hedgewars/uConsts.pas
2012-05-01 koda breaking news, we don't support typed consts anymore
2012-05-01 koda oops
2012-04-27 Xeli add ammoprop to enable to up and down buttons on for the touch interface
2012-04-23 Xeli - change uKeys to be event based rather than polling
2012-04-14 unc0rr Improve rendering of function types, ranges, and more
2012-03-17 Xeli make the Ammomenu show up a little faster
2012-03-17 Xeli You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
2012-03-17 Xeli make ammomenu's speed dependent on RealTicks rather than frames
2012-03-11 nemo bug #336
2012-02-17 koda the most important commit of the year
2012-02-16 Xeli added translate/fade animations for OnScreenWidgets
2012-02-07 Xeli fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
2012-02-04 Xeli Rewrote the Ammomenu:
2012-01-28 koda minor cleanup, gather AMSlotSize in uConsts
2011-10-28 koda one dangerous merge hedgeroid
2011-10-02 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.
2011-10-01 nemo This prevents girders from erasing landbacktex (square windows in tunnels and such), at the cost of requiring lfBasic and lfObject to be treated the same apart from graphically
2011-09-01 Xeli merge + changed the tardis image to egg.png because the data folder isn't up to date hedgeroid
2011-08-31 nemo Add option for a bottom border. Needs testing.
2011-08-15 Xeli Zoom and moving the camera now works with SDL_FINGER* events hedgeroid
2011-07-24 nemo Add grayscale option for 3d, helps with colour clashing
2011-07-01 unc0rr Merge
2011-06-30 unc0rr Don't draw snow flakes spawned in land, introduce gstInvisible flag
2011-06-28 Henek fake crates now with complementary poison
2011-06-26 nemo Allow control of grenade bounce. Not sure if this is a good idea, but has been requested a lot, so...
2011-06-26 Henek now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
2011-03-17 Henek added game mode Tag Team, mostly untested, please test :)
2011-03-01 koda Happy 2011 :)
2011-01-17 koda merge default into experimental3D experimental3D
2011-01-10 unc0rr Fix formatting
2011-01-04 koda merge with HEAD after 0.9.15 release, move consts and vars in their proper files experimental3D
2011-01-02 koda rearrange quality flags a little, disable snow rendering on rqLowRes
2011-01-02 koda remove obsolete TrainingFlags code
2010-12-31 Henek sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
2010-12-29 sheepluva set windspeed to 0 at the very beginning of the game. (fixes DisableWind game modifier)
2010-11-21 nemo Increase teams to 8 to match the 8 colours, fix issue #108, reenable rope length modifier
2010-11-21 nemo After repeated requests, variable length rope. Intended for the infinite rope folks, but values less than 100 make rope more interesting IMO.
2010-11-20 unc0rr Introduce uGearsRender
2010-11-17 unc0rr Move variables from uConsts to uVariables
2010-11-17 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
2010-11-15 koda update the 3d branch after release experimental3D
2010-11-14 nemo merge 0.9.14.1 to trunk
2010-11-14 nemo merge 0.9.14
2010-11-14 Palewolf Small animation on bullet impact
2010-11-14 nemo disable offsets in GetLaunchX/GetLaunchY instead 0.9.14.1
2010-11-13 Henek made napalm use napalmbombs instead of just dropping fire
2010-11-14 nemo 2 of the fixes for 0.9.14.1 - still need to fix the frontend desync and config-dir 0.9.14.1
2010-11-14 nemo revert prior revision. moving to new branch 0.9.14
2010-11-13 Henek added new sprite for drill strike drills, not intended for .15 release
2010-11-14 nemo set all offsets to 0 based on user complaints. 0.9.14
2010-11-12 Henek makes drill attack drills weaker and not affected by wind
2010-11-12 Palewolf Light trails for bullets
2010-11-12 nemo engine side of a more wind patch. no frontend hook. just want to check it in to pull it from another machine
2010-11-12 koda drillstrike! might require the drill patch to improve behavior
2010-11-11 nemo Move resurrection to utilities, reduce its probablit a bit to match other utilities, rename the "hint" prop since it really isn't being used as a hint anymore. That can be put back if it changes.
2010-11-09 Henek removed altuse property for sticky mines
2010-11-08 Henek added flag gfDisableWind to be used in lua scripts
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
2010-05-28 smxx Engine (Henek):
2010-05-28 smxx Engine:
2010-05-28 smxx Engine:
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