hedgewars/uStore.pas
2019-01-25 Wuzzy Add settings.ini setting and hwengine param to disable holiday silliness (hat changes, etc.)
2019-01-21 Wuzzy Fix SetClanColor causing crashes and rendering bugs
2018-11-12 alfadur make engine windows checks work for 64bit builds
2018-11-09 Wuzzy Fix bad StrToInt call ('0x' instead of '$' for hex), confuses Pas2C
2018-10-26 unc0rr Fix lack of message and segfault when number texture creation fails
2018-10-26 Wuzzy Allow to escape | and : character in engine translation files
2018-10-26 Wuzzy Engine translation: With '::' can now suppress colons for highlighting
2018-10-25 Wuzzy Add CJK font support for sidAmmoCount
2018-10-09 nemo drop the error checked StrToInt as non-critical - pas2c did not implement it.
2018-10-09 nemo make explicit for pas2c some string casts that fpc was probably doing automatically
2018-10-04 Wuzzy Change syntax for Format/FormatA, remove array in function to be friendlier to Pas2C
2018-10-02 Wuzzy Rewrite StrToInt code in uStore; get rid of "try" and "except" keywords
2018-08-08 Wuzzy Refactor text color variable names, export 2 color values to Lua
2018-08-08 Wuzzy Make ammo count in ammo menu translatable, and replace “x” with “×”
2018-08-01 Wuzzy Load default clan colors from settings file
2018-07-28 nemo merge of 0.9.24 - hopefully correctly this time
2018-07-24 Wuzzy Fix teleport tooltip claiming it doesn't end turn in hog placing phase with inf. attack 0.9.24
2018-07-17 Wuzzy Switch from http:// to https:// URLs where possible
2018-07-17 Wuzzy Clarify the wording of a few checkFails messages
2018-07-16 Wuzzy Always use SDL_Map(A)RGB in SDL_FillRect for color
2018-07-12 Wuzzy Send proper failure error message when image loading has failed
2018-07-07 Wuzzy Fix teleport tooltip claiming it doesn't end turn, while in in hog placing phase with inf. attack
2018-05-15 sheepluva WIP: allow changing chat size ui-scaling
2018-05-03 Wuzzy Lua API: Add 5th parameter showExtra to SetAmmoTexts to hide extra text
2018-04-24 Wuzzy Change KeyBindToName to shortstring
2018-04-11 nemo merge with 0.9.23, pulling in unc0rr's desync fix
2018-03-17 Wuzzy Show sidNoEndTurn text for most weapons when in inf attack mode
2018-03-06 nemo the clipping was just due to remote abuse anyway - this addresses a couple of the concerns from the bug
2018-02-21 Wuzzy Fix quit menu showing incorrect key when using non-default bindings
2018-02-16 Wuzzy Add SetTeamLabel to Lua API, can set arbitrary string as team label
2018-02-08 Wuzzy Fix timebox being usable in SD w/ damage=0
2018-01-16 unc0rr Add assert on LoadingText texture value 0.9.23
2018-01-05 unc0rr Comment out functions that don't need to be called for engine in frontend window qmlfrontend
2018-01-02 unc0rr Break engine completely and make it render in frontend window (no actual rendering yet, just white screen) qmlfrontend
2017-11-25 nemo Should probably have gl context stuff in its own unit separate from store, but, don't close the gl context before anything that might still want to do gl operations
2017-10-25 nemo checksum immediately after loading because surface2tex does surface manipulation. also add some FIXMEs
2017-10-24 nemo w is in pixels, so presumably this needs to be *4
2017-10-24 nemo use pitch for surfaces, land_width x2 since 16 bit
2017-10-19 nemo extend land digest to all surfaces that could possibly be loaded into Land[] - i.e. ones that impact sync
2017-10-13 nemo mark up sprites for uStore loading. critical is for ones needed for proper gameplay, checksum is for ones where the game will desync if they don't match. will add checksumming next...
2017-09-30 sheepluva fix some fpc hints
2017-09-29 sheepluva fix some things that annoy pas2c and whitespaces
2017-09-29 sheepluva rename ifTransparent to ifColorKey
2017-09-29 sheepluva currently irrelevant sdl call adjustment
2017-09-20 Wuzzy Fix ammo tooltip icon being white
2017-04-25 nemo turn hwp Ammos overrides into overlays. untested.
2017-04-08 KoBeWi Water can now be animated
2017-04-08 Wuzzy Load screen: Move “LOADING” from image into text box
2017-04-06 Wuzzy Fix time box tooltip saying it is not *yet* available in SD
2016-10-09 KoBeWi added CloudsL and FlakeL
2016-05-09 Wuzzy Add SetAmmoDescriptionAppendix to Lua API, see issue 82
2016-05-09 Wuzzy Add Lua API function SetAmmoTexts (see issue 82)
2016-11-16 nemo Make sd-tint a theme variable so cophernue can tweak his sky tinting
2016-05-15 unc0rr - Use IntToStr() in preference to Str()
2016-02-09 unC0Rr Fix possible crashes/hangs due to recent changes
2016-01-31 unc0rr Bye-bye TryDo
2016-01-19 sheepluva SDL2: fix toggling fullscreen. dunno how well this works on non-linux-OS
2016-01-09 unc0rr SDLTry doesn't halt engine no more
2015-11-17 antonc27 - Removed SDLTry from call to SDL_GL_SetSwapInterval ios-revival
2015-11-17 antonc27 - Workaround for problems with SDL_GL_SetSwapInterval on iOS ios-revival
2015-11-13 sheepluva set engine window icon in sdl2 sdl2transition
2015-11-11 sheepluva add pchar casts to make pas2c happy sdl2transition
2015-11-10 sheepluva merge default sdl2transition
2015-11-10 sheepluva drop support for SDL 1.2 sdl2transition
2015-11-07 sheepluva merge orphan head (while discarding all its changes) to make koda and his hg-git happy
2015-09-10 sheepluva merge branch ios-revival into default
2015-08-10 antonc27 - Actually fix for rendering on iOS ]:-> ios-revival
2015-08-09 antonc27 - Resolves problem with wrong path to chef hat on iOS ios-revival
2015-08-08 antonc27 - Another fix for uRender.pas ios-revival
2015-08-10 sheepluva more copyright fixes
2015-03-24 sheepluva rendering tweaks cont.
2015-03-24 sheepluva rendering tweaks/cleanup cont.
2015-01-02 unc0rr Fix crash in case of critical image missing 0.9.21
2014-12-08 sheepluva make sure view limits are updated at start of game
2014-12-08 sheepluva clean up fonts
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 adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
2014-11-22 nemo Avoid promoting violence to hedgehogs. At least once a year.
2014-11-17 sheepluva some whitespace fixes
2014-10-25 nemo Remove switching of hog's hat to chef. do it in draw instead.
2014-06-15 sheepluva fix videorec build
2014-06-14 sheepluva fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
2014-06-14 sheepluva huh? me? nono, don't mind me. I'm just here to clean up.
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 some minor tweaks and stuff
2014-06-09 sheepluva small hat loading tweak
2014-06-09 sheepluva clean up image loading a bit. gets rid of useless "Passed NULL data source" or PhysFS file not found errors
2014-04-25 unc0rr Fix typo leading to crashes
2014-02-14 unc0rr In stats-only mode:
2014-02-12 unc0rr - Remove few PAS2C ifdef's
2014-02-11 unc0rr - pas2c recognizes typecasts in initialization expressions
2014-02-11 unc0rr Small fix which makes pas2c engine successfully replay demos
2014-02-10 unc0rr - Pas2C: make use of 'external' function decorator
2014-02-10 unc0rr Implement needed rtl functions
2014-02-09 unc0rr It compiles \o/
2014-02-08 unc0rr Implicit type casts to help pas2c
2014-02-07 unc0rr Revert 88929358d2e1 in favor of ansistrings implementation in pas2c
2014-02-07 unc0rr Pas2C recognizes ansistrings
2014-02-06 sheepluva rolling back my PChar stuff, because unC0Rr improves string handling pas2c instead <3
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
2014-02-04 sheepluva yo dawg, I herd you like PChar...
2014-02-04 sheepluva remove obsolete type conversions that messed with pas2c
2014-02-04 sheepluva fix some string related pas2c issues
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
2014-01-16 sheepluva * allow telling cmake where to find required fonts in system when user supplies the paths, as suggested by unC0Rr, e.g. -DFONTS_DIRS='/usr/share/fonts/truetype/wqy;/usr/share/fonts/truetype/dejavu'
2014-01-16 sheepluva allow engine to use symlinked fonts. disallow packages to "overwrite" fonts
2014-01-05 unc0rr - Fix build via pas2c webgl
2014-01-04 unc0rr merge default webgl
2014-01-04 nemo I'd meant for this to match the frontend 0.9.20
2013-12-18 nemo christmas eve too (matches frontend)
2013-12-16 unc0rr merge default here sdl2transition
2013-12-13 unc0rr Display team owner in teams widget (addresses issue 174)
2013-12-10 nemo clear hat if load fails
2013-12-10 cairo set holiday hats for nohat hogs
2013-12-08 nemo Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
2013-11-07 unc0rr Fix SDL_GL_SwapWindow, engine renders graphics now sdl2transition
2013-11-07 unc0rr Provide more information to SDLTry sdl2transition
2013-11-05 unc0rr - Use USESDL12 for old SDL sdl2transition
2013-11-03 unc0rr Quick and simple implementation of afk mode (toggled by /pause)
2013-10-29 unc0rr - More HealthTex to clan structure
2013-10-29 unc0rr Tinted crosshair (without that cool white dot in the middle)
2013-10-13 nemo fix driver logging
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
2013-07-06 koda use SDL2 as ifdef symbol because we're not really sdl1.3 compatible, change the compatibility layer, drop unused code, add some documentation
2013-06-28 nemo Remove some GLunit dependencies noticed on graph. uUtils was using it for GLfloat - but, the stuff it was returning to was usually converting to "real" anyway. uLand was including it unnecessarily. Minor refactor
2013-06-04 koda update branch webgl
2013-05-29 unc0rr bump copyright year for Andrey entries
2013-04-04 nemo So. Some themes have objects that seem to be large natural extensions of the landscape. Masks allow maintaining that. Lemme know if it doesn't look good. If it doesn't, can still use for ice/bounce/indestructible. Indestructible bunker object for example.
2013-04-03 koda update branch again webgl
2013-04-03 koda strip PAS2C, old WEB symbols and outdated pas2c sources from default branch, all c-related development is done on the webgl branch
2013-02-19 unc0rr Fix sources so pas2c written in haskell could render them again webgl
2013-01-26 koda update branch webgl
2013-01-10 martin_bede Fix tons of warnings
2013-01-03 martin_bede Removed wiggle 3D mode, reorder the list of 3D modes.
2013-01-03 vitiv Separated fullscreen and windowed hwengine resolution parameters.
2012-12-30 Michael Hartman uStore.pas: Correctly point to shaders webgl
2012-12-25 koda update branch with default webgl
2012-12-16 koda bye bye cBits
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
2012-11-21 koda updated branch webgl
2012-11-17 unc0rr Merge physfslayer branch into default. Have fun!
2012-11-15 Xeli another tweak tomake --stats-only work on headless servers
2012-11-11 koda finally hwengine in c links without errors webgl
2012-11-14 unc0rr Engine loads fine with basic config physfslayer
2012-11-15 nemo make stats-only mode work headless. also skip a few things to save time/memory.
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
2012-11-14 unc0rr Get rid of Pathz and UserPathz physfslayer
2012-11-13 unc0rr - Add physfsrwops library physfslayer
2012-10-28 koda apparently we are forced to use a (dummy) callback for glut 3.0 compatibility
2012-10-14 nemo First pass at cleaver.
2012-09-27 unc0rr Fix some hints
2012-08-31 sheepluva clean up LoadImage and UserPathz/AltPath/etc related redundancy by introducing 3 new functions in uStore.pas
2012-08-31 sheepluva use old approach for printing gl extentions for pas2c (less complex/no StrUtils dependencies)
2012-08-31 sheepluva don't query/print GL_AUX_BUFFERS if video recording is disabled
2012-08-31 sheepluva print all GL_EXTENSIONS properly to logfile (should a;sp fix build on systems with compiler/lib versions that can't implicity cast PGLubyte to PChar)
2012-08-19 Stepan777 merge
2012-08-17 nemo This union hasn't been needed for 5 years, and makes using other headers harder.
2012-08-05 Stepan777 merge
2012-08-05 nemo Add bot level to CPU flag
2014-01-09 unc0rr Filter sprSDFlake too, so engine could pass initialization gl2
2014-01-09 Wolfgang Steffens Import temp.diff which is a try to fix glitches with textures edges gl2
2012-07-08 Stepan777 First try to use framebuffer, instead of auxilary buffer.
2012-07-06 Stepan777 When compiling with sdl2 use it instead of glut for creating hidden window (as suggested by koda).
2012-07-10 Wolfgang Steffens Added auto cropping to atlasing
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
2012-06-11 Stepan777 1. Implement new page in frontend with options for video recording.
2012-06-07 Stepan777 1. Add IFDEFs for video recording
2012-06-05 Wolfgang Steffens Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
2012-06-05 Wolfgang Steffens Merge
2012-06-04 Stepan777 here it is
2012-06-03 nemo Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
2012-05-31 unc0rr pas2c stuff
2012-05-28 Wolfgang Steffens moved generic matrix code to uMatrix.pas
2012-05-28 unc0rr Some improvements to pas2c
2012-05-25 Wolfgang Steffens initial GLSL1.2 test version
2012-05-25 Wolfgang Steffens Removed lazy update: workaround for R7103
2012-05-25 Wolfgang Steffens merge
2012-05-23 nemo http://www.demoties.com/wp-content/uploads/2011/03/mar-01-6.jpg
2012-05-22 Wolfgang Steffens Merge
2012-05-21 koda better lazy loading for cScaleFactor
2012-05-17 Xeli fix sdl13 build
2012-05-14 Wolfgang Steffens readded optimization for SetScale
2012-05-14 Wolfgang Steffens Replaced FFP code that sets up orthogonal projection with explicit matrix
2012-05-10 koda minor changes for warnings and a variables scope
2012-05-10 unc0rr Some work to make more units compile after conversion to c
2012-05-05 koda old typed const moved to their proper unit
2012-05-05 koda the scope cleanup continues...
2012-05-05 koda split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
2012-05-03 unc0rr Get rid of overloaded functions in uRenderUtils
2012-05-02 koda rename a few Draw* routines
2012-05-02 koda change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
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
2012-04-21 unc0rr - Remove support for variables in command handlers
2012-04-12 koda minor gl debug/comments
2012-02-28 nemo Clamp name/team name textures to avoid long team / hog name abuse. Limit width in px instead of chars to avoid unicode issues.
2012-02-17 koda the most important commit of the year
2012-02-12 koda tipped by xeli, ammomenu texture needs to be redrawn on resize to update its position
2012-02-12 koda gather context restoration under a single keyword
2012-02-06 Xeli fix compiler error for non android build
2012-02-05 koda BUUUUURN OBJC AMMOMENU BUUUURNhg diff! (on a separate note, this reduces the codesize by ~37k)
2012-01-30 koda ahem, fix build
2012-01-29 koda rotation ftw!!! (engine part)
2012-01-26 Xeli added pause/resume functionality for android, android need the opengl context to be recreated along with textures and whatnot
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2011-12-07 nemo Suggestion of sheepluva's - disable timebox in crates after SD, and set to disabled in Ammo. Also disable switch hedgehog for teams of 1 hedgehog in size, and try and correct what appears to be a bug in reserved hats.
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.
2011-11-15 koda move the order of reloading texture to workaround buggy drivers
2011-11-14 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
2011-11-14 nemo reset chat lines too
2011-11-14 nemo Since I'm storing the text string anyway, might as well recreate captions on resize as well
2011-11-12 Xeli merge...i think hedgeroid
2011-11-05 koda and while we are giving SDLh.pas all this love, let's fix the signature of one SDL_ttf calls
2011-10-28 koda one dangerous merge hedgeroid
2011-10-06 koda (a lot of) ooops
2011-09-30 koda a little code cleanup
2011-09-25 koda reviewed the build system and parts of the previous merge, performed some code cleanup hedgeroid
2011-09-25 Xeli merge hedgeroid
2011-09-25 koda some hopefully harmless experiments Hedgewars-iOS-1.3.2
2011-09-16 Xeli merge hedgeroid
2011-09-12 nemo Disable GL SetAttributes for Windows due to many testers with problems. This restores .15 behaviour.
2011-09-11 sheepluva fix for issue #276
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 unc0rr - Don't reload fonts
2011-08-31 unc0rr Fix check for darwin or win32. Add debug message.
2011-08-30 nemo Reset to SD sky colour if in SD Hedgewars-iOS-1.3
2011-08-28 koda ios: fix a couple of bad memory management (unrelated to the crash at the end of each game)
2011-08-26 nemo Use frontend value for fullscreening.
2011-08-23 koda enable window resizing (tested only on linux) - fix issue 103
2011-08-28 Xeli sabotage of the iphone port failed.. hedgeroid
2011-08-23 koda FREE AT LAST!!! SDL came around a (mostly) sane way for implementing rotation events, so we can scrap all the workaround code that has been added to workaround it!! Also this allows us to use proper (internal) multitasking handling and can simplify optional settings and other yet unexplored features. Yay!
2011-08-22 koda set gl attributes before creating the window, or some of them might be ignored (like vsync on osx); also don't skip some reloads when switching to fullscreen and back; finally did a little code re-organisation
2011-08-22 nemo Free land texture, reset sky colour.
2011-08-21 Xeli merge hedgeroid
2011-08-20 nemo Attempt to recreate all textures if using Windows or OSX which lose textures on context recreation.
2011-08-15 Xeli merge hedgeroid
2011-08-14 koda smaller code cleanup
2011-08-14 nemo Seduction animation. New visual gear type.
2011-08-09 Xeli merge hedgeroid
2011-08-07 koda oops this slipped through
2011-08-06 koda Ditch the renderer system in sdl1.3 and use the 'old fashioned' sdl/opengl context. This gives us more flexibility and less problem in receiving video events (expecially on mobile platform) as well as not having to care to reset the gl context every time sdl interferes.
2011-06-24 Xeli merge hedgeroid
2011-06-21 Xeli First commit.. hedgeroid
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 nemo Remove default transparent chunks. Chunk will only be added if theme defined.
2011-06-13 nemo Enable ~/.hedgewars/Data (or platform equivalent) to override/extend pretty much everything in system Data dir. Obviously desyncing can occur, so this is at user's own risk. Should simplify map etc install. Needs testing.
2011-05-23 nemo Try and avoid problem reported by users like RDChrisco with cards that only support 512 texture size, and disable backgrounds. Also, reorganise the rq flags sprite loading a bit. Needs testing to make sure it matches the sprite uses. It should though.
2011-04-29 koda make sdl1.3 window creation code more readable
2011-04-27 koda fix some more warnings
2011-04-25 koda initial refactoring of ObjcExports and OverlayViewController
2011-04-21 koda Clean Augean stables 2 (pascal has classnames available)
2011-04-10 unc0rr Add a parameter for game simulation with no gui/sound enabled, just to get statistics
2011-04-05 koda strangely enough, the new sdl rotation code is incompatible with our system... this is a workaround that should hold up until their code becomes more stable
2011-03-26 koda fix a couple of loose ends
2011-03-24 koda this supposedly makes hwengine work with sdl 1.3 past rev 5296
2011-03-23 koda glswapbuffer consistency and create the window in the center (still, it doesn't work past sdl r5296)
2011-03-17 koda and or is not or and is not and
2011-03-13 koda update some sdl-1.3 bindings (working up to rev 5296)
2011-03-01 koda Happy 2011 :)
2011-02-07 koda update sdl apis to use the new rendering functions
2011-02-05 sheepluva initialize pointers properly with nil
2011-02-05 koda cleaning up how chat is handled on idevices
2011-02-02 koda update libs and move the multiwindow handling from internal libsdl mods to proper apis usage
2011-02-01 sheepluva Thou shalt not leak!
2011-02-01 koda addfilelog <3 debugfile
2011-01-31 koda merge 0.9.15 once again
2011-01-30 nemo Reset things using team colour on change in SetClanColor in lua. This routine had better have been worth it.
2011-01-28 sheepluva procedure for loading hats
2011-01-17 koda code cleanup
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
2010-12-30 Henek added also splash and droplets to sd and refactored theme.cfg, not all themes updated
2011-01-22 koda fixes for maps and quality = 0 0.9.15
2010-12-29 nemo Unbreak reduce quality on snow/christmas. Thanks Cairo.
2010-12-28 Henek sudden death, now with visual and audial effects :D
2010-12-22 koda damn. it.
2010-12-13 Henek added team flag to AddTeam and made AI team allowed to have custom flags. added GetGearVelocity and SetGearVelocity and removed CopyPV2. changed knockball to use use these functions instead.
2010-11-21 unc0rr Remove some more circular dependencies
2010-11-21 unc0rr uDebug
2010-11-21 unc0rr Move some command handlers out of uCommands into more appropriate places, thus removing some dependencies. Ideally uCommands shouldn't depend on anything (except for uTypes and uConsts probably)
2010-11-20 unc0rr Move localization data to uVariables, some Uses cleanup
2010-11-20 unc0rr Introduce uGearsRender
2010-11-18 unC0Rr Introduce uRenderUtils
2010-11-18 unC0Rr Introduce uRender
2010-11-18 unC0Rr Haven't found a better place than uIO for OutError
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 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
2010-11-15 koda update the 3d branch after release experimental3D
2010-11-12 Palewolf Light trails for bullets
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 nemo restore circle
2010-10-27 koda update branch with latest head, most likely breaking water color in stereo mode experimental3D
2010-10-12 koda minor stuff
2010-10-11 Tobias Neumann New Weapon: Resurrector (TODO: ammo icon + sprites)
2010-10-10 koda some optimizations to drawing and fetching data of new ammomenu
2010-10-09 koda merge
2010-10-08 unc0rr Some optimizations
2010-10-09 koda made the new menu toggable
2010-10-07 koda move all mobile-related functions in their own module, provides a structure for future mobile ports
2010-10-02 koda iPad Video Out support (+less warnings +code update for latest SDL)
2010-09-26 koda enable Lua for iOS (hooks for frontend to be done)
2010-09-22 koda captions are scaled down when they're bigger than screen
2010-09-22 koda compilation bugfix and scaling down textures when bigger than screen
2010-09-19 koda re-add City theme with the UpdateDataFolder script (and revert changes made to the flake sprite)
2010-09-17 koda added forgotten images, removed support for CJK fonts (saving 13 MB)
2010-09-14 smaxx Engine:
2010-09-12 nemo Adjust to reduced ammo menu dimensions.
2010-09-01 smaxx Engine:
2010-08-26 smaxx Engine:
2010-08-26 tiyuri Fixes memory leak -Burp
2010-08-24 koda set flake to non critical, no touches until game is starding, moved some variables to be initialized in the right place
2010-08-24 smaxx Engine:
2010-08-23 smaxx Frontend:
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
2010-08-02 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 smaxx Engine:
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
2010-07-25 koda use llvm to compile, don't preview map on wimpier devices, merge vsync, fix iphone launch image
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
2010-07-10 koda cWeaponTooltips -> rqTooltipsOff
2010-07-08 koda redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
2010-07-07 koda enable tooltips on ipad (todo: disable them on iphone)
2010-07-07 koda fix the multitouch shooting and moving
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 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.
2010-06-20 koda some memory caring code
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)
2010-06-17 nemo Make land types flagged (to allow stacking future attributes such as indestructible ice, but also for a damaged flag)
2010-06-03 smxx Engine:
2010-06-02 koda a bunch of minor stuff
2010-05-16 koda update sdl functions to latest revision
2010-05-07 smxx Engine:
2010-05-02 smxx Engine:
2010-05-02 koda js' patch that restores Vsync on snow leopard
2010-05-01 koda Henek's patch - adds a column to ammoMenu and removes the F* column in iphone version
2010-05-01 smxx Engine:
2010-05-01 sheepluva * added some comments
2010-04-29 smxx Engine:
2010-04-29 smxx Engine:
2010-04-15 smxx Engine:
2010-04-10 smxx Frontend:
2010-04-09 nemo Skip loading of splashes
2010-03-30 smxx Frontend:
2010-03-30 nemo prophylactic removal of some Integer references, raise a few of the template islands up a bit so they work inverted without triggering border
2010-03-29 koda just some very sane stuff for the iphone port (plus some macro on pascal files)
2010-03-26 smxx Engine:
2010-03-21 koda fix a small leak
2010-03-21 unc0rr In pascal unit is a namespace
2010-03-20 koda update project for ipad target
2010-03-17 koda restore compilation on simulator and device
2010-03-06 smxx Engine:
2010-03-06 unc0rr Replace tabs with spaces using 'expand -t 4' command
2010-03-02 smxx Engine:
2010-03-01 smxx Engine:
2010-02-26 nemo A simple hat reservation mechanism. Can be worked around with a little effort, but to make it useful, you'd have to get everyone you played with to work around it too. Quite a bit of effort for a small reward feature.
2010-02-26 nemo Font switch requested by Copy Liu in issue #220 - a GPL CJK font set that includes some hand-drawn bitmaps for lower resolutions, reducing fuzziness of CJK chars in places like the ammo menu
2010-02-22 smxx Engine:
2010-02-22 nemo Check the right midpoint font
2010-02-22 nemo Fix CJK in tooltips.
2010-02-15 smxx Engine:
2010-02-12 smxx Engine:
2010-02-10 smxx Engine:
2010-02-04 koda update iphone port to new code from Smaxx
2010-02-04 smxx Engine:
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
2010-01-29 koda LANDSCAPE ON IPHONE
2010-01-26 koda complete the replacement of init/free wrappers for every unit
2010-01-24 koda fix a nasty 196 bytes memory leak in engine, plus other stuff for iphone frontend
2010-01-23 koda settings tab has now a very nice iphone-like interface
2010-01-18 koda replace initialization/finalization statements with custom init functions
2010-01-16 koda objc/pascal finally working
2010-01-16 koda code cleanup and opengles optimizations
2010-01-14 koda makes freepascal code compatible with OBJFPC mode
2010-01-09 koda move mixed functions in PascalExports
2010-01-09 koda iphone overlay button animation
2010-01-07 nemo Hopefully this is the last error. Fix the if test, offset by -1 due to how the output appears to be handled.
2010-01-07 nemo Drop the LongInt conversion, strip the two tests that are too large
2010-01-07 nemo bit of a short circuit to reduce a few pointless tests on most text strings
2010-01-05 nemo Non-hacked version of CJK handling. Should switch to CJK rendering only if a particular string needs it, instead of based on locale file.
2010-01-03 koda lupdate + Palewolf's updated spanish translation + other patches of mine
2010-01-03 koda check for sdl_image and sdl_mixer versions
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
2009-12-24 koda introduction of IMG_Init
2009-12-19 koda update SDLMain.m/.h to latest version
2009-12-18 koda complete transition of longword->sdl_color for TTF bindings
2009-12-16 koda random updates for 10.6 and iphone builds
2009-11-29 unc0rr Smaxx patch with tuning by me:
2009-11-20 koda trailing mods from previous commit
2009-11-20 koda revamped file access and debug display
2009-11-15 koda Color Fix in PPC + files fallbacks
2009-11-15 koda forgot this file in previous commit
2009-11-14 nemo koda, can we try to keep unC0Rr's code formatting, and not just change it when we feel like it?
2009-11-14 koda fix wrong ttf blending in ppc
2009-11-11 koda removes workaround except for iphone
2009-11-10 nemo unbreak build
2009-11-10 koda color works under ppc
2009-11-05 koda revert previous commit to remove a wip patch
2009-11-05 koda update themes cmakefiles to use GLOB instead of listing all the files
2009-11-05 koda fix iphone build
2009-11-05 koda revamped SDLh.pas
2009-11-05 koda move compiler directives to standard pascal
2009-11-04 nemo Oops. Accidentally removed the scaling.
2009-11-02 nemo A basic Spidey hat, leave hat on when roping.
2009-10-29 koda add an uninstall target (to be tested)
2009-10-29 koda fix missing land on ppc
2009-10-25 koda fix a segfault in the iphone simulator by moving options.inc at the beginning of the file
2009-10-25 koda fix build
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)
2009-10-23 koda err, complete previous commit
2009-10-22 koda update color management for new sdl_image on mac
2009-10-20 nemo Bunch of neat stuff by Smaxx. ATI check, translucent name tags to reduce terrain fail, disabling health crates on invulnerable hogs. Also tweaks to prior stuff.
2009-10-20 koda WE HAVE TOUCH INPUT
2009-10-20 koda update sdlmain files to 1.2.14
2009-10-21 nemo Disable NPOTT in 0.9.12 tag :) 0.9.12
2009-10-15 nemo Remove sprFlake from set of clamped textures
2009-10-14 koda Smaxx's updated german translation + texture gap fixes + updated room list
2009-10-12 koda can compile on iphone again
2009-10-12 unc0rr Huge Smaxx patch with some fixes by me:
2009-10-12 unc0rr - Fix camera area with different zoom levels
2009-09-27 unc0rr - Patch for "Syncronizing" message by Smaxx + some tweaks by me
2009-09-10 nemo Strip trailing spaces
2009-08-26 nemo Lower bound on speech text width for proper rendering
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
2009-07-28 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
2009-07-28 unc0rr - Remove one AddProgress call
2009-07-12 koda corrects a wrong binding
2009-07-11 koda -fix bamboo theme (unsupported color profile)
2009-07-11 koda accessory stuff for iphone
2009-07-10 koda real fix for iphone color (reverting previous commit)
2009-07-09 koda routine for loading lower resolution horizont and sky for nature theme when bigger images are not supported; right now they are not installed, but they could be useful for less powerful machines in general
2009-07-07 koda -Removal of older WAV files, now useless thanks to OpenAL
2009-07-06 koda once again, trying to restore windows compatibility from nemo's experiments
2009-07-06 koda patch for loading sprites on two columns (helps embedded and lowpower machines). must deal with amGirder.png
2009-07-06 koda -fix teleport sound when moving to wrong positions
2009-07-03 koda reworked progress structure
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 Some work on zooming. Hedgewars are now unplayable.
2009-06-12 nemo Change default output to stderr since /tmp doesn't exist under windows and is useless under iphoneos, add a couple of extra parameters
2009-06-11 unc0rr Patch by Smaxx:
2009-06-11 unc0rr Patch by koda:
2009-06-02 nemo A few FIXME flags for easy grepping
2009-05-03 nemo Artillery mode, sniper rifle, speech bubble tweaks, fix of rope bug introduced by enabling hats in jump
2009-05-01 unc0rr nemo's tweaks to bubbles
2009-04-30 unc0rr Oops, remove debug stuff
2009-04-30 unc0rr nemo's great patch:
2009-04-13 unc0rr - Fix training
2009-04-03 unc0rr Patch by nemo:
2009-03-23 unc0rr patch by koda:
2009-03-22 unc0rr Save much CPU time by initializing vertex arrays in texture creation function
2009-03-22 unc0rr Use GL_TRIANGLE_FAN instead of GL_TRIANGLES (more efficient)
2009-03-22 unc0rr Apply koda's OpenGL ES compatibility patch
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