hedgewars/uLand.pas
Sat, 18 Aug 2012 13:45:00 +0200 Medo engine: Fixed indentation regression
Sat, 18 Aug 2012 13:40:21 +0200 Medo Merge
Sat, 18 Aug 2012 15:01:27 -0400 nemo oops
Sat, 18 Aug 2012 13:21:37 +0200 Medo engine: Fixed sigsegv on android caused by modifying Template.FillPoints constants
Sat, 18 Aug 2012 02:01:50 -0400 nemo Avoid a bit of a memory spike on small maps
Sat, 04 Aug 2012 21:36:31 -0400 nemo unbreak AI. remove inits from uLand
Sat, 04 Aug 2012 20:47:13 -0400 nemo First pass at variable land size. For playing a small map (forced on rqLowRes), this should save 42MiB of RAM.
Tue, 26 Jun 2012 10:14:40 -0400 nemo Add green mask for anti-portal areas on custom maps. Flagged as Bouncy since it is intended for that general use. Needs testing.
Sun, 03 Jun 2012 18:52:22 -0400 nemo Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
Thu, 31 May 2012 15:14:39 +0400 unc0rr pas2c stuff
Mon, 14 May 2012 22:47:56 +0400 unc0rr Learn hask^Wpascal, dudes!
Fri, 11 May 2012 23:36:42 +0400 unc0rr sysutils -> SysUtils
Fri, 11 May 2012 11:08:50 -0400 nemo Avoid returning an array for the sake of pas2c
Sat, 05 May 2012 19:04:59 +0100 koda old typed const moved to their proper unit
Tue, 01 May 2012 19:56:55 +0200 koda breaking news, we don't support typed consts anymore
Tue, 24 Apr 2012 17:16:18 -0400 nemo Oh, and I guess this is needed as well, although if many other places in the code do this, pas2c will need
Sat, 21 Apr 2012 19:51:13 +0400 unc0rr - Remove support for variables in command handlers
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Sun, 05 Feb 2012 23:24:43 +0400 unc0rr Further work on propagating types. Now it hopefully works fully, just need to annotate namespace with types first.
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.
Sun, 04 Dec 2011 00:56:07 +0300 unc0rr Some cleanup here and there
Sun, 04 Dec 2011 00:52:47 +0300 unc0rr - Give uLand more modularity
Sun, 27 Nov 2011 23:13:22 +0300 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
Sat, 12 Nov 2011 17:06:49 +0100 Xeli merge...i think hedgeroid
Thu, 10 Nov 2011 12:20:01 -0500 nemo Make mazes filter use same variable as template filter
Sun, 06 Nov 2011 13:00:25 -0500 nemo Add missing grayscale conversions
Mon, 31 Oct 2011 14:08:10 -0400 nemo Force a desync if there is a script name mismatch. This avoids playing until the game desyncs due to script differences.
Fri, 28 Oct 2011 18:26:17 +0200 koda one dangerous merge hedgeroid
Fri, 07 Oct 2011 23:57:14 -0400 nemo Add landbacktex to a few maps, just to see how it looks.
Tue, 04 Oct 2011 17:13:39 -0400 nemo hm. probably should set both
Sun, 02 Oct 2011 10:36:43 -0400 nemo Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
Fri, 28 Oct 2011 17:41:39 +0200 Xeli Enabled landhash check again hedgeroid
Mon, 26 Sep 2011 00:03:14 +0200 koda reviewed the build system and parts of the previous merge, performed some code cleanup hedgeroid
Sun, 25 Sep 2011 18:24:01 +0200 Xeli merge hedgeroid
Sat, 24 Sep 2011 22:16:49 +0400 unC0Rr Fix a bunch of warnings (also improves speed a bit in 32 bit code)
Fri, 16 Sep 2011 18:17:16 +0200 Xeli merge hedgeroid
Fri, 09 Sep 2011 18:30:40 -0400 nemo Remove some unused variables and options.inc which uFloat doesn't use, probably should never use, and was getting in the way of my testcase - but most importantly, remove the inline on hwSqrt which was causing very bad math on my compiler/machine. We may have to remove more inlining. A pity.
Fri, 09 Sep 2011 05:15:45 +0200 Xeli merge hedgeroid
Sun, 04 Sep 2011 14:05:11 -0400 nemo copy/paste fail
Sun, 04 Sep 2011 13:13:51 -0400 nemo load mask from user path as well
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
Wed, 31 Aug 2011 15:50:39 -0400 nemo Add buttons for tag team, bottom border, unbreak smoothing
Wed, 31 Aug 2011 15:06:03 -0400 nemo Let's draw the bottom border thicker, so it is more visible
Wed, 31 Aug 2011 14:47:01 -0400 nemo Add option for a bottom border. Needs testing.
Fri, 26 Aug 2011 20:59:55 -0400 nemo Die speckles, round N. Check that alpha is not basically empty while blending, try to match the damaged land type.
Thu, 04 Aug 2011 17:44:55 +0200 Xeli merge hedgeroid
Sun, 24 Jul 2011 00:25:35 -0400 nemo Add grayscale option for 3d, helps with colour clashing
Wed, 22 Jun 2011 00:38:31 +0200 Xeli First commit.. hedgeroid
Mon, 20 Jun 2011 20:46:27 -0400 nemo Avoid desyncing on blurry land
Tue, 14 Jun 2011 14:00:29 -0400 nemo add missing user path check
Sun, 12 Jun 2011 21:06:48 -0400 nemo Enable ~/.hedgewars/Data (or platform equivalent) to override/extend pretty much everything in system Data dir. Obviously desyncing can occur, so this is at user's own risk. Should simplify map etc install. Needs testing.
Thu, 09 Jun 2011 00:00:33 -0400 nemo tweak to avoid specks after damage
Thu, 02 Jun 2011 18:39:35 -0400 nemo oops.
Thu, 02 Jun 2011 18:08:50 -0400 nemo Experiment in making the land less jagg-y
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Tue, 01 Feb 2011 15:30:08 +0100 koda addfilelog <3 debugfile
Sun, 19 Dec 2010 20:01:24 +0300 unc0rr - Simplify map container code a bit
Sat, 18 Dec 2010 21:19:26 +0300 unc0rr Report 48 hogs for drawn maps
Thu, 09 Dec 2010 11:59:07 +0300 unc0rr Pass hardcoded drawn map from frontend into engine \o/
Sat, 04 Dec 2010 23:29:59 +0300 unc0rr Halfplement decode/drawing routine
Sun, 21 Nov 2010 19:41:19 +0300 unc0rr uDebug
Sun, 21 Nov 2010 17:48:58 +0300 unc0rr Move some command handlers out of uCommands into more appropriate places, thus removing some dependencies. Ideally uCommands shouldn't depend on anything (except for uTypes and uConsts probably)
Sat, 20 Nov 2010 23:48:04 +0300 unc0rr Move land hash checking into commands
Thu, 18 Nov 2010 12:12:51 +0300 unC0Rr Haven't found a better place than uIO for OutError
Thu, 18 Nov 2010 11:32:47 +0300 unC0Rr Move some stuff from uMisc to uUtils
Wed, 17 Nov 2010 22:14:41 +0300 unc0rr uTeams
Wed, 17 Nov 2010 22:07:03 +0300 unc0rr uLand isn't that important to them
Wed, 17 Nov 2010 17:45:55 +0300 unC0Rr Move variables from uMisc to uVariables
Wed, 17 Nov 2010 17:22:36 +0300 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
Thu, 07 Oct 2010 16:02:28 -0400 nemo bug #83 - move test of disabled land objects into AddObjects
Thu, 30 Sep 2010 22:31:38 +0200 koda updated lua loading in the ifrontend and also fixed masked maps
Mon, 27 Sep 2010 04:58:15 +0200 koda have engine try for a second position when map loading fails (in this way it's possible to move Missions data to any path)
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.
Sat, 31 Jul 2010 11:24:53 +0200 koda remove trailing spaces from end of line
Sat, 10 Jul 2010 02:02:37 +0200 koda fix land check fo' real
Thu, 08 Jul 2010 23:34:25 +0200 koda fix land check
Thu, 08 Jul 2010 23:06:21 +0200 koda fix static land loading on desktop
Sat, 03 Jul 2010 05:51:24 +0200 koda a couple of fixes i missed previously
Sat, 03 Jul 2010 01:31:18 +0200 koda land arrays are allocated dynamically, so DOWNSCALE and LOWRES macros are now removed and replaced by run time flags rqBlurryLand and rqLowRes
Thu, 01 Jul 2010 23:41:10 -0400 nemo Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
Thu, 01 Jul 2010 19:05:29 -0400 nemo Initialise to 0
Thu, 01 Jul 2010 17:00:14 -0400 nemo Grid the landscape, and shortcircuit checks on the collision array if there are no nearby checked in collisions to be collided with. This is a big win for fire's ammoshove in particular. Also add a +2 that seemed missing in the check, and update fire accordingly.
Wed, 30 Jun 2010 22:42:55 +0200 koda tiy new overlay graphics
Wed, 30 Jun 2010 14:52:48 +0200 koda partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
Sat, 26 Jun 2010 04:36:04 +0200 koda moar zoom, fixed fort mode, other glitches
Sun, 20 Jun 2010 22:35:10 -0400 nemo Replace SHA1 with adler32. For simple purposes of checking to see if players are playing the same map, this should be quite adequate and runs 15 times faster.
Fri, 18 Jun 2010 14:26:04 -0400 nemo rename flags
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)
Thu, 17 Jun 2010 11:41:38 -0400 nemo Make land types flagged (to allow stacking future attributes such as indestructible ice, but also for a damaged flag)
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:
Mon, 26 Apr 2010 01:55:26 +0000 koda add other controls for map preview, also fix a bug in digest
Sun, 25 Apr 2010 02:30:42 +0000 koda wow all these files only for land preview and seed generation
Sat, 03 Apr 2010 13:55:39 +0000 nemo New game scheme option to turn off land objects
Thu, 01 Apr 2010 16:55:42 +0000 nemo Suppress warning
Thu, 01 Apr 2010 16:44:56 +0000 nemo this was not checking all of Land[]
Thu, 01 Apr 2010 16:08:09 +0000 nemo Update (c) lines to 2010 as unc0rr requested - they all had varying values so I just took the first year mentioned, then tacked on -2010
Thu, 01 Apr 2010 05:10:50 +0000 unc0rr - update russian translation a bit
Thu, 01 Apr 2010 00:48:26 +0000 nemo another uninitialised value radz[k] for corresponding pa.ar of NTPX
Thu, 01 Apr 2010 00:38:02 +0000 sheepluva possible map gen desync "fix" -- test please
Tue, 30 Mar 2010 17:17:15 +0000 smxx Engine/Frontend:
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 18:47:35 +0000 nemo prg adds option to toggle girders in maze, adjusts some frontend strings
Sun, 28 Mar 2010 16:46:26 +0000 nemo prg tweaks maze
Sun, 28 Mar 2010 02:49:39 +0000 nemo prg's maze generator
Wed, 24 Mar 2010 14:03:03 +0000 smxx Engine:
Tue, 23 Mar 2010 21:58:23 +0000 koda fix a build error on 10.5, LandPixels properly initialized
Mon, 22 Mar 2010 18:04:18 +0000 nemo oh. I missed the fact he moved it to uLandTexture
Mon, 22 Mar 2010 17:59:59 +0000 nemo Remove doubled call of freeEverything. restore freeing of LandBackSurface pending unc0rr explaining why 'sactly he took it out (assuming an error right now)
Mon, 22 Mar 2010 17:48:19 +0000 unc0rr Clean Augean stables
Sun, 21 Mar 2010 19:02:03 +0000 unc0rr In pascal unit is a namespace
Thu, 18 Mar 2010 02:27:46 +0000 koda fix the glitch causing pass-through in land objects besides first game
Sat, 13 Mar 2010 14:19:34 +0000 nemo Fix basketball map and hog cannon.
Sat, 06 Mar 2010 10:59:20 +0000 unc0rr Replace tabs with spaces using 'expand -t 4' command
Mon, 01 Mar 2010 19:54:33 +0000 smxx Engine:
Mon, 01 Mar 2010 00:02:55 +0000 nemo Formerly "Draw Girders" by MrMfS - now "Disable Girders" to allow template prefs to still exist
Thu, 25 Feb 2010 15:58:44 +0000 nemo Set 32 hog limit for fort maps
Thu, 04 Feb 2010 20:45:03 +0000 smxx Server:
Sun, 24 Jan 2010 13:37:03 +0000 koda fix a nasty 196 bytes memory leak in engine, plus other stuff for iphone frontend
Mon, 18 Jan 2010 05:36:08 +0000 koda replace initialization/finalization statements with custom init functions
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