hedgewars/uVisualGears.pas
2014-01-21 koda partial merge of the webgl branch
2014-01-17 sheepluva update copyright to 2014
2014-01-04 unc0rr merge default webgl
2013-12-09 nemo Experiment in adding a "boing" graphic for bouncing. It has no text right now (was thinking l10n) and colour is fixed.
2013-12-08 nemo Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
2013-12-08 nemo revert r938d1c08d0d1 in favour of putting it in the chat log. I think this addresses main concern about missing text. There've been complaints in past too about conversation in bubbles not being visible in history. If the objection is that r938d1c08d0d1 offers a more æsthetic solution, I think it should augment this, be flagged, and fix the visual issues first.
2013-12-08 sheepluva disallow speech bubbles to go offscreen
2013-11-01 unc0rr - Bring back white dot in the center of crosshair. Crosshair is blurred now!
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
2013-06-27 unc0rr Refactoring: get rid of GSHandlers.inc
2013-06-27 unc0rr Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
2013-06-04 koda update branch webgl
2013-05-29 unc0rr bump copyright year for Andrey entries
2013-01-26 koda update branch webgl
2013-01-10 martin_bede Fix tons of warnings
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
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
2012-10-26 nemo missed this one when fixing regular flakes. issue #444
2012-08-28 unc0rr Merge Stepik-777's video recording gsoc project
2012-08-25 nemo make cheating a bit easier (mikade insisted). Also, try flipping dust for a bit more variety.
2012-08-19 Stepan777 merge
2012-08-15 nemo Poor visual gear value in theme now bears little resemblance to the number of gears actually spawned. But, it certainly shouldn't be related to LAND_WIDTH.
2012-07-26 Stepan777 merge
2012-07-24 nemo Fix bee crasher, tweak splash values
2012-07-10 Stepan777 merge
2012-07-10 nemo Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
2012-06-24 Stepan777 merge
2012-06-24 nemo Another take at prettier crate appearance
2012-06-04 Stepan777 here it is
2012-05-31 unc0rr pas2c stuff
2012-05-05 koda old typed const moved to their proper unit
2012-05-02 koda rename a few Draw* routines
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
2012-04-22 nemo Make clouds/flakes change direction smoothly
2012-04-04 unc0rr More external definitions for pas2c
2012-03-20 nemo bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
2012-02-17 koda the most important commit of the year
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2012-01-09 nemo Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
2011-11-27 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
2011-11-14 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
2011-11-11 nemo Dir should not be 0, but set it to 1 if 0 in case I missed some other place this was done. Also correct cloud scaling.
2011-11-11 nemo If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
2011-11-10 nemo unsquash the rescaled clouds
2011-11-06 nemo tweak % again
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
2011-11-05 nemo A bit less WTF of ice, ice chutes now work. Also tweak flake respawn positions a bit
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.
2011-11-05 nemo Flatten flakes for halloween theme, based on feedback from sheepluva
2011-10-22 nemo Tweak ratios to deemphasise foreground flakes further
2011-10-22 nemo Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
2011-10-10 nemo Experiment in making ice more treacherous. also tweak to snow/christmas flake spawn
2011-09-16 nemo Tweak sparkles, glass. Left glass commented out in case he prefers old behaviour.
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.
2011-09-09 nemo Remove some unused variables and options.inc which uFloat doesn't use, probably should never use, and was getting in the way of my testcase - but most importantly, remove the inline on hwSqrt which was causing very bad math on my compiler/machine. We may have to remove more inlining. A pity.
2011-09-08 nemo NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
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