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hedgewars/uRender.pas
2012-05-12
unc0rr
pas2c stuff again
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2012-05-05
koda
old typed const moved to their proper unit
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2012-05-02
koda
rename a few Draw* routines
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2012-05-02
koda
marked a couple of functions as inline
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2012-05-02
koda
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
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2012-05-01
koda
breaking news, we don't support typed consts anymore
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2012-02-18
Xeli
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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2012-02-17
koda
the most important commit of the year
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2012-02-17
koda
refactored a few types involved in the touch interface and corrected a few invisible mistakes
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2012-02-16
Xeli
wops, added an extra USE_TOUCH_INTERFACE
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2012-02-16
Xeli
added translate/fade animations for OnScreenWidgets
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2012-01-17
lovelacer
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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2011-11-17
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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2011-11-11
nemo
Dir should not be 0, but set it to 1 if 0 in case I missed some other place this was done. Also correct cloud scaling.
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2011-11-11
nemo
If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
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2011-11-10
nemo
unsquash the rescaled clouds
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2011-08-14
koda
smaller code cleanup
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2011-08-14
nemo
Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
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2011-08-14
unc0rr
Use local scope global var instead
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2011-07-24
nemo
Add grayscale option for 3d, helps with colour clashing
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2011-06-12
nemo
Skip droplets if plain splash is enabled, add a sanity check just in case.
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2011-03-01
koda
Happy 2011 :)
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2010-12-03
nemo
make Tint(longword) use RGBA
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2010-12-03
nemo
trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
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2010-11-26
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.
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2010-11-20
unc0rr
Introduce uGearsRender
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2010-11-18
unC0Rr
Introduce uRender
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