Wed, 23 Jan 2013 03:37:27 +0100 |
koda |
restored ios project file, updated Game() interface, tweaked arg parsing, updated log writing, minor warnings
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Sat, 12 Jan 2013 18:37:10 -0500 |
nemo |
Prevent camera from moving with auto camera disabled when remote teams are targetting
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Thu, 10 Jan 2013 22:59:46 +0400 |
martin_bede |
Fix tons of warnings
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Thu, 03 Jan 2013 19:57:17 +0100 |
martin_bede |
Removed wiggle 3D mode, reorder the list of 3D modes.
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Tue, 25 Dec 2012 04:45:22 +0100 |
koda |
update branch with default
webgl
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Mon, 03 Dec 2012 17:51:57 +0100 |
Rowan D |
GCI2012: Convert uMobile into a Callback Record
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Thu, 29 Nov 2012 23:23:19 -0500 |
Joe Doyle (Ginto8) |
Move global variables to units that use them
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Thu, 29 Nov 2012 14:02:28 +1300 |
Chris Wong |
Invert S3D_DISABLED to more consistent USE_S3D_RENDERING
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Thu, 22 Nov 2012 01:47:09 +0100 |
koda |
throw in some 'nots' trying to restore pas2c functionality
webgl
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Sun, 11 Nov 2012 17:15:19 +0100 |
koda |
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
webgl
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Sun, 04 Nov 2012 17:47:44 -0500 |
nemo |
Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
0.9.18
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Sun, 28 Oct 2012 12:36:08 -0400 |
nemo |
more like here
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Sun, 28 Oct 2012 04:31:27 +0100 |
koda |
merge
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Sun, 28 Oct 2012 04:28:39 +0100 |
koda |
cleanup in initEverything and freeEverything
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Sun, 28 Oct 2012 03:12:49 +0100 |
koda |
disable audio dampening on mobile
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Sat, 27 Oct 2012 21:56:58 -0400 |
nemo |
issue #428 - move power to after team labels
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Sat, 27 Oct 2012 20:05:52 +0200 |
Xeli |
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
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Sat, 27 Oct 2012 21:39:09 +0400 |
unc0rr |
Fix issue 435, and also unreported bug when 2 or even 4 entries could have selection at the same time in weapons menu.
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Mon, 01 Oct 2012 12:01:39 +0400 |
unc0rr |
- Fix warnings and hints
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Sat, 01 Sep 2012 15:44:59 -0400 |
nemo |
remove checks from c4272519b128, ed7fecd0f5fd just hides 'em instead.
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Sat, 01 Sep 2012 21:36:57 +0200 |
unc0rr |
hide health bars of dead teams
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Mon, 06 Aug 2012 00:40:26 +0400 |
Stepan777 |
merge
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Wed, 01 Aug 2012 18:35:09 -0400 |
nemo |
Toggle autoCameraOn in Findhh instead of checking FollowGear which could be set in a variety of places. Issue #404
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Thu, 26 Jul 2012 21:56:47 +0400 |
Stepan777 |
merge
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Wed, 25 Jul 2012 10:56:14 -0400 |
nemo |
Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
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Fri, 20 Jul 2012 15:39:13 +0100 |
koda |
ooops (and indentation)
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Fri, 20 Jul 2012 12:25:53 +0100 |
koda |
press 8 to mute audio while ingame
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Fri, 13 Jul 2012 16:39:20 +0400 |
Stepan777 |
Correctly distinguish between game and real ticks while recording video,
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Tue, 10 Jul 2012 21:58:19 +0400 |
Stepan777 |
Fix bug with isInLag picture displayed at end of some videos.
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Tue, 10 Jul 2012 11:09:38 +0200 |
Wolfgang Steffens |
Merge
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Mon, 09 Jul 2012 16:42:13 +0400 |
Stepan777 |
merge
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Sun, 08 Jul 2012 13:49:41 -0400 |
nemo |
A bit more convoluted, but more attractive visually
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Fri, 06 Jul 2012 12:50:18 +0400 |
Stepan777 |
merge
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Fri, 06 Jul 2012 01:25:04 +0400 |
unc0rr |
It is global var
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Tue, 10 Jul 2012 11:08:35 +0200 |
Wolfgang Steffens |
Added auto cropping to atlasing
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Mon, 25 Jun 2012 16:22:03 +0200 |
Wolfgang Steffens |
GL1.x fixes
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Mon, 25 Jun 2012 15:46:08 +0200 |
Wolfgang Steffens |
using atlas for rendering now
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Mon, 25 Jun 2012 11:47:40 +0200 |
Wolfgang Steffens |
retaining SDL surfaces in order to allow recreating atlases from scratch without
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Mon, 25 Jun 2012 10:44:27 +0200 |
Wolfgang Steffens |
Merge
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Sun, 24 Jun 2012 21:33:45 +0400 |
Stepan777 |
remaining IFDEFs
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Sun, 24 Jun 2012 20:31:26 +0400 |
Stepan777 |
merge
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Wed, 13 Jun 2012 23:25:15 +0200 |
koda |
DPI for everyone
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Fri, 08 Jun 2012 02:52:35 +0400 |
Stepan777 |
1. Add IFDEFs for video recording
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Thu, 07 Jun 2012 17:42:32 +0400 |
Stepan777 |
merge
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Wed, 06 Jun 2012 22:11:55 +0400 |
unc0rr |
Not needed here
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Tue, 05 Jun 2012 22:37:36 +0200 |
Wolfgang Steffens |
Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
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Tue, 05 Jun 2012 14:07:28 +0400 |
unc0rr |
- Allow camera movement while current hedgehog is falling
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Tue, 05 Jun 2012 22:17:06 +0200 |
Wolfgang Steffens |
Merge
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Mon, 04 Jun 2012 21:32:30 +0400 |
Stepan777 |
here it is
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Sat, 02 Jun 2012 22:31:41 +0200 |
Xeli |
Android: added a callback to java to determine dpi/dip how much we should scale the ui
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Tue, 22 May 2012 09:18:46 +0200 |
Wolfgang Steffens |
Merge
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Thu, 17 May 2012 16:51:54 +0200 |
Xeli |
android typo/sabotage
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Mon, 14 May 2012 19:48:34 +0200 |
Wolfgang Steffens |
Replaced FFP code that sets up orthogonal projection with explicit matrix
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Mon, 14 May 2012 19:26:50 +0200 |
Wolfgang Steffens |
Refactored TTexture to allow encoding sprite(s) at an arbitrary location within
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Sat, 12 May 2012 23:55:09 +0400 |
unc0rr |
pas2c stuff again
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Fri, 11 May 2012 00:05:47 +0200 |
koda |
minor changes for warnings and a variables scope
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Sat, 05 May 2012 19:04:59 +0100 |
koda |
old typed const moved to their proper unit
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Sat, 05 May 2012 18:10:41 +0100 |
koda |
the scope cleanup continues...
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Sat, 05 May 2012 16:41:14 +0200 |
Xeli |
removed the default argument in uWorld
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Sat, 05 May 2012 16:38:41 +0200 |
Xeli |
fix breakage
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Thu, 03 May 2012 16:04:38 +0100 |
koda |
HAPPY 7000th COMMIT HEDGEWARS
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Thu, 03 May 2012 12:21:16 +0400 |
unc0rr |
Get rid of overloaded functions in uRenderUtils
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Wed, 02 May 2012 16:36:11 +0100 |
koda |
rename a few Draw* routines
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Wed, 02 May 2012 11:43:43 +0100 |
koda |
marked a couple of functions as inline
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Wed, 02 May 2012 08:07:17 +0100 |
koda |
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
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Tue, 01 May 2012 19:56:55 +0200 |
koda |
breaking news, we don't support typed consts anymore
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Sun, 29 Apr 2012 21:17:27 +0200 |
Xeli |
wops
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Sun, 29 Apr 2012 21:05:09 +0200 |
Xeli |
implement switch for the touch interface
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Sun, 29 Apr 2012 18:08:46 +0200 |
Xeli |
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
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Sun, 29 Apr 2012 16:09:42 +0200 |
Xeli |
target using the utility button, this fixes bee
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Fri, 27 Apr 2012 23:09:27 +0200 |
Xeli |
add ammoprop to enable to up and down buttons on for the touch interface
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Tue, 24 Apr 2012 23:50:40 +0400 |
unc0rr |
Get rid of overloaded functions in uAmmo
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Mon, 23 Apr 2012 19:22:43 +0200 |
Xeli |
fix the ammomenu F# buttons
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Sat, 21 Apr 2012 17:55:45 +0200 |
Xeli |
- Return of the F<numbers> in the ammomenu
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Sun, 08 Apr 2012 18:11:37 +0200 |
koda |
when focus is lost lower the volume to a minimum
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Fri, 23 Mar 2012 14:14:43 +0100 |
Xeli |
first part of the utilitywidget (grenade timer/swap hogs) code
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Sun, 18 Mar 2012 18:19:20 +0100 |
Xeli |
fix ammomenu, the cursor actually works now -_-
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Sun, 18 Mar 2012 00:30:56 -0400 |
nemo |
revert this until someone makes it not screw up camera focus
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Sun, 18 Mar 2012 00:59:17 +0100 |
Xeli |
touchinterface, move the up/down arrows a bit down
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Sun, 18 Mar 2012 00:02:33 +0100 |
Xeli |
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
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Sat, 17 Mar 2012 22:39:16 +0100 |
Xeli |
make ammomenu's speed dependent on RealTicks rather than frames
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Tue, 13 Mar 2012 21:09:46 +0100 |
Xeli |
allow for 0 values on AMShiftTarget, this allows for movement across one axis
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Thu, 23 Feb 2012 12:58:17 -0500 |
nemo |
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
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Sat, 18 Feb 2012 16:56:04 +0100 |
Xeli |
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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Sat, 18 Feb 2012 13:52:37 +0100 |
Xeli |
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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Fri, 17 Feb 2012 20:42:22 -0500 |
nemo |
Experiment. This has bugged me for a long time. Should be possible to tell a team with 1 health from a team with 0
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Fri, 17 Feb 2012 18:23:36 +0100 |
koda |
the most important commit of the year
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Fri, 17 Feb 2012 12:08:01 +0100 |
koda |
refactored a few types involved in the touch interface and corrected a few invisible mistakes
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Thu, 16 Feb 2012 21:32:19 +0100 |
Xeli |
move the aim buttons to be above the jump button
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Thu, 16 Feb 2012 17:48:03 +0100 |
Xeli |
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
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Thu, 16 Feb 2012 16:02:41 +0100 |
Xeli |
added translate/fade animations for OnScreenWidgets
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Wed, 15 Feb 2012 18:22:39 +0100 |
koda |
moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
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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
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Mon, 13 Feb 2012 08:18:59 +0100 |
koda |
update position of on screen buttons on resize
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Sun, 12 Feb 2012 15:59:10 +0100 |
koda |
add keywords for landscape ammomenu and touch interface
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Tue, 07 Feb 2012 22:39:36 -0500 |
nemo |
and oooone last off-by-1 in ammo menu
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Tue, 07 Feb 2012 21:19:10 +0100 |
Xeli |
fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
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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
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Mon, 06 Feb 2012 22:59:28 -0500 |
nemo |
slider tweak
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Mon, 06 Feb 2012 20:04:32 -0500 |
nemo |
Fixes slot sprite and ammo sprites overlapping left side border. There is still the issue that boxes should be 32px between borders, but right now they are 33px on all but the first row (since the outside border overlaps it by 1px) causing the slot sprite to have 2px of border on the left and 1px of border on the right.
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Mon, 06 Feb 2012 19:46:46 -0500 |
nemo |
Fix slider positions
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Mon, 06 Feb 2012 19:41:46 +0100 |
Xeli |
wops, too much copy pasting
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Mon, 06 Feb 2012 19:16:22 +0100 |
Xeli |
show buttons on the screen, similar to the iOS overlay
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Sun, 05 Feb 2012 20:08:17 -0500 |
nemo |
unbreak ammo menu
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Sun, 05 Feb 2012 15:20:49 -0500 |
nemo |
add individual hog healths to team health bar
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Sat, 04 Feb 2012 16:22:46 +0100 |
Xeli |
Rewrote the Ammomenu:
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Sun, 29 Jan 2012 00:48:39 +0100 |
Xeli |
koda/ammomenu on desktop fix!
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Sat, 28 Jan 2012 23:10:39 +0100 |
koda |
minor cleanup, gather AMSlotSize in uConsts
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Sat, 28 Jan 2012 22:19:42 +0100 |
Xeli |
added the background for the weaponnames in MOBILE
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Sat, 28 Jan 2012 19:04:42 +0100 |
Xeli |
fixed the weapon name position
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Sat, 28 Jan 2012 18:22:39 +0100 |
Xeli |
changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
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Thu, 26 Jan 2012 23:54:53 +0100 |
koda |
ios sanity restored: applied new paths for sdl projects, turned off fullscreen, added 3 lines of documentation, removal of sdl patch (every mod has been integrated mainstream)
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Thu, 26 Jan 2012 22:19:52 +0100 |
Xeli |
fixed the ammo menu on android, on tablets all weapons are 'choosable' and on phones I've moved the ammomenu up a bit
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Tue, 17 Jan 2012 09:01:31 -0500 |
lovelacer |
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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Sun, 04 Dec 2011 01:00:18 +0300 |
unc0rr |
No more nested functions in code
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Sun, 27 Nov 2011 23:13:22 +0300 |
unc0rr |
Countless imporvements to the parser and countless help to the parser in sources.
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Thu, 24 Nov 2011 16:18:45 +0100 |
koda |
GSoC 2011: Android port - merged mainstream
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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.
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Mon, 14 Nov 2011 18:08:36 -0500 |
nemo |
Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
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Sat, 12 Nov 2011 19:00:31 +0100 |
koda |
iOS works again (also native touch interface \o/)
hedgeroid
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Sat, 12 Nov 2011 17:06:49 +0100 |
Xeli |
merge...i think
hedgeroid
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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
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Sat, 05 Nov 2011 21:01:21 -0400 |
nemo |
not sure why this condition wasn't here before
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Sat, 05 Nov 2011 12:10:49 -0400 |
nemo |
Increase rarity of near flakes (don't want them intruding in game much). Also fix stereo. Near flakes were being drawn far.
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Fri, 04 Nov 2011 00:38:37 +0100 |
koda |
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
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Mon, 31 Oct 2011 14:44:43 +0100 |
sheepluva |
mikade's request: dont delete mission text/texture in HideMission() (so that it can still be looked at in ESC menu
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Mon, 31 Oct 2011 13:36:39 +0100 |
sheepluva |
fix HideMission()
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Fri, 28 Oct 2011 18:26:17 +0200 |
koda |
one dangerous merge
hedgeroid
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Mon, 17 Oct 2011 11:21:08 -0400 |
nemo |
Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
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Sun, 16 Oct 2011 21:03:30 +0200 |
koda |
merge the changes applied to 0.9.16
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Sat, 08 Oct 2011 01:27:43 -0400 |
nemo |
tweak Y movement
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Sun, 25 Sep 2011 18:24:01 +0200 |
Xeli |
merge
hedgeroid
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Sat, 24 Sep 2011 14:48:23 +0200 |
koda |
disable the followgear vertical offset for small screen devices
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Sat, 24 Sep 2011 22:16:49 +0400 |
unC0Rr |
Fix a bunch of warnings (also improves speed a bit in 32 bit code)
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Sun, 25 Sep 2011 10:48:18 -0400 |
nemo |
merge from default. Pulls in sheepluva's frontend work, and unbreaks engine cmake.
0.9.16
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Sun, 25 Sep 2011 18:19:45 +0200 |
Xeli |
make the fire button appear only on android for now, I'll make it depend on a variable later on
hedgeroid
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Fri, 16 Sep 2011 20:38:23 +0200 |
Xeli |
removed some commented lines
hedgeroid
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Fri, 16 Sep 2011 18:17:16 +0200 |
Xeli |
merge
hedgeroid
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Sun, 11 Sep 2011 13:12:52 -0400 |
nemo |
better?
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Sun, 11 Sep 2011 10:46:53 -0400 |
nemo |
Should prevent a crasher when drowning while firing
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Sun, 11 Sep 2011 10:22:09 -0400 |
nemo |
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
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Sun, 11 Sep 2011 10:00:32 -0400 |
nemo |
tweak
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Sun, 11 Sep 2011 09:46:22 -0400 |
nemo |
Focus camera on moving current hog (probably more important to player). Should make tumbler, sine gun play, attacking off rope and saucer more playable. Also fix a typo in prior offset, and compensate for zoom.
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Sun, 11 Sep 2011 08:54:21 -0400 |
nemo |
Try the same offsetting as X - I think it helps w/ mikade's Space Invasion camera problem
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Fri, 16 Sep 2011 17:36:05 +0200 |
Xeli |
Changed firebutton, parameters in uTouch might need to be tweaked some more
hedgeroid
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Fri, 09 Sep 2011 05:15:45 +0200 |
Xeli |
merge
hedgeroid
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Wed, 07 Sep 2011 20:12:20 -0400 |
nemo |
NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
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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
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Thu, 25 Aug 2011 21:00:53 +0200 |
sheepluva |
* partial rollback of changes to camera
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Thu, 25 Aug 2011 18:29:46 +0200 |
sheepluva |
reduce effect of the look-ahead behaviour that I tried to implement
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Thu, 25 Aug 2011 18:08:44 +0200 |
sheepluva |
some camera adjustments (should also fix cam flickering on lowerst res)
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Wed, 24 Aug 2011 13:33:53 -0400 |
nemo |
add for mine strike too. as cheezemonkey points out, mine bounce is height dependent.
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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
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Tue, 09 Aug 2011 21:41:52 +0200 |
Xeli |
merge
hedgeroid
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Sun, 07 Aug 2011 22:24:13 +0400 |
unc0rr |
Also unhide mouse cursor when in gsConfirm state
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Sun, 07 Aug 2011 22:20:52 +0400 |
unc0rr |
Release mouse cursor in gsConfirm state
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Sun, 07 Aug 2011 22:18:51 +0400 |
unc0rr |
Enter gsConfirm state when loosing focus
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Tue, 09 Aug 2011 20:51:20 +0200 |
Xeli |
changed iphone specific ifdefs to mobile
hedgeroid
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Thu, 04 Aug 2011 17:44:55 +0200 |
Xeli |
merge
hedgeroid
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Sun, 31 Jul 2011 12:07:44 -0400 |
nemo |
Reset to default zoom. Unbreaks waves
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Tue, 05 Jul 2011 18:33:42 +0200 |
Xeli |
merge
hedgeroid
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Sun, 03 Jul 2011 14:36:42 -0400 |
nemo |
Based on some user complaints on forum, try to reduce impact of teams on small displays.
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Tue, 28 Jun 2011 17:57:54 +0200 |
Xeli |
merge
hedgeroid
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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
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Fri, 24 Jun 2011 09:54:39 +0200 |
Xeli |
merge
hedgeroid
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Thu, 23 Jun 2011 16:52:23 +0200 |
Xeli |
Reverted back to tip and changed the correct IFDEF IPHONEOS to MOBILE without breaking other iphoneos
hedgeroid
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Thu, 23 Jun 2011 16:29:46 +0200 |
Xeli |
Changed UI elements
hedgeroid
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Sat, 25 Jun 2011 16:39:54 +0400 |
unc0rr |
Fix camera jerking on zoom in
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Thu, 23 Jun 2011 21:19:43 +0400 |
unc0rr |
merge
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Tue, 21 Jun 2011 18:28:34 -0400 |
nemo |
Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
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Tue, 21 Jun 2011 16:43:05 +0400 |
unc0rr |
Ability to turn camera following gears off
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Mon, 02 May 2011 18:37:57 +0400 |
unc0rr |
- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
cursor_issues
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Sun, 17 Apr 2011 22:16:36 +0400 |
unc0rr |
Try to allow cursor to reach water when zooming out
cursor_issues
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Sat, 19 Mar 2011 16:19:50 +0100 |
Henek |
some final work and buggfix for Tag Team, it is now playable
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Wed, 02 Mar 2011 00:27:20 +0100 |
koda |
Happy 2011 :)
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Tue, 01 Feb 2011 19:49:10 +0100 |
sheepluva |
Thou shalt not leak!
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Sat, 29 Jan 2011 21:16:09 +0100 |
Henek |
added dummy for tardis and ugly icons for tardis and structure
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Tue, 18 Jan 2011 00:12:39 +0100 |
koda |
code cleanup
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Mon, 17 Jan 2011 01:43:10 +0100 |
koda |
merge default into experimental3D
experimental3D
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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
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Sun, 16 Jan 2011 05:21:00 +0100 |
koda |
rename "frame alternate" to "wiggle" as it's more appropriate
experimental3D
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Sat, 15 Jan 2011 18:35:59 +0100 |
koda |
use a different depth for different layers (land, water, explosions)
experimental3D
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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
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Mon, 03 Jan 2011 10:45:50 -0500 |
nemo |
Apply RGBA consistently in Tint
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Sun, 02 Jan 2011 18:12:16 +0100 |
koda |
remove obsolete TrainingFlags code
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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
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Tue, 28 Dec 2010 23:53:37 +0100 |
Henek |
sudden death, now with visual and audial effects :D
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Wed, 22 Dec 2010 15:42:47 +0100 |
Henek |
fixed showmission so it actually displays the right icons
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Tue, 07 Dec 2010 22:23:40 -0500 |
nemo |
Restore millisecond precision for mines time
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Sun, 21 Nov 2010 16:53:31 +0300 |
unc0rr |
uCaptions
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Thu, 18 Nov 2010 16:19:55 +0300 |
unC0Rr |
Introduce uRenderUtils
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Thu, 18 Nov 2010 15:45:35 +0300 |
unC0Rr |
Introduce uRender
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Thu, 18 Nov 2010 11:45:31 +0300 |
unC0Rr |
Introduce uTextures
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Thu, 18 Nov 2010 11:32:47 +0300 |
unC0Rr |
Move some stuff from uMisc to uUtils
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Wed, 17 Nov 2010 22:26:34 +0300 |
unc0rr |
Some more
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Wed, 17 Nov 2010 22:19:58 +0300 |
unc0rr |
uWorld
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Wed, 17 Nov 2010 22:14:41 +0300 |
unc0rr |
uTeams
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Wed, 17 Nov 2010 22:07:03 +0300 |
unc0rr |
uLand isn't that important to them
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Wed, 17 Nov 2010 17:45:55 +0300 |
unC0Rr |
Move variables from uMisc to uVariables
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Wed, 17 Nov 2010 17:22:36 +0300 |
unC0Rr |
Introduce unit uTypes in order to remove some cyclic unit dependencies
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Mon, 27 Dec 2010 23:57:44 +0100 |
koda |
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
experimental3D
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Wed, 22 Dec 2010 12:17:34 +0100 |
koda |
use a gentler positive parallax for background effect
experimental3D
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Mon, 15 Nov 2010 12:37:39 +0100 |
koda |
update the 3d branch after release
experimental3D
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Fri, 12 Nov 2010 15:20:54 +0100 |
koda |
yay i'm free to break things again!
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Mon, 08 Nov 2010 22:26:44 -0500 |
nemo |
Revert yet again for breaking stuff. No more chances on this. If there'd been a release, this would have been twice with serious breakage. P.S. - as per koda's complaint last time, only reverted the non-iphone, probably means iphone is now broken. Oh well.
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Mon, 08 Nov 2010 23:46:34 +0100 |
koda |
this time i got it right, i'm sure of it; TEST ANYWAYS
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Sun, 07 Nov 2010 18:35:21 -0500 |
nemo |
revert 4200:dd54999c2822 - it was breaking schemes. koda. just leave this alone until next release
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Sun, 07 Nov 2010 23:47:29 +0100 |
koda |
revamp gamemodes section in the ifrontend and update ios game modes
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Sun, 07 Nov 2010 20:40:30 +0100 |
koda |
err better wait after relase for this one
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Sun, 07 Nov 2010 20:27:05 +0100 |
koda |
move turnstime and minestime * 1000 outside frontend and place it in engine
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Sun, 07 Nov 2010 16:41:03 +0300 |
unc0rr |
REmove stupid int64 conversions, provide real fixes to compiler hints
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Fri, 05 Nov 2010 15:36:45 -0400 |
nemo |
Add some more game goals. Sorry translators.
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Wed, 27 Oct 2010 14:02:20 +0200 |
koda |
update branch with latest head, most likely breaking water color in stereo mode
experimental3D
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Fri, 29 Oct 2010 00:24:17 +0200 |
koda |
disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
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Thu, 14 Oct 2010 22:01:33 +0200 |
koda |
less warning, no rotation glitch, more comments
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Mon, 11 Oct 2010 15:47:40 -0400 |
nemo |
Extend the >0 / amNothing check
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Mon, 11 Oct 2010 21:45:25 +0200 |
koda |
merge
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Mon, 11 Oct 2010 12:37:42 -0400 |
nemo |
Constrain to <= to avoid a bug on bottom edge reported by Henek
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Mon, 11 Oct 2010 03:28:15 +0200 |
koda |
moved some utilities to a separate column with round buttons
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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
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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.
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Thu, 02 Sep 2010 19:21:41 +0200 |
smaxx |
Engine:
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Wed, 01 Sep 2010 20:41:45 +0200 |
smaxx |
Engine:
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Wed, 01 Sep 2010 18:06:52 +0200 |
smaxx |
Engine:
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Thu, 26 Aug 2010 16:02:09 +0200 |
smaxx |
Engine:
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Thu, 26 Aug 2010 14:46:30 +0100 |
tiyuri |
Fixes memory leak -Burp
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Thu, 26 Aug 2010 14:02:48 +0100 |
tiyuri |
Add kill counter to Survival Mode -Burp
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Tue, 24 Aug 2010 17:03:44 +0200 |
smaxx |
Engine:
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Sat, 31 Jul 2010 11:24:53 +0200 |
koda |
remove trailing spaces from end of line
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Wed, 18 Aug 2010 20:29:41 +0200 |
smaxx |
Engine:
experimental3D
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Sat, 31 Jul 2010 10:52:43 +0200 |
koda |
reverted stereo craziness - the experimental3D branch has been created for a reason
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Sat, 31 Jul 2010 10:42:40 +0200 |
koda |
merge
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Mon, 02 Aug 2010 12:24:06 +0200 |
koda |
these were removed by mistake
experimental3D
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Fri, 30 Jul 2010 19:56:28 +0200 |
smaxx |
Engine:
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Sat, 31 Jul 2010 10:53:54 +0200 |
koda |
applying smaxx patch where it should be
experimental3D
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Fri, 30 Jul 2010 13:36:03 +0200 |
koda |
add some comments and fix indentation
experimental3D
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Fri, 30 Jul 2010 13:07:46 +0200 |
koda |
creating a new branch for experimental 3d stereographic rendering
experimental3D
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Sat, 31 Jul 2010 10:39:20 +0200 |
koda |
fix panning when zoomed (finally)
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Thu, 22 Jul 2010 12:47:32 +0200 |
koda |
reduce the number of keywords used and switch to BMP format for screenshots
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Wed, 14 Jul 2010 00:43:36 +0200 |
koda |
save the gl client state to get a nice 80% fps boost
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