hedgewars/uConsts.pas
Mon, 23 Apr 2012 19:22:16 +0200 Xeli - change uKeys to be event based rather than polling
Sun, 15 Apr 2012 00:47:22 +0400 unc0rr Improve rendering of function types, ranges, and more
Sun, 18 Mar 2012 00:05:20 +0100 Xeli make the Ammomenu show up a little faster
Sun, 18 Mar 2012 00:02:33 +0100 Xeli You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Sat, 17 Mar 2012 22:39:16 +0100 Xeli make ammomenu's speed dependent on RealTicks rather than frames
Sun, 11 Mar 2012 11:39:45 -0400 nemo bug #336
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Thu, 16 Feb 2012 16:02:41 +0100 Xeli added translate/fade animations for OnScreenWidgets
Tue, 07 Feb 2012 21:19:10 +0100 Xeli fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Sat, 04 Feb 2012 16:22:46 +0100 Xeli Rewrote the Ammomenu:
Sat, 28 Jan 2012 23:10:39 +0100 koda minor cleanup, gather AMSlotSize in uConsts
Fri, 28 Oct 2011 18:26:17 +0200 koda one dangerous merge hedgeroid
Sun, 02 Oct 2011 10:36:43 -0400 nemo Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
Fri, 30 Sep 2011 22:33:28 -0400 nemo This prevents girders from erasing landbacktex (square windows in tunnels and such), at the cost of requiring lfBasic and lfObject to be treated the same apart from graphically
Thu, 01 Sep 2011 17:03:19 +0200 Xeli merge + changed the tardis image to egg.png because the data folder isn't up to date hedgeroid
Wed, 31 Aug 2011 14:47:01 -0400 nemo Add option for a bottom border. Needs testing.
Mon, 15 Aug 2011 21:45:27 +0200 Xeli Zoom and moving the camera now works with SDL_FINGER* events hedgeroid
Sun, 24 Jul 2011 00:25:35 -0400 nemo Add grayscale option for 3d, helps with colour clashing
Fri, 01 Jul 2011 10:38:00 +0400 unc0rr Merge
Thu, 30 Jun 2011 13:59:57 +0400 unc0rr Don't draw snow flakes spawned in land, introduce gstInvisible flag
Tue, 28 Jun 2011 21:28:13 +0200 Henek fake crates now with complementary poison
Sun, 26 Jun 2011 13:38:47 -0400 nemo Allow control of grenade bounce. Not sure if this is a good idea, but has been requested a lot, so...
Sun, 26 Jun 2011 02:47:36 +0200 Henek now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
Thu, 17 Mar 2011 23:11:48 +0100 Henek added game mode Tag Team, mostly untested, please test :)
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Mon, 17 Jan 2011 01:43:10 +0100 koda merge default into experimental3D experimental3D
Mon, 10 Jan 2011 15:33:15 +0300 unc0rr Fix formatting
Tue, 04 Jan 2011 12:53:46 +0100 koda merge with HEAD after 0.9.15 release, move consts and vars in their proper files experimental3D
Sun, 02 Jan 2011 19:30:16 +0100 koda rearrange quality flags a little, disable snow rendering on rqLowRes
Sun, 02 Jan 2011 18:12:16 +0100 koda remove obsolete TrainingFlags code
Fri, 31 Dec 2010 01:05:23 +0100 Henek sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Wed, 29 Dec 2010 15:57:13 +0100 sheepluva set windspeed to 0 at the very beginning of the game. (fixes DisableWind game modifier)
Sun, 21 Nov 2010 13:13:42 -0500 nemo Increase teams to 8 to match the 8 colours, fix issue #108, reenable rope length modifier
Sun, 21 Nov 2010 09:12:44 -0500 nemo After repeated requests, variable length rope. Intended for the infinite rope folks, but values less than 100 make rope more interesting IMO.
Sat, 20 Nov 2010 23:08:11 +0300 unc0rr Introduce uGearsRender
Wed, 17 Nov 2010 20:28:42 +0300 unc0rr Move variables from uConsts to uVariables
Wed, 17 Nov 2010 17:22:36 +0300 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
Mon, 15 Nov 2010 12:37:39 +0100 koda update the 3d branch after release experimental3D
Sun, 14 Nov 2010 15:06:02 -0500 nemo merge 0.9.14.1 to trunk
Sun, 14 Nov 2010 14:53:44 -0500 nemo merge 0.9.14
Sun, 14 Nov 2010 12:57:01 +0100 Palewolf Small animation on bullet impact
Sun, 14 Nov 2010 11:19:37 -0500 nemo disable offsets in GetLaunchX/GetLaunchY instead 0.9.14.1
Sat, 13 Nov 2010 17:19:18 +0100 Henek made napalm use napalmbombs instead of just dropping fire
Sun, 14 Nov 2010 11:10:25 -0500 nemo 2 of the fixes for 0.9.14.1 - still need to fix the frontend desync and config-dir 0.9.14.1
Sun, 14 Nov 2010 11:06:55 -0500 nemo revert prior revision. moving to new branch 0.9.14
Sat, 13 Nov 2010 14:40:06 +0100 Henek added new sprite for drill strike drills, not intended for .15 release
Sun, 14 Nov 2010 11:03:55 -0500 nemo set all offsets to 0 based on user complaints. 0.9.14
Sat, 13 Nov 2010 00:51:55 +0100 Henek makes drill attack drills weaker and not affected by wind
Fri, 12 Nov 2010 22:38:05 +0100 Palewolf Light trails for bullets
Fri, 12 Nov 2010 15:57:30 -0500 nemo engine side of a more wind patch. no frontend hook. just want to check it in to pull it from another machine
Fri, 12 Nov 2010 14:54:53 +0100 koda drillstrike! might require the drill patch to improve behavior
Thu, 11 Nov 2010 11:04:24 -0500 nemo Move resurrection to utilities, reduce its probablit a bit to match other utilities, rename the "hint" prop since it really isn't being used as a hint anymore. That can be put back if it changes.
Tue, 09 Nov 2010 19:17:53 +0100 Henek removed altuse property for sticky mines
Mon, 08 Nov 2010 23:07:43 +0100 Henek added flag gfDisableWind to be used in lua scripts
Sun, 07 Nov 2010 19:24:37 +0300 Henek renaming gtAmmo_Bomb and gtAmmo_Grenade
Wed, 03 Nov 2010 16:29:17 +0100 koda health reset mode ftw (replaces gfmines)
Sat, 30 Oct 2010 22:48:05 -0400 nemo Restore pending proper removal and cleanup from frontend. Otherwise we'll just confuse the users.
Sat, 30 Oct 2010 21:39:50 -0400 nemo make aura match cross colour, add a faint aura to resurrected hogs. basically mucking about w/ burp's weapon again.
Sat, 30 Oct 2010 21:43:41 +0200 Tobias Neumann Resurrector: Levitate hog + show cross
Wed, 27 Oct 2010 14:02:20 +0200 koda update branch with latest head, most likely breaking water color in stereo mode experimental3D
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