hedgewars/uVisualGears.pas
Mon, 09 Jan 2012 00:50:39 -0500 nemo Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
Sun, 27 Nov 2011 23:13:22 +0300 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
Mon, 14 Nov 2011 18:08:36 -0500 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
Fri, 11 Nov 2011 14:05:39 -0500 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.
Thu, 10 Nov 2011 21:11:57 -0500 nemo If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
Thu, 10 Nov 2011 17:37:24 -0500 nemo unsquash the rescaled clouds
Sun, 06 Nov 2011 14:15:43 -0500 nemo tweak % again
Sun, 06 Nov 2011 12:40:35 -0500 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
Sat, 05 Nov 2011 17:24:09 -0400 nemo A bit less WTF of ice, ice chutes now work. Also tweak flake respawn positions a bit
Sat, 05 Nov 2011 12:10:49 -0400 nemo Increase rarity of near flakes (don't want them intruding in game much). Also fix stereo. Near flakes were being drawn far.
Sat, 05 Nov 2011 11:41:56 -0400 nemo Flatten flakes for halloween theme, based on feedback from sheepluva
Sat, 22 Oct 2011 11:50:55 -0400 nemo Tweak ratios to deemphasise foreground flakes further
Sat, 22 Oct 2011 00:49:55 -0400 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
Mon, 10 Oct 2011 14:13:35 -0400 nemo Experiment in making ice more treacherous. also tweak to snow/christmas flake spawn
Thu, 15 Sep 2011 20:39:04 -0400 nemo Tweak sparkles, glass. Left glass commented out in case he prefers old behaviour.
Mon, 12 Sep 2011 07:27:34 +0200 sheepluva nemo's molotov burst effect; with a slight color modification added
Sun, 11 Sep 2011 10:22:09 -0400 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.
Fri, 09 Sep 2011 18:30:40 -0400 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.
Wed, 07 Sep 2011 20:12:20 -0400 nemo NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
Sat, 03 Sep 2011 14:01:52 -0400 nemo Just for fun. Flowers! Also, use a less blatant image in ammo menu.
Fri, 26 Aug 2011 22:15:09 -0400 nemo Allow vgtSmoke to scale. Scale it down 50% for mines, so smoke doesn't seem so oversized
Thu, 18 Aug 2011 23:33:39 -0400 nemo oops
Wed, 17 Aug 2011 00:11:57 -0400 nemo Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
Tue, 16 Aug 2011 21:37:10 -0400 nemo At mikade's request, expose screenheight/screenwidth and allow setting tag zoom level
Mon, 15 Aug 2011 16:48:39 -0400 nemo Move HealthTag dY init into AddGear
Mon, 15 Aug 2011 12:47:53 -0400 nemo Use Frame instead of State for the health flag
Mon, 15 Aug 2011 10:16:18 -0400 nemo forgot scale
Sun, 14 Aug 2011 21:49:04 -0400 nemo draw health tag relative to screen if State <> 0
Sun, 14 Aug 2011 17:49:12 -0400 nemo For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
Sun, 14 Aug 2011 17:42:26 -0400 nemo Use same visual gear for health tags and hearts.
Sun, 14 Aug 2011 16:59:55 -0400 nemo Seduction animation. New visual gear type.
Mon, 01 Aug 2011 16:45:45 -0400 nemo minor tweak since health tag was being retinted anyway. make it fade out. also disable unneeded tinted flag, save a handful of ops
Mon, 01 Aug 2011 15:37:27 -0400 nemo Make vgtHealth use Tint
Thu, 30 Jun 2011 15:09:10 +0400 unc0rr Tiny optimization: convert smooth wind indicator change gear into visual gear
Sun, 19 Jun 2011 00:49:13 +0200 koda fix water bubbles like sheepluva wanted (also code formatting)
Wed, 27 Apr 2011 15:57:23 +0400 unc0rr Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
Sun, 17 Apr 2011 12:48:32 -0400 nemo An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
Thu, 07 Apr 2011 23:54:09 +0200 sheepluva added some comments in order to confuse the GSoC students as much as possible ;D
Mon, 28 Mar 2011 20:13:03 -0400 nemo mikade really likes the snow dust
Wed, 16 Mar 2011 22:45:42 +0100 Henek should probably fix broken flakes, my bad
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Sun, 16 Jan 2011 05:21:00 +0100 koda rename "frame alternate" to "wiggle" as it's more appropriate experimental3D
Sun, 02 Jan 2011 19:30:16 +0100 koda rearrange quality flags a little, disable snow rendering on rqLowRes
Sat, 01 Jan 2011 23:10:57 +0100 Henek added flake configuration also in sudden death and SDClouds for underwater
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
Thu, 30 Dec 2010 01:44:55 +0100 Henek added also splash and droplets to sd and refactored theme.cfg, not all themes updated
Wed, 29 Dec 2010 16:21:30 -0500 nemo add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
Wed, 29 Dec 2010 02:15:37 +0100 Henek sudden death: now having theme support, still some work though with config
Tue, 28 Dec 2010 23:53:37 +0100 Henek sudden death, now with visual and audial effects :D
Thu, 16 Dec 2010 15:26:19 -0500 nemo oops, forgot world offset, also add a kind of hack to the already hackish set function for visual gears
Thu, 16 Dec 2010 15:02:35 -0500 nemo offset the sprite
Thu, 16 Dec 2010 14:34:11 -0500 nemo If this works right, setting Angle (yeah, yeah) switches between an aura circle and a drawn circle. aura is scaled at size 100 being 100% - 200, 200% etc.
Mon, 13 Dec 2010 18:13:42 -0500 nemo Add override for speech bubble position 0: default, 1: background/translucent 2: foreground/opaque
Mon, 06 Dec 2010 21:15:41 -0500 nemo rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
Sun, 05 Dec 2010 22:02:30 -0500 nemo Allow hog speech when not your turn. Currently is set to 40% opacity (could be fainter) and drawn behind the hogs instead of in front. Also allows hog targetting using a number.
Thu, 02 Dec 2010 20:29:46 -0500 nemo make Tint(longword) use RGBA
Thu, 02 Dec 2010 19:51:30 -0500 nemo trying to get tint to behave more as I expect. need to ask Smaxx what he intended here, to avoid too many pointless colour calls
Thu, 02 Dec 2010 18:45:16 -0500 nemo Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
Fri, 26 Nov 2010 15:31:57 -0500 nemo add a uid to VGs for purpose of Lua manipulation
Thu, 25 Nov 2010 22:56:28 -0500 nemo Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
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