Hedgehog) cast
Sun, 14 Nov 2010 12:57:01 +0100 Palewolf Small animation on bullet impact
Fri, 12 Nov 2010 22:38:05 +0100 Palewolf Light trails for bullets
Sun, 07 Nov 2010 19:49:16 +0300 unc0rr Don't use operator /=
Sun, 07 Nov 2010 17:02:04 +0300 unc0rr Remove more int64 casts
Sat, 06 Nov 2010 23:07:20 +0300 unc0rr Prevent vgtFlake's rotation angle to grow too high in its absolute value
Sun, 31 Oct 2010 18:04:02 +0100 koda add some phone rumbling to big explosions, airbomb and sinegun
Mon, 25 Oct 2010 17:39:50 +0200 sheepluva SmokeTrace: animation got aborted before last animation frame was displayed
Sun, 24 Oct 2010 22:00:36 +0200 sheepluva fix/tweak let clouds reflect wind speed and direction again + stronger
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