hedgewars/uConsts.pas
2010-11-07 Henek renaming gtAmmo_Bomb and gtAmmo_Grenade
2010-11-03 koda health reset mode ftw (replaces gfmines)
2010-10-31 nemo Restore pending proper removal and cleanup from frontend. Otherwise we'll just confuse the users.
2010-10-31 nemo make aura match cross colour, add a faint aura to resurrected hogs. basically mucking about w/ burp's weapon again.
2010-10-30 Tobias Neumann Resurrector: Levitate hog + show cross
2010-10-27 koda update branch with latest head, most likely breaking water color in stereo mode experimental3D
2010-10-28 koda disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
2010-10-26 koda engine: reorder GameFlags and update files, frontend and other stuff
2010-10-26 koda restore king mode
2010-10-23 Tobias Neumann Resurrector Weapon: Add ammo icon, sound, hedgehog picture (from Tiy).
2010-10-14 Tobias Neumann Resurrector weapon: do not make it end turn, add description,
2010-10-11 Tobias Neumann New Weapon: Resurrector (TODO: ammo icon + sprites)
2010-10-11 nemo Correct another bug in slot switching, adjust width of theme list, really truly fix reset of weps (I hope) should also fix infinite teleport bug in place hogs mode. Slow update of health to 5s for inf attack mode.
2010-10-10 nemo Add per-hog ammo option, initial stubs for infinite attack and weapon reset, fix a bug in ammo switching
2010-09-27 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)
2010-09-22 smaxx Engine:
2010-09-17 koda added forgotten images, removed support for CJK fonts (saving 13 MB)
2010-09-14 smaxx Engine:
2010-09-12 smaxx Sounds:
2010-09-06 nemo Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
2010-08-29 burp Extend statistics collection (TeamKills, TurnSkips, TeamDamage)
2010-08-26 smaxx Engine:
2010-08-25 tiyuri Some survival mode changes by burp
2010-08-20 nemo Flag for AI survival mode
2010-08-13 koda reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
2010-08-10 burp * SpawnCustomCrateAt procedure + lua bindings
2010-08-06 smaxx Engine:
2010-08-03 smaxx Engine:
2010-08-03 smaxx Engine:
2010-08-02 smaxx Engine:
2010-08-02 smaxx Engine:
2010-08-02 koda clean and reorder arguments passed to engine
2010-08-01 smaxx Engine:
2010-07-31 koda remove trailing spaces from end of line
2010-08-18 smaxx Engine: experimental3D
2010-07-30 smaxx Engine:
2010-07-29 nemo I keep forgetting to merge.
2010-07-29 nemo Set these to saveSurf (still need to actually, oh, write the code to cache the textures)
2010-07-29 smaxx Engine:
2010-07-25 koda use llvm to compile, don't preview map on wimpier devices, merge vsync, fix iphone launch image
2010-07-24 koda tap to play piano notes, fix for audio and pause glitch
2010-07-24 koda use external libs more consistently
2010-07-11 koda touch overlay reworked, improvements to zoom and confirmation
2010-07-11 koda implement the check on the type of ammo requiring a second tap to confirm
2010-07-10 koda cWeaponTooltips -> rqTooltipsOff
2010-07-02 koda land arrays are allocated dynamically, so DOWNSCALE and LOWRES macros are now removed and replaced by run time flags rqBlurryLand and rqLowRes
2010-07-02 koda interpret parameters before initializing everything
2010-06-30 koda turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
2010-06-26 sheepluva portal / slope detection:
2010-06-26 nemo Flag dimensions with booleans instead of using 0.
2010-06-23 nemo New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
2010-06-21 koda merge+smallupdate
2010-06-20 nemo This reduces CheckLand ~5.5% on average over prior making the overall reduction ~77.4% instead of ~81.9%. It does skip centre pixel in odd w/h, but that really shouldn't matter much in this case. Can alter if any objects are noticeably off.
2010-06-20 koda fix zoom smoothness
2010-06-18 nemo rename flags
2010-06-17 nemo Make land types flagged (to allow stacking future attributes such as indestructible ice, but also for a damaged flag)
2010-06-03 koda fix iphone version for map preview
2010-06-03 smxx Engine:
2010-06-01 smxx Engine:
2010-06-01 nemo Remove rope offset
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