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