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hedgewars/uRender.pas
2013-11-01
unc0rr
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
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2013-10-19
nemo
differentiate borders a bit
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2013-06-18
unc0rr
engine links
webgl
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2013-06-04
koda
update branch
webgl
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2013-05-29
unc0rr
bump copyright year for Andrey entries
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2013-04-02
koda
update webgl branch
webgl
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2013-03-03
Urbertar
Fix DrawLine bug
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2013-02-25
nemo
Messing around w/ Freezer
icegun
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2012-12-25
koda
update branch with default
webgl
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2012-11-30
Joe Doyle (Ginto8)
Move global variables to units that use them
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2012-11-11
koda
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
webgl
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2012-07-10
Wolfgang Steffens
Debug commit
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2012-07-10
Wolfgang Steffens
Added auto cropping to atlasing
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2012-06-05
Wolfgang Steffens
Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
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2012-05-28
Wolfgang Steffens
moved generic matrix code to uMatrix.pas
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2012-05-22
Wolfgang Steffens
Replaced matrix related FFP code with explicit matrix calculations.
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2012-05-14
Wolfgang Steffens
Refactored TTexture to allow encoding sprite(s) at an arbitrary location within
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2012-05-12
unc0rr
pas2c stuff again
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2012-05-05
koda
old typed const moved to their proper unit
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2012-05-02
koda
rename a few Draw* routines
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2012-05-02
koda
marked a couple of functions as inline
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2012-05-02
koda
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
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2012-05-01
koda
breaking news, we don't support typed consts anymore
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2012-02-18
Xeli
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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2012-02-17
koda
the most important commit of the year
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2012-02-17
koda
refactored a few types involved in the touch interface and corrected a few invisible mistakes
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2012-02-16
Xeli
wops, added an extra USE_TOUCH_INTERFACE
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2012-02-16
Xeli
added translate/fade animations for OnScreenWidgets
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2012-01-17
lovelacer
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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2011-11-17
koda
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
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