hedgewars/uLandTexture.pas
Tue, 10 Jun 2014 17:41:27 +0200 sheepluva <koda> wut, chats as commit mesages?
Tue, 10 Jun 2014 17:34:32 +0200 sheepluva "<unC0Rr> could also refuse to update textures when land changes if the tile isn't visible"
Tue, 10 Jun 2014 13:26:58 +0200 sheepluva figure out visible land tiles in advance
Tue, 10 Jun 2014 08:47:03 +0200 sheepluva some minor tweaks and stuff
Sun, 09 Feb 2014 00:44:29 +0400 unc0rr Even more explicit type conversions and other stuff to help pas2c use ansistrings
Tue, 04 Feb 2014 19:45:22 +0100 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
Tue, 21 Jan 2014 22:53:15 +0100 koda merge
Sun, 19 Jan 2014 16:35:06 +0100 sheepluva small tweak/hax for blurry land to make tile borders vanish (when clamping is off)
Tue, 21 Jan 2014 22:38:13 +0100 koda partial merge of the webgl branch
Fri, 17 Jan 2014 01:06:54 +0100 sheepluva update copyright to 2014
Tue, 04 Jun 2013 22:28:12 +0200 koda update branch webgl
Wed, 29 May 2013 15:12:06 -0400 unc0rr bump copyright year for Andrey entries
Thu, 22 Nov 2012 00:41:53 +0100 koda updated branch webgl
Wed, 14 Nov 2012 22:27:05 -0500 nemo make stats-only mode work headless. also skip a few things to save time/memory.
Sun, 11 Nov 2012 17:15:19 +0100 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
Sun, 28 Oct 2012 04:28:39 +0100 koda cleanup in initEverything and freeEverything
Tue, 05 Jun 2012 22:17:06 +0200 Wolfgang Steffens Merge
Sun, 03 Jun 2012 22:56:30 -0400 nemo After experimenting with a long running average at maxed out FPS and a variety of map sizes, 128 seems to actually be a good size to use if only drawing bits of world with stuff in it. 64 actually did even better in some situations, but significantly worse in others (lots of land, zoomed out).
Sun, 03 Jun 2012 18:52:22 -0400 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
Thu, 31 May 2012 15:14:39 +0400 unc0rr pas2c stuff
Mon, 14 May 2012 19:26:50 +0200 Wolfgang Steffens Refactored TTexture to allow encoding sprite(s) at an arbitrary location within
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Tue, 17 Jan 2012 09:01:31 -0500 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
Mon, 14 Nov 2011 22:38:24 -0500 nemo increase land tex size to 512, which is the current minimum required just to load a hat. On my system max fps rose from 840 to 890 - about 6% change.
Tue, 15 Nov 2011 02:02:08 +0100 koda move the order of reloading texture to workaround buggy drivers
Mon, 14 Nov 2011 18:08:36 -0500 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
Mon, 22 Aug 2011 15:35:37 -0400 nemo Free land texture, reset sky colour.
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Sun, 21 Nov 2010 19:41:19 +0300 unc0rr uDebug
Sat, 20 Nov 2010 23:55:00 +0300 unc0rr Move localization data to uVariables, some Uses cleanup
Thu, 18 Nov 2010 15:45:35 +0300 unC0Rr Introduce uRender
Thu, 18 Nov 2010 12:12:51 +0300 unC0Rr Haven't found a better place than uIO for OutError
Thu, 18 Nov 2010 11:45:31 +0300 unC0Rr Introduce uTextures
Wed, 17 Nov 2010 22:07:03 +0300 unc0rr uLand isn't that important to them
Wed, 17 Nov 2010 17:45:55 +0300 unC0Rr Move variables from uMisc to uVariables
Wed, 17 Nov 2010 17:22:36 +0300 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
Sat, 31 Jul 2010 11:24:53 +0200 koda remove trailing spaces from end of line
Sun, 25 Jul 2010 10:15:56 -0400 nemo Fix splashes
Sat, 03 Jul 2010 04:09:27 +0200 koda further code cleanup and less redundancy
Sat, 03 Jul 2010 01:31:18 +0200 koda land arrays are allocated dynamically, so DOWNSCALE and LOWRES macros are now removed and replaced by run time flags rqBlurryLand and rqLowRes
Wed, 30 Jun 2010 14:52:48 +0200 koda partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
Thu, 17 Jun 2010 19:57:51 +0200 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)
Thu, 17 Jun 2010 11:41:38 -0400 nemo Make land types flagged (to allow stacking future attributes such as indestructible ice, but also for a damaged flag)
Thu, 03 Jun 2010 14:03:48 +0000 smxx Engine:
Mon, 29 Mar 2010 23:20:34 +0000 koda just some very sane stuff for the iphone port (plus some macro on pascal files)
Mon, 22 Mar 2010 17:48:19 +0000 unc0rr Clean Augean stables
Sat, 06 Mar 2010 10:59:20 +0000 unc0rr Replace tabs with spaces using 'expand -t 4' command
Tue, 26 Jan 2010 21:55:51 +0000 koda complete the replacement of init/free wrappers for every unit
Mon, 18 Jan 2010 05:36:08 +0000 koda replace initialization/finalization statements with custom init functions
Thu, 05 Nov 2009 16:23:09 +0000 koda move compiler directives to standard pascal
Thu, 29 Oct 2009 17:51:54 +0000 koda fix missing land on ppc
Sun, 25 Oct 2009 16:35:09 +0000 koda fix a segfault in the iphone simulator by moving options.inc at the beginning of the file
Thu, 10 Sep 2009 15:29:28 +0000 nemo Strip trailing spaces
Fri, 10 Jul 2009 16:47:11 +0000 koda real fix for iphone color (reverting previous commit)
Sun, 14 Jun 2009 13:20:28 +0000 unc0rr koda's patch fixing some iphone port troubles (color, mouse)
Thu, 11 Jun 2009 15:22:02 +0000 unc0rr Patch by koda:
Sun, 22 Mar 2009 14:32:22 +0000 unc0rr Apply koda's OpenGL ES compatibility patch
Wed, 04 Mar 2009 13:55:53 +0000 unc0rr Pixels2 proc, which uses Land array when updating textures
Sun, 01 Mar 2009 17:36:44 +0000 unc0rr Fix crash when explosion is outside of the map (check was lost while refactoring)
Wed, 18 Feb 2009 16:49:27 +0000 unc0rr Fix a bug with updating
Wed, 18 Feb 2009 16:46:27 +0000 unc0rr Split land texture into small ones:
Wed, 18 Feb 2009 16:35:03 +0000 unc0rr More reorganization
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