hedgewars/VGSHandlers.inc
2011-09-12 sheepluva nemo's molotov burst effect; with a slight color modification added
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.
2011-09-10 nemo tone flash waaaaay down when zoomed out
2011-09-08 nemo Since shakes are still proving unsafe until camera is reworked, try a mild flash instead
2011-09-08 nemo Revert camera shake. Now to make sure we don't desync anymore.
2011-09-08 nemo NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
2011-08-19 nemo oops
2011-08-15 nemo Check for dX too
2011-08-15 nemo I'll learn to build first eventually...
2011-08-15 nemo oops
2011-08-15 nemo Move HealthTag dY init into AddGear
2011-08-14 nemo Use same visual gear for health tags and hearts.
2011-08-14 nemo Seduction animation. New visual gear type.
2011-08-01 nemo minor tweak since health tag was being retinted anyway. make it fade out. also disable unneeded tinted flag, save a handful of ops
2011-07-01 unc0rr Merge
2011-06-30 unc0rr Tiny optimization: convert smooth wind indicator change gear into visual gear
2011-06-29 nemo match snow to visual gear
2011-06-12 nemo Make flakes respond to wind a bit more strongly
2011-06-12 nemo Skip droplets if plain splash is enabled, add a sanity check just in case.
2011-04-27 koda fix some more warnings
2011-04-27 unc0rr Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
2011-04-17 nemo An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
2011-04-07 sheepluva added some comments in order to confuse the GSoC students as much as possible ;D
2011-03-01 koda Happy 2011 :)
2011-01-13 nemo Force a bunch of images to RGBA that were either RGB or indexed, strip
2011-01-01 Henek added flake configuration also in sudden death and SDClouds for underwater
2010-12-07 nemo rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
2010-12-06 nemo try this mikade
2010-12-03 nemo make Tint(longword) use RGBA
2010-11-26 nemo corrected steps
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