hedgewars/uMisc.pas
2011-11-03 koda make screenshots with 32bits of depths, so that they are more opengles friendly
2011-09-15 sheepluva screenshots: display a msg on failure and log causative error
2011-09-15 sheepluva based on the fact that the crash never seemed to have happened with default screen resolutions and also inspired by the only other getmem usage in the code I came up with this simple solution which seems to work just fine.
2011-09-15 sheepluva cleaned up the screenshot procedure a little.
2011-06-13 nemo Bit more reusability
2011-03-26 koda fix a couple of loose ends
2011-03-25 nemo unbreak SDL 1.2 build. Koda needs to look at this
2011-03-24 koda this brings compatibility up with SDL HEAD (5504), but maybe breaks compatibility with sdl 1.2 so please test! still has problems with keyboard input and rendered ttf textures
2011-03-13 koda update some sdl-1.3 bindings (working up to rev 5296)
2011-03-01 koda Happy 2011 :)
2011-01-04 koda merge with HEAD after 0.9.15 release, move consts and vars in their proper files experimental3D
2010-12-20 nemo Snowball weapon
2010-11-22 unc0rr uCommandHandlers
2010-11-18 unC0Rr Haven't found a better place than uIO for OutError
2010-11-18 unC0Rr Move SendStats to uIO
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 Move variables from uMisc to uVariables
2010-11-17 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
2010-11-15 koda update the 3d branch after release experimental3D
2010-11-12 koda yay i'm free to break things again!
2010-11-09 nemo Revert yet again for breaking stuff. No more chances on this. If there'd been a release, this would have been twice with serious breakage. P.S. - as per koda's complaint last time, only reverted the non-iphone, probably means iphone is now broken. Oh well.
2010-11-08 koda this time i got it right, i'm sure of it; TEST ANYWAYS
2010-11-07 nemo revert 4200:dd54999c2822 - it was breaking schemes. koda. just leave this alone until next release
2010-11-07 koda revamp gamemodes section in the ifrontend and update ios game modes
2010-11-07 koda err better wait after relase for this one
2010-11-07 koda move turnstime and minestime * 1000 outside frontend and place it in engine
2010-11-07 unc0rr Fix some warnings
2010-11-06 henek 2 more variables to control water rise and health loss during sudden death.
2010-11-06 henek Remove the last vestiges of the shoppa hack by adding 2 spinners for percentage health and amount of health in crate, also update translations and increase SD spinner (some users have requested it)
2010-11-05 nemo This should make bee and other targetted things behave more reliably in infinite attack mode. Blocks switching of weps if a target point is active.
2010-11-05 nemo Forgot to make the reset of ReadyTimer match. Also, new icon for Reset Weapons mode
2010-10-31 nemo making indentation consistent (noticed while debugging)
2010-10-27 koda update branch with latest head, most likely breaking water color in stereo mode experimental3D
2010-10-28 koda disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
2010-10-21 nemo Set default ready timer to 0 to see if desyncs come back.
2010-10-12 koda minor stuff
2010-10-09 koda merge
2010-10-06 smaxx Engine:
2010-10-06 nemo Inline most of uFloat (saves ~7.5% opcount on a test game), inline a few very short candidates in uMisc, comment out some unused functions in uMisc
2010-10-07 koda move all mobile-related functions in their own module, provides a structure for future mobile ports
2010-09-27 smaxx Engine:
2010-09-14 nemo more fixing of indentation
2010-08-29 burp Extend statistics collection (TeamKills, TurnSkips, TeamDamage)
2010-08-27 koda tap to dismiss 'get ready', add a toggle to enable/disable it
2010-08-26 smaxx Engine:
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 burp lua function SetEffect to set and remove THogEffects
2010-08-02 koda clean and reorder arguments passed to engine
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 new quality slider widget (needs to be customized), removed obsolete arguments experimental3D
2010-07-31 koda merge
2010-07-30 smaxx Engine:
2010-07-31 koda applying smaxx patch where it should be experimental3D
2010-07-30 koda creating a new branch for experimental 3d stereographic rendering experimental3D
2010-07-31 koda fix panning when zoomed (finally)
2010-07-31 koda fix issue #6 (missing nick in chat)
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
2010-07-18 koda add a timer selection for grenades
2010-07-10 koda cWeaponTooltips -> rqTooltipsOff
2010-07-07 koda fix the multitouch shooting and moving
2010-07-03 koda make runtime quality check for iDevices
2010-07-02 koda interpret parameters before initializing everything
2010-06-30 koda sheepluva's inline patch, fix a crash in overlay
2010-06-30 koda tiy new overlay graphics
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)
2010-06-30 nemo Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
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.
2010-06-22 koda ok really fix the command line utility
2010-06-22 koda fix build and permissions problems when launching hwengine from command line
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)
2010-05-16 koda unbreak build (everyone saw this coming)
2010-05-16 koda update sdl functions to latest revision
2010-05-02 smxx Engine:
2010-04-29 smxx Engine:
2010-04-29 koda add option to look at the previous debug log
2010-04-25 koda wow all these files only for land preview and seed generation
2010-04-17 palewolf cWindSpeed recalculation assumed GetRandom returns a value between 0.0-1.0 while in fact is in the 0.0-0.5 range; Halve cMaxWindSpeed to compensate.
2010-04-16 smxx Engine:
2010-04-12 smxx Engine:
2010-04-04 koda merged code from ipad and iphone frontends
2010-04-03 koda fix building without DEBUGFILE
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)
2010-03-28 nemo prg's maze generator
2010-03-27 smxx Engine:
2010-03-27 smxx Engine:
2010-03-26 nemo Enable birdy. Has egg bombing. Eggs should possibly have a dX component. No poison yet, no egg sprite.
2010-03-21 unc0rr In pascal unit is a namespace
2010-03-06 unc0rr Replace tabs with spaces using 'expand -t 4' command
2010-03-06 unc0rr hate Smaxx (tested)
2010-03-03 nemo Add spinner for explosives, add dust on crate impact, crank up explosives a bit
2010-03-01 smxx Engine:
2010-02-28 nemo Dude mine probability spinner
2010-02-13 koda allow to compile engine as library with HWLIBRARY symbol
2010-02-10 smxx Engine:
2010-02-10 smxx Engine:
2010-02-04 koda update iphone port to new code from Smaxx
2010-02-04 smxx Server:
2010-02-04 smxx Engine:
2010-01-31 smxx Engine:
2010-01-31 nemo Update translation files, add "King Mode"
2010-01-26 koda complete the replacement of init/free wrappers for every unit
2010-01-26 nemo Free up some unfreed memory. Needed for Koda's iphone lib work
2010-01-24 koda fix a nasty 196 bytes memory leak in engine, plus other stuff for iphone frontend
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
2010-01-13 koda GameSetup is now a class, use of NSThread instead of pthreads, game doesn't quit after first execution (but crashes aftewards - the irony)
2010-01-10 koda initial support for engine protocol
2010-01-09 koda move mixed functions in PascalExports
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
2009-12-19 koda update SDLMain.m/.h to latest version
2009-12-18 koda complete transition of longword->sdl_color for TTF bindings
2009-12-18 koda powerpc and gameserver compilation disabled temporarily
2009-11-29 unc0rr Get rid of stupid ToggleLongInt and ToggleString functions
2009-11-29 unc0rr Smaxx patch with tuning by me:
2009-11-22 koda fix build
2009-11-20 koda revamped file access and debug display
2009-11-15 koda fix chat color in ppc
2009-11-14 unc0rr Fix desync when playing with AI via network, occuring in certain conditions
2009-11-14 koda fix wrong ttf blending in ppc
2009-11-09 unc0rr wtf is this, koda?
2009-11-05 koda move compiler directives to standard pascal
2009-10-25 koda fix a segfault in the iphone simulator by moving options.inc at the beginning of the file
2009-10-23 koda err, complete previous commit
2009-10-22 koda code cleanup for Surface2Tex (we don't have 3 bytes surfaces any more)
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.
2009-10-15 nemo Adjustments to training mode and credits by Smaxx
2009-10-14 koda Smaxx's updated german translation + texture gap fixes + updated room list
2009-10-12 unc0rr Huge Smaxx patch with some fixes by me:
2009-09-22 koda Smaxx's patch fixing openal sound issues with poor card drivers
2009-09-22 unc0rr - Remove cake fix
2009-09-16 unc0rr Optimize network traffic a bit:
2009-09-10 nemo Strip trailing spaces
2009-09-10 unc0rr Implement smooth zoom
2009-08-19 koda restored volumen control (hoorray)
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 unc0rr Fix hwSign to give 1 on -0 value
2009-07-24 nemo Add water opacity to theme - defaulting to 50% opaque on all themes but Eyes (80%) and Underwater (100%)
2009-07-24 nemo flagging for "reduced quality". Clamping cuts frame rate in half in software rendering on my sucky laptop
2009-07-12 nemo sorry, these two don't help. tested, flakes still screwed up. anyway, the lines were only on terrain
2009-07-12 nemo meh. let's try this one too. maybe "_TO_EDGE" is the magic difference
2009-07-10 nemo untested
2009-07-10 nemo Try reenabling these two - shouldn't impact flakes
2009-07-10 koda real fix for iphone color (reverting previous commit)
2009-07-08 koda initial support for touch input
2009-06-29 koda initial bugfix for volume setup
2009-06-18 nemo Smaxx refactor of LoadImage to use flags, iphone changes by koda (mostly use of rgba instead of rgb)
2009-06-14 unc0rr koda's patch fixing some iphone port troubles (color, mouse)
2009-06-13 unc0rr - Implement zoom-in and zoom-out
2009-06-12 unc0rr Fix r2201
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 koda:
2009-06-03 nemo typos - the fix for zoom in uMisc.pas appears to be screwing up flakes and other things. commenting it out for now
2009-05-31 unc0rr Fix lines arise when zooming. Doesn't fix water sprites.
2009-05-07 nemo david_ac's game scheme options for mine delay/quantity, tweaks to sniper rifle
2009-05-03 nemo Artillery mode, sniper rifle, speech bubble tweaks, fix of rope bug introduced by enabling hats in jump
2009-04-30 unc0rr nemo's great patch:
2009-04-19 unc0rr Patch by koda:
2009-04-17 unc0rr Don't crash engine after round in reduced quality mode
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 glVertexPointer to render water
2009-03-22 unc0rr Apply koda's OpenGL ES compatibility patch
2009-03-16 unc0rr Don't use GLU
2009-03-15 unc0rr More game options by nemo
2009-03-12 unc0rr Add an ability to run engine without IPC connection.
2009-03-05 unc0rr nemo:
2009-03-02 unc0rr laser beam by nemo reworked a bit by me
2009-03-01 unc0rr 4 utilities by nemo
2009-02-20 unc0rr 'Reduce quality' patch by nemo
2009-02-15 unc0rr Templates filter by nemo
2009-02-01 unc0rr Apply nemo's patch polished by me:
2009-01-31 unc0rr Options for bonus box probability tuning and number of turn until sudden death
2009-01-26 unc0rr Fix nemo's large land patch
2009-01-25 unc0rr Apply nemo's world resize patch
2009-01-09 unc0rr Initial health graphic implementation
2009-01-02 unc0rr Quick replay round to spectators until current move
2008-12-05 unc0rr Implement Solid Land checkbox
2008-10-13 unc0rr Make messages be more debug-friendly
2008-09-29 unc0rr - Fix water rise
2008-09-28 unc0rr Start flames rework
2008-08-08 unc0rr Start implementing support for 32bit sprites concerned in map generation process.
2008-07-27 unc0rr Add an option to engine for turning music off
2008-07-27 unc0rr - Airplane is higher
2008-07-27 unc0rr Remember initial resolution settings to use when switching to fullscreen mode
2008-07-14 unc0rr Repair screenshots capture on 'C' key press
2008-07-07 unc0rr Update copyright headers a bit
2008-07-06 unc0rr Dec delay
2008-07-06 unc0rr Water rises after 25 mins of round, health is decreased after 20 mins
2008-07-06 unc0rr - Prepare for sudden death implementation
2008-06-11 unc0rr Get rid of old console
2008-05-25 unc0rr Use nick from frontend to prepend chat messages
2008-05-24 unc0rr - Start chat implementation: chat strings are on the screen
2008-05-08 unc0rr - Small optimization in hwFloat
2008-05-08 unc0rr - Some changes in clusters initialization
2008-04-27 unc0rr Update copyright info in source files headers
2008-04-24 unc0rr - New statistics
2008-04-24 unc0rr - Fix introduced bug with hh physics
2008-04-13 unc0rr Fix warnings
2008-04-12 unc0rr - Small formatting changes
2008-03-07 unc0rr Start implementing 'visual gears' - gears, that don't need to be synchronized (clouds and flakes)
2008-02-22 unc0rr - Get rid of PageSimpleGame, now pressing 'quick game' just starts round
2008-02-21 unc0rr Start console OpenGL reincarnation
2008-02-01 unc0rr - Store sky color in theme cfg file
2008-01-28 unc0rr - Some optimizations
2008-01-28 unc0rr - Enable back console (doesn't render yet)
2008-01-27 unc0rr More sprites are visible
2008-01-26 unc0rr Enable back fps counter
2008-01-25 unc0rr Now show sprites too
2008-01-25 unc0rr Some further work on switching to OpenGL rendering
2008-01-25 unc0rr Start conversion to OpenGL rendering
2007-12-02 unc0rr 's' key to speed up demo playing
2007-10-21 unc0rr - New training (not finished yet)
2007-09-29 unc0rr - Fix some warnings
2007-07-20 unc0rr Finalize basic playlists implementation
2007-07-08 unc0rr - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
2007-07-01 unc0rr - Better randomness of placing hedgehogs on the land
2007-06-07 unc0rr Ability to choose which info is shown above hedgehogs
2007-06-03 unc0rr - Fix some bugs
2007-05-27 unc0rr Option for alternative damage tags
2007-03-15 displacer merge fixes from branch
2007-03-11 unc0rr - Fix most of the warnings in hwengine
2007-02-23 unc0rr Fix run with DEBUGFILE turned off
2007-02-12 unc0rr Fix AI using shotgun and Desert Eagle
2007-02-11 unc0rr AI thinks in separate thread
2007-02-05 unc0rr Update copyright information
2007-01-27 unc0rr integer -> LongInt
2007-01-27 unc0rr - Repair bots: they can walk and use bazooka, possible cannot jump (why?)
2007-01-21 unc0rr Fixed-point arithmetics in engine.
2007-01-16 unc0rr Another float debug
2007-01-14 unc0rr - Fix not debug build
less more (0) -240 tip