hedgewars/uWorld.pas
2015-10-15 antonc27 - Workaround for wrong sprite in utility widget when selecting DrillStrike ios-revival
2015-10-15 antonc27 - Target button added to mobile touch controls ios-revival
2015-09-11 sheepluva fix pas2c build, it was broken in the long long ago ( 97f9a25024e6 )
2015-09-10 sheepluva merge branch ios-revival into default
2015-08-08 antonc27 - Fix for "uWorld.s:4736:8: error: base register is 64-bit, but index register is not leal (%rax,%edx),%eax" ios-revival
2015-08-10 sheepluva more copyright fixes
2015-07-09 nemo Fix build w/o S3D and video recording. untested.
2015-06-03 nemo cursor x/y when targeting for mikade's visual effects. this is not synced
2015-05-08 sheepluva reduce volume a bit more. also fix engine hint
2015-05-01 unc0rr - ?Fix? nemo's attempt in r959219241c67
2015-03-24 sheepluva rendering tweaks cont.
2015-03-24 sheepluva rendering tweaks cont.
2015-03-24 sheepluva rendering tweaks/cleanup cont.
2015-02-14 nemo Add placement of airmines in engine outside of hog proximity. Has a bug, only protecting 1st team. Also fix a spelling error and rename gstHHChooseTarget to gstChooseTarget
2014-12-14 sheepluva Issue 768: Bee: Camera focus lost
2014-12-11 sheepluva make camera in wrap mode a bit smarter
2014-12-08 nemo Use FreeAndNil across the board. Even if we are immediately assigning after, probably avoids accidental mistakes. Also free neglected owner tex on shutdown, and delete hog gears using the normal deletion procedure if for any reason they still exist (EndGame call?).
2014-12-05 sheepluva better initial camera position
2014-12-05 sheepluva darken wrapped world etc. some more
2014-11-29 sheepluva some more fixing
2014-11-23 sheepluva fix some indentation
2014-11-23 sheepluva fix view limits in stereo 3d
2014-11-22 sheepluva display airplane altitude indicator also with drill strike and air attack - when more-wind is activated
2014-11-21 sheepluva fix some nasty rendering issues reported by Nexia - thanks a lot!
2014-11-17 sheepluva some whitespace fixes
2014-11-16 sheepluva I'm such a dirty boi... cleaning up my own mess a little
2014-11-14 unC0Rr Fix warnings given by 32-bit fpc
2014-10-02 sheepluva fix stereoscopic rendering leading to screen "running away to the left" since webgl merge (due to bug in webgl branch). reason was incomplete change of name/scope of variable stereoDepth -> cStereoDepth
2014-08-21 alfadur - Support for pausing multiplayer games
2014-07-06 sheepluva some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
2014-07-06 sheepluva one finger ought to be enough for everybody
2014-07-06 sheepluva tweaks
2014-06-18 sheepluva fix camera now being centered on land when game starts
2014-06-18 sheepluva cleanup and lol
2014-06-18 sheepluva move DrawWaves to uRender
2014-06-18 sheepluva tweak/refactor how water is drawn
2014-06-17 sheepluva fix typo that caused visual glitch in water body (e.g. visible on that particular screenie on bottom right corner)
2014-06-17 sheepluva "documentation"
2014-06-17 sheepluva fix some (newly introduces) glitches with normal water
2014-06-17 sheepluva fix pas2c build
2014-06-17 sheepluva little visual tweak to weSea rendering
2014-06-16 sheepluva adding some arrow
2014-06-16 sheepluva various tweaks
2014-06-14 sheepluva fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
2014-06-13 sheepluva make mouse cursor size same, no matter what zoom level is used...
2014-06-13 sheepluva make using the teleporter a bit less challenging
2014-06-11 sheepluva uWorld does not require uMatrix anymore
2014-06-11 sheepluva fix hint and gl2 build. NOTE: this does not change that GL2 segfaults right away. that is an issue that dates back at least 50 commits, but most likely even back to the webgl merge. I guess nobody actually tried to run hedgewars in GL2 since back then :P
2014-06-10 sheepluva RAR: cleaning up a bit of the IFDEF-clusterf*ck
2014-06-10 sheepluva darken wrapped areas, which was a very nice suggestion by nemo
2014-06-09 sheepluva here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
2014-06-01 sheepluva collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
2014-02-25 unc0rr - Make world wrap edges not depend on gear radius
2014-02-19 unc0rr Fix tinting of AI kills counter
2014-02-16 unc0rr Fix build
2014-02-14 unc0rr In stats-only mode:
2014-02-08 unc0rr Even more explicit type conversions and other stuff to help pas2c use ansistrings
2014-02-07 unc0rr Revert 88929358d2e1 in favor of ansistrings implementation in pas2c
2014-02-07 unc0rr Pas2C recognizes ansistrings
2014-02-04 sheepluva update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
2014-01-27 unc0rr Even more love to pas2c
2014-01-21 koda merge
2014-01-21 nemo This adds idle hog tinting. Active hog tinting still needed.
2014-01-21 koda partial merge of the webgl branch
2014-01-17 unc0rr Convert some ansistrings to pchars
2014-01-17 sheepluva update copyright to 2014
2014-01-13 nemo Free cached ammo menu tex on quit.
2014-01-05 unc0rr - Fix build via pas2c webgl
2014-01-04 unc0rr Fix build (no idea what's going on in this branch btw) webgl
2014-01-04 unc0rr merge default webgl
2013-12-21 nemo redraw ownertex to fix tinting issue
2013-12-16 unc0rr merge default here sdl2transition
2013-12-13 unc0rr Display team owner in teams widget (addresses issue 174)
2013-12-06 sheepluva don't allow autocamera to mess with targetting when e.g. spamming air-attacks in inf attack mode
2013-11-27 unc0rr Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
2013-11-13 nemo Delete now toggles hiding team area
2013-11-07 unc0rr - Fix TryPut, so really large maps could load sdl2transition
2013-11-07 unc0rr Sounds can be heard now sdl2transition
2013-11-03 unc0rr Quick and simple implementation of afk mode (toggled by /pause)
2013-11-01 unc0rr - Bring back white dot in the center of crosshair. Crosshair is blurred now!
2013-10-29 unc0rr - More HealthTex to clan structure
2013-10-29 unc0rr - Cut code with bug to fix issue 713
2013-10-19 nemo differentiate borders a bit
2013-10-11 koda merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang webgl
2013-10-03 nemo add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
2013-09-30 nemo toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
2013-09-30 nemo move border back a bit from left/right bounds, bee tweak
2013-09-29 nemo partial implementation of non-infinite world (edge wrap/warp/bounce)
2013-07-26 koda remove old and unused getScreenDPI code
2013-06-04 koda update branch webgl
2013-05-29 unc0rr bump copyright year for Andrey entries
2013-05-21 unc0rr Fix issue with last hog's part of team health bar
2013-04-02 koda update webgl branch webgl
2013-03-22 sheepluva remove engine warnings
2013-03-06 nemo This has bothered me for the longest time. Move texture so it doesn't overlap. I'd initially had a test for isPaused, but jumping texture bothered me.
2013-02-05 nemo Trying to prevent audio mute from endlessly spamming. Untested.
2013-01-26 koda update branch webgl
2013-01-23 koda restored ios project file, updated Game() interface, tweaked arg parsing, updated log writing, minor warnings
2013-01-12 nemo Prevent camera from moving with auto camera disabled when remote teams are targetting
2013-01-10 martin_bede Fix tons of warnings
2013-01-03 martin_bede Removed wiggle 3D mode, reorder the list of 3D modes.
2012-12-25 koda update branch with default webgl
2012-12-03 Rowan D GCI2012: Convert uMobile into a Callback Record
2012-11-30 Joe Doyle (Ginto8) Move global variables to units that use them
2012-11-29 Chris Wong Invert S3D_DISABLED to more consistent USE_S3D_RENDERING
2012-11-22 koda throw in some 'nots' trying to restore pas2c functionality webgl
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
2012-11-04 nemo Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem. 0.9.18
2012-10-28 nemo more like here
2012-10-28 koda merge
2012-10-28 koda cleanup in initEverything and freeEverything
2012-10-28 koda disable audio dampening on mobile
2012-10-28 nemo issue #428 - move power to after team labels
2012-10-27 Xeli apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
2012-10-27 unc0rr Fix issue 435, and also unreported bug when 2 or even 4 entries could have selection at the same time in weapons menu.
2012-10-01 unc0rr - Fix warnings and hints
2012-09-01 nemo remove checks from c4272519b128, ed7fecd0f5fd just hides 'em instead.
2012-09-01 unc0rr hide health bars of dead teams
2012-08-05 Stepan777 merge
2012-08-01 nemo Toggle autoCameraOn in Findhh instead of checking FollowGear which could be set in a variety of places. Issue #404
2012-07-26 Stepan777 merge
2012-07-25 nemo Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
2012-07-20 koda ooops (and indentation)
2012-07-20 koda press 8 to mute audio while ingame
2012-07-13 Stepan777 Correctly distinguish between game and real ticks while recording video,
2012-07-10 Stepan777 Fix bug with isInLag picture displayed at end of some videos.
2012-07-10 Wolfgang Steffens Merge
2012-07-09 Stepan777 merge
2012-07-08 nemo A bit more convoluted, but more attractive visually
2012-07-06 Stepan777 merge
2012-07-05 unc0rr It is global var
2012-07-10 Wolfgang Steffens Added auto cropping to atlasing
2012-06-25 Wolfgang Steffens GL1.x fixes
2012-06-25 Wolfgang Steffens using atlas for rendering now
2012-06-25 Wolfgang Steffens retaining SDL surfaces in order to allow recreating atlases from scratch without
2012-06-25 Wolfgang Steffens Merge
2012-06-24 Stepan777 remaining IFDEFs
2012-06-24 Stepan777 merge
2012-06-13 koda DPI for everyone
2012-06-07 Stepan777 1. Add IFDEFs for video recording
2012-06-07 Stepan777 merge
2012-06-06 unc0rr Not needed here
2012-06-05 Wolfgang Steffens Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
2012-06-05 unc0rr - Allow camera movement while current hedgehog is falling
2012-06-05 Wolfgang Steffens Merge
2012-06-04 Stepan777 here it is
2012-06-02 Xeli Android: added a callback to java to determine dpi/dip how much we should scale the ui
2012-05-22 Wolfgang Steffens Merge
2012-05-17 Xeli android typo/sabotage
2012-05-14 Wolfgang Steffens Replaced FFP code that sets up orthogonal projection with explicit matrix
2012-05-14 Wolfgang Steffens Refactored TTexture to allow encoding sprite(s) at an arbitrary location within
2012-05-12 unc0rr pas2c stuff again
2012-05-10 koda minor changes for warnings and a variables scope
2012-05-05 koda old typed const moved to their proper unit
2012-05-05 koda the scope cleanup continues...
2012-05-05 Xeli removed the default argument in uWorld
2012-05-05 Xeli fix breakage
2012-05-03 koda HAPPY 7000th COMMIT HEDGEWARS
2012-05-03 unc0rr Get rid of overloaded functions in uRenderUtils
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
2012-04-29 Xeli wops
2012-04-29 Xeli implement switch for the touch interface
2012-04-29 Xeli hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
2012-04-29 Xeli target using the utility button, this fixes bee
2012-04-27 Xeli add ammoprop to enable to up and down buttons on for the touch interface
2012-04-24 unc0rr Get rid of overloaded functions in uAmmo
2012-04-23 Xeli fix the ammomenu F# buttons
2012-04-21 Xeli - Return of the F<numbers> in the ammomenu
2012-04-08 koda when focus is lost lower the volume to a minimum
2012-03-23 Xeli first part of the utilitywidget (grenade timer/swap hogs) code
2012-03-18 Xeli fix ammomenu, the cursor actually works now -_-
2012-03-18 nemo revert this until someone makes it not screw up camera focus
2012-03-17 Xeli touchinterface, move the up/down arrows a bit down
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
2012-03-13 Xeli allow for 0 values on AMShiftTarget, this allows for movement across one axis
2012-02-23 nemo Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
2012-02-18 Xeli moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
2012-02-18 Xeli fixed the active region on widgets when they are animated, added active.x:= in uWorld too
2012-02-18 nemo Experiment. This has bugged me for a long time. Should be possible to tell a team with 1 health from a team with 0
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 move the aim buttons to be above the jump button
2012-02-16 Xeli added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
2012-02-16 Xeli added translate/fade animations for OnScreenWidgets
2012-02-15 koda moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
2012-02-15 koda small refactoring to touch screen buttons, use a record to store values, added 'offset' fields to adjust active button area
2012-02-13 koda update position of on screen buttons on resize
2012-02-12 koda add keywords for landscape ammomenu and touch interface
2012-02-08 nemo and oooone last off-by-1 in ammo menu
2012-02-07 Xeli fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
2012-02-07 Xeli prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
2012-02-07 nemo slider tweak
2012-02-07 nemo Fixes slot sprite and ammo sprites overlapping left side border. There is still the issue that boxes should be 32px between borders, but right now they are 33px on all but the first row (since the outside border overlaps it by 1px) causing the slot sprite to have 2px of border on the left and 1px of border on the right.
2012-02-07 nemo Fix slider positions
2012-02-06 Xeli wops, too much copy pasting
2012-02-06 Xeli show buttons on the screen, similar to the iOS overlay
2012-02-06 nemo unbreak ammo menu
2012-02-05 nemo add individual hog healths to team health bar
2012-02-04 Xeli Rewrote the Ammomenu:
2012-01-28 Xeli koda/ammomenu on desktop fix!
2012-01-28 koda minor cleanup, gather AMSlotSize in uConsts
2012-01-28 Xeli added the background for the weaponnames in MOBILE
2012-01-28 Xeli fixed the weapon name position
2012-01-28 Xeli changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
2012-01-26 koda ios sanity restored: applied new paths for sdl projects, turned off fullscreen, added 3 lines of documentation, removal of sdl patch (every mod has been integrated mainstream)
2012-01-26 Xeli fixed the ammo menu on android, on tablets all weapons are 'choosable' and on phones I've moved the ammomenu up a bit
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2011-12-03 unc0rr No more nested functions in code
2011-11-27 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
2011-11-24 koda GSoC 2011: Android port - merged mainstream
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.
2011-11-14 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
2011-11-12 koda iOS works again (also native touch interface \o/) hedgeroid
2011-11-12 Xeli merge...i think hedgeroid
2011-11-06 nemo Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
2011-11-06 nemo not sure why this condition wasn't here before
2011-11-05 nemo Increase rarity of near flakes (don't want them intruding in game much). Also fix stereo. Near flakes were being drawn far.
2011-11-03 koda while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
2011-10-31 sheepluva mikade's request: dont delete mission text/texture in HideMission() (so that it can still be looked at in ESC menu
2011-10-31 sheepluva fix HideMission()
2011-10-28 koda one dangerous merge hedgeroid
2011-10-17 nemo Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
2011-10-16 koda merge the changes applied to 0.9.16
2011-10-08 nemo tweak Y movement
2011-09-25 Xeli merge hedgeroid
2011-09-24 koda disable the followgear vertical offset for small screen devices
2011-09-24 unC0Rr Fix a bunch of warnings (also improves speed a bit in 32 bit code)
2011-09-25 nemo merge from default. Pulls in sheepluva's frontend work, and unbreaks engine cmake. 0.9.16
2011-09-25 Xeli make the fire button appear only on android for now, I'll make it depend on a variable later on hedgeroid
2011-09-16 Xeli removed some commented lines hedgeroid
2011-09-16 Xeli merge hedgeroid
2011-09-11 nemo better?
2011-09-11 nemo Should prevent a crasher when drowning while firing
2011-09-11 nemo I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
2011-09-11 nemo tweak
2011-09-11 nemo Focus camera on moving current hog (probably more important to player). Should make tumbler, sine gun play, attacking off rope and saucer more playable. Also fix a typo in prior offset, and compensate for zoom.
2011-09-11 nemo Try the same offsetting as X - I think it helps w/ mikade's Space Invasion camera problem
2011-09-16 Xeli Changed firebutton, parameters in uTouch might need to be tweaked some more hedgeroid
2011-09-09 Xeli merge hedgeroid
2011-09-08 nemo NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
2011-09-01 Xeli merge + changed the tardis image to egg.png because the data folder isn't up to date hedgeroid
2011-08-25 sheepluva * partial rollback of changes to camera
2011-08-25 sheepluva reduce effect of the look-ahead behaviour that I tried to implement
2011-08-25 sheepluva some camera adjustments (should also fix cam flickering on lowerst res)
2011-08-24 nemo add for mine strike too. as cheezemonkey points out, mine bounce is height dependent.
2011-08-20 Xeli added a visual fire button, isOnFireButton check needs to be fixed though it only works on 800x480 screens hedgeroid
2011-08-09 Xeli merge hedgeroid
2011-08-07 unc0rr Also unhide mouse cursor when in gsConfirm state
2011-08-07 unc0rr Release mouse cursor in gsConfirm state
2011-08-07 unc0rr Enter gsConfirm state when loosing focus
2011-08-09 Xeli changed iphone specific ifdefs to mobile hedgeroid
2011-08-04 Xeli merge hedgeroid
2011-07-31 nemo Reset to default zoom. Unbreaks waves
2011-07-05 Xeli merge hedgeroid
2011-07-03 nemo Based on some user complaints on forum, try to reduce impact of teams on small displays.
2011-06-28 Xeli merge hedgeroid
2011-07-03 nemo Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
2011-06-24 Xeli merge hedgeroid
2011-06-23 Xeli Reverted back to tip and changed the correct IFDEF IPHONEOS to MOBILE without breaking other iphoneos hedgeroid
2011-06-23 Xeli Changed UI elements hedgeroid
2011-06-25 unc0rr Fix camera jerking on zoom in
2011-06-23 unc0rr merge
2011-06-21 nemo Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
2011-06-21 unc0rr Ability to turn camera following gears off
2011-05-02 unc0rr - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window cursor_issues
2011-04-17 unc0rr Try to allow cursor to reach water when zooming out cursor_issues
2011-03-19 Henek some final work and buggfix for Tag Team, it is now playable
2011-03-01 koda Happy 2011 :)
2011-02-01 sheepluva Thou shalt not leak!
2011-01-29 Henek added dummy for tardis and ugly icons for tardis and structure
2011-01-17 koda code cleanup
2011-01-17 koda merge default into experimental3D experimental3D
2011-01-12 Henek added rq-sky to themes so it can set sky color for low quality. also added tint of sky on sudden death. underwater theme is an example of this
2011-01-16 koda rename "frame alternate" to "wiggle" as it's more appropriate experimental3D
2011-01-15 koda use a different depth for different layers (land, water, explosions) experimental3D
2011-01-04 koda merge with HEAD after 0.9.15 release, move consts and vars in their proper files experimental3D
2011-01-03 nemo Apply RGBA consistently in Tint
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
2010-12-28 Henek sudden death, now with visual and audial effects :D
2010-12-22 Henek fixed showmission so it actually displays the right icons
2010-12-08 nemo Restore millisecond precision for mines time
2010-11-21 unc0rr uCaptions
2010-11-18 unC0Rr Introduce uRenderUtils
2010-11-18 unC0Rr Introduce uRender
2010-11-18 unC0Rr Introduce uTextures
2010-11-18 unC0Rr Move some stuff from uMisc to uUtils
2010-11-17 unc0rr Some more
2010-11-17 unc0rr uWorld
2010-11-17 unc0rr uTeams
2010-11-17 unc0rr uLand isn't that important to them
2010-11-17 unC0Rr Move variables from uMisc to uVariables
2010-11-17 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
2010-12-27 koda add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time experimental3D
2010-12-22 koda use a gentler positive parallax for background effect experimental3D
2010-11-15 koda update the 3d branch after release experimental3D
2010-11-12 koda yay i'm free to break things again!
2010-11-09 nemo Revert yet again for breaking stuff. No more chances on this. If there'd been a release, this would have been twice with serious breakage. P.S. - as per koda's complaint last time, only reverted the non-iphone, probably means iphone is now broken. Oh well.
2010-11-08 koda this time i got it right, i'm sure of it; TEST ANYWAYS
2010-11-07 nemo revert 4200:dd54999c2822 - it was breaking schemes. koda. just leave this alone until next release
2010-11-07 koda revamp gamemodes section in the ifrontend and update ios game modes
2010-11-07 koda err better wait after relase for this one
2010-11-07 koda move turnstime and minestime * 1000 outside frontend and place it in engine
2010-11-07 unc0rr REmove stupid int64 conversions, provide real fixes to compiler hints
2010-11-05 nemo Add some more game goals. Sorry translators.
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)
2010-10-14 koda less warning, no rotation glitch, more comments
2010-10-11 nemo Extend the >0 / amNothing check
2010-10-11 koda merge
2010-10-11 nemo Constrain to <= to avoid a bug on bottom edge reported by Henek
2010-10-11 koda moved some utilities to a separate column with round buttons
2010-09-22 nemo Extend time limit to 9999, remove ready timer if time is over 999 and stop drawing time if it is over 999 (draws wrong over 999 anyway) - this has the effect of allowing an "unlimited" time appearance if turns are over a quarter hour or so. This can be used to add an unlimited time scheme or button to ipad
2010-09-06 nemo Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
2010-09-02 smaxx Engine:
2010-09-01 smaxx Engine:
2010-09-01 smaxx Engine:
2010-08-26 smaxx Engine:
2010-08-26 tiyuri Fixes memory leak -Burp
2010-08-26 tiyuri Add kill counter to Survival Mode -Burp
2010-08-24 smaxx Engine:
2010-07-31 koda remove trailing spaces from end of line
2010-08-18 smaxx Engine: experimental3D
2010-07-31 koda reverted stereo craziness - the experimental3D branch has been created for a reason
2010-07-31 koda merge
2010-08-02 koda these were removed by mistake experimental3D
2010-07-30 smaxx Engine:
2010-07-31 koda applying smaxx patch where it should be experimental3D
2010-07-30 koda add some comments and fix indentation experimental3D
2010-07-30 koda creating a new branch for experimental 3d stereographic rendering experimental3D
2010-07-31 koda fix panning when zoomed (finally)
2010-07-22 koda reduce the number of keywords used and switch to BMP format for screenshots
2010-07-13 koda save the gl client state to get a nice 80% fps boost
2010-07-11 koda touch overlay reworked, improvements to zoom and confirmation
2010-07-08 koda redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
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)
2010-06-28 sheepluva fix segfault on HH-gear being 0 (e.g. after drowning) in cursor/target selection mode, thanks "ivze" for the heads-up!
2010-06-28 sheepluva engine: apply weapon offset to charge animation
2010-06-26 koda moar zoom, fixed fort mode, other glitches
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.
2010-06-20 koda fix zoom smoothness
2010-06-17 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)
2010-05-28 smxx Engine:
2010-05-16 koda unbreak build (everyone saw this coming)
2010-05-16 koda update sdl functions to latest revision
2010-05-07 smxx Engine:
2010-05-07 sheepluva * no zooming when game is paused
2010-05-06 nemo Henek makes AmmoMenu more flexible
2010-05-02 smxx Engine:
2010-05-02 koda js' patch that restores Vsync on snow leopard
2010-05-01 koda adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
2010-05-01 smxx Engine:
2010-04-29 smxx Engine:
2010-04-29 smxx Commited wrong file *grmlrgrml*
2010-04-29 smxx Engine:
2010-04-04 smxx Engine:
2010-04-02 palewolf - Parallax effect for horizont when water is out of sight
2010-04-02 sheepluva * make positions of both sky and horizon dependent on the most remote waterwave by adjusting Palewolf's offset values
2010-04-02 palewolf - Added SkyOffset, HorizontOffset as global vars
2010-04-01 smxx Maps:
2010-04-01 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
2010-03-31 smxx Engine:
2010-03-29 koda just some very sane stuff for the iphone port (plus some macro on pascal files)
2010-03-29 smxx Engine:
2010-03-27 smxx Engine:
2010-03-27 smxx Engine:
2010-03-27 koda * port fadeout to opengles
2010-03-27 smxx Engine:
2010-03-27 smxx Engine:
2010-03-27 palewolf - Bee sprites for target and HH hand
2010-03-27 palewolf Tweaking water depth with Tiy
2010-03-26 palewolf First go at water depth
2010-03-22 unc0rr Clean Augean stables
2010-03-21 unc0rr In pascal unit is a namespace
2010-03-21 palewolf Insert commit message here
2010-03-20 koda update project for ipad target
2010-03-15 smxx Engine:
2010-03-09 nemo Ensure ammo menu is flagged false if no ammo
2010-03-09 nemo Let's try this too (override following remote if in ammo menu)
2010-03-06 smxx Engine:
2010-03-06 smxx Engine:
2010-03-06 unc0rr Replace tabs with spaces using 'expand -t 4' command
2010-03-04 smxx Engine:
2010-03-03 smxx Engine:
2010-03-01 smxx Engine:
2010-03-01 smxx Engine:
2010-03-01 smxx Engine:
2010-03-01 smxx Engine:
2010-02-28 nemo Tweak condition for hiding ammo
2010-02-25 smxx Engine:
2010-02-24 nemo Fix spectator crash due to missing nil check in new dust gear, init Ammo to nil in World prior to nil check
2010-02-24 nemo Adjust LocalClan when shuffling, set to -1 in case all local clans are bots.
2010-02-24 nemo Show the ammo menu of the last local non-bot team when not local turn. needs testing
2010-02-23 nemo oops. forgot the free. also drop the speed check.
2010-02-23 nemo A little clock for convenience in finding things in demos
2010-02-22 smxx Engine:
2010-02-13 koda allow to compile engine as library with HWLIBRARY symbol
2010-02-10 smxx Engine:
2010-02-08 nemo Attractiveness tweak
2010-02-08 nemo Mode to place hogs at start of game. Will probably need a bit more testing.
2010-02-04 smxx Server:
2010-01-31 smxx Engine:
2010-01-30 koda redo LANDSCAPE MODE in a saner way with lots of fps
2010-01-26 koda complete the replacement of init/free wrappers for every unit
2010-01-24 nemo Palewolf's smoke traces for fire.
2010-01-24 nemo Minor tweak, try to make long flavour text last longer, move the hurt self messages to unused messages group, so they don't get wiped by crate an instant later.
2010-01-24 nemo Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
2010-01-18 koda replace initialization/finalization statements with custom init functions
2010-01-07 koda additional modifications for touch input
2010-01-03 koda smaller patches, one missing Sky-lowres, IMG_Init and Mix_Init (might require newer libraries), updates to SDL bindings, code cleanup, new compile flags
2009-12-24 koda regression, powerpc colors working again
2009-12-18 koda complete transition of longword->sdl_color for TTF bindings
2009-11-20 koda revamped file access and debug display
2009-11-14 koda fix wrong ttf blending in ppc
2009-11-09 koda add a x86_64 mac target
2009-11-05 koda move compiler directives to standard pascal
2009-10-25 koda touch control completely revamped
2009-10-25 koda convert 24 bits images to 32 (faster to manage)
2009-10-25 koda completes touch input/control (problems with moving camera)
2009-10-24 koda more updates on touch input/control
2009-10-20 koda evil math strikes again
2009-10-20 koda ifdefs all the way
2009-10-20 koda WE HAVE TOUCH INPUT
2009-10-18 unc0rr Smaxx: fix water sprites rendering 0.9.12-release
2009-10-16 unc0rr Fix warning
2009-10-14 koda Smaxx's updated german translation + texture gap fixes + updated room list
2009-10-12 unc0rr Smaxx: less hacks
2009-10-12 unc0rr Huge Smaxx patch with some fixes by me:
2009-10-12 unc0rr - Fix camera area with different zoom levels
2009-10-10 koda fix that nasty "Pascal Internal Error" when compiling
2009-10-08 koda fix a very rare bug in which CurSlot becomes greater than cMaxCurSlot
2009-10-07 unc0rr - Fix mouse cursor bugs in net game (still has a bug near water)
2009-09-27 unc0rr - Patch for "Syncronizing" message by Smaxx + some tweaks by me
2009-09-10 unc0rr - Implement zoom reset
2009-09-10 unc0rr Fix water rendering issues
2009-09-10 nemo Strip trailing spaces
2009-09-10 unc0rr Don't allow to look too deep
2009-09-10 unc0rr Fix water position when zooming
2009-09-10 unc0rr Fix background and horizont positions when zooming
2009-09-10 unc0rr Implement smooth zoom
2009-09-09 nemo oops. forgot this one
2009-09-09 nemo Ok. This time I think I have it. amNothing should work.
2009-09-08 nemo Trying to correct prior amNothing checkin. untested.
2009-09-08 nemo Add an empty weapon to avoid selection of weapons which aren't yet ready. Might all be useful to switch to amNothing in certain situations, like after using up all ropes, instead of bazooka.
2009-08-24 nemo correct typo found by Smaxx
2009-08-12 unc0rr Better support for scripting by gears
2009-08-01 unc0rr New waves rendering procedure based on using texture coodrinates > 1.0
2009-07-30 nemo Selectively enable clamping - seeing if this helps avoid weird flake problems while still fixing vertical lines in waves and sky
2009-07-30 unc0rr Move water waves rendering to a separate procedure
2009-07-30 unc0rr Better handle pointing with mouse cursor on zoom
2009-07-28 nemo Avoid /0 in SetScale - not sure this is right way to do it though. But just to try and stop crashing prg's machine
2009-07-26 nemo Add back waves since it was really irritating Tiy
2009-07-24 nemo Remove reduced quality check - gameplay impact
2009-07-24 nemo Add water opacity to theme - defaulting to 50% opaque on all themes but Eyes (80%) and Underwater (100%)
2009-07-23 nemo add extra semi-opaque layer of water to discolour objects in the water.
2009-07-22 nemo little experiment to see if this improve appearance of laser/ufo/cake/laser guided missile - of course, can't actually see it until unc0rr restores waves
2009-07-05 nemo Try turning off follow gear while ammo menu is open - needs testing w/ rope/parachute/jetpack
2009-07-05 nemo Allow ammo menu to stay open when on rope/parachute/jetpack - allows for using non-F key alt weapon selection
2009-06-26 unc0rr Bring back smoothness for camera movement
2009-06-26 unc0rr Some work on camera
2009-06-21 unc0rr Some fixes on camera broken by zoom code (ammo menu should work now)
2009-06-18 nemo Smaxx refactor of LoadImage to use flags, iphone changes by koda (mostly use of rgba instead of rgb)
2009-06-13 unc0rr - Implement zoom-in and zoom-out
2009-06-13 unc0rr Some work on zooming. Hedgewars are now unplayable.
2009-06-11 unc0rr Patch by koda:
2009-06-01 unc0rr Make code suck less
2009-06-01 nemo Properly decrement sniper rifle if timed out. Try to get camera position straight for once.
2009-05-26 nemo Adjust initial camera position
2009-05-11 nemo Allow speech bubble/small damage tags in "reduced quality"
2009-04-17 unc0rr patch by koda:
2009-03-23 unc0rr patch by nemo:
2009-03-22 unc0rr use glVertexPointer to render water
2009-03-22 unc0rr Apply koda's OpenGL ES compatibility patch
2009-03-08 unc0rr Patch by nemo
2009-02-23 unc0rr d'oh, the patch was fail
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