hedgewars/uConsts.pas
Thu, 29 Jul 2010 13:43:57 +0200 smaxx Engine:
Sun, 25 Jul 2010 16:02:02 +0200 koda use llvm to compile, don't preview map on wimpier devices, merge vsync, fix iphone launch image
Sun, 25 Jul 2010 01:59:41 +0200 koda tap to play piano notes, fix for audio and pause glitch
Sat, 24 Jul 2010 23:23:10 +0200 koda use external libs more consistently
Sun, 11 Jul 2010 18:39:01 +0200 koda touch overlay reworked, improvements to zoom and confirmation
Sun, 11 Jul 2010 03:23:26 +0200 koda implement the check on the type of ammo requiring a second tap to confirm
Sat, 10 Jul 2010 15:39:07 +0200 koda cWeaponTooltips -> rqTooltipsOff
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
Sat, 03 Jul 2010 00:11:23 +0200 koda interpret parameters before initializing everything
Wed, 30 Jun 2010 12:55:33 +0200 koda turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
Sat, 26 Jun 2010 19:30:16 +0200 sheepluva portal / slope detection:
Fri, 25 Jun 2010 22:59:31 -0400 nemo Flag dimensions with booleans instead of using 0.
Tue, 22 Jun 2010 23:08:57 -0400 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.
Mon, 21 Jun 2010 22:45:52 +0200 koda merge+smallupdate
Sun, 20 Jun 2010 19:31:15 -0400 nemo This reduces CheckLand ~5.5% on average over prior making the overall reduction ~77.4% instead of ~81.9%. It does skip centre pixel in odd w/h, but that really shouldn't matter much in this case. Can alter if any objects are noticeably off.
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