hedgewars/uRender.pas
2014-07-06 sheepluva some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
2014-07-05 sheepluva WIP: weSea tweaks, functional and visual
2014-06-18 sheepluva fix search&replace whoopsy
2014-06-18 sheepluva cleanup and lol
2014-06-18 sheepluva move DrawWaves to uRender
2014-06-18 sheepluva more tweaking
2014-06-18 sheepluva reuse buffers
2014-06-18 sheepluva render tweaks
2014-06-18 sheepluva tweak/refactor how water is drawn
2014-06-17 sheepluva tweak code of DrawTextureFromRectDir a bit, removing issue with different x offset depending on dir. also removing the workaround wrt that issue in the frozen hog code
2014-06-17 sheepluva little visual tweak to weSea rendering
2014-06-16 sheepluva various tweaks
2014-06-15 sheepluva tweak engine segfault capabilities
2014-06-15 sheepluva fix videorec build
2014-06-14 sheepluva clean up halting a little
2014-06-14 sheepluva fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
2014-06-14 sheepluva huh? me? nono, don't mind me. I'm just here to clean up.
2014-06-13 sheepluva some rendering tweaks
2014-06-11 sheepluva fix hint and gl2 build. NOTE: this does not change that GL2 segfaults right away. that is an issue that dates back at least 50 commits, but most likely even back to the webgl merge. I guess nobody actually tried to run hedgewars in GL2 since back then :P
2014-06-10 sheepluva RAR: cleaning up a bit of the IFDEF-clusterf*ck
2014-06-10 sheepluva some minor tweaks and stuff
2014-06-04 sheepluva tweak untint a little (especially in connection with GrayScale)
2014-02-04 sheepluva update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
2014-01-21 koda merge
2014-01-19 sheepluva small tweak/hax for blurry land to make tile borders vanish (when clamping is off)
2014-01-21 koda partial merge of the webgl branch
2014-01-17 sheepluva update copyright to 2014
2014-01-04 unc0rr merge default webgl
2013-12-13 unc0rr This seems to be enough to fix the bug with sprGirder rendered in stripe
2013-11-01 unc0rr - Bring back white dot in the center of crosshair. Crosshair is blurred now!
2013-10-19 nemo differentiate borders a bit
2013-06-18 unc0rr engine links webgl
2013-06-04 koda update branch webgl
2013-05-29 unc0rr bump copyright year for Andrey entries
2013-04-02 koda update webgl branch webgl
2013-03-03 Urbertar Fix DrawLine bug
2013-02-25 nemo Messing around w/ Freezer icegun
2012-12-25 koda update branch with default webgl
2012-11-30 Joe Doyle (Ginto8) Move global variables to units that use them
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
2012-07-10 Wolfgang Steffens Debug commit
2012-07-10 Wolfgang Steffens Added auto cropping to atlasing
2012-06-05 Wolfgang Steffens Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
2012-05-28 Wolfgang Steffens moved generic matrix code to uMatrix.pas
2012-05-22 Wolfgang Steffens Replaced matrix related FFP code with explicit matrix calculations.
2012-05-14 Wolfgang Steffens Refactored TTexture to allow encoding sprite(s) at an arbitrary location within
2012-05-12 unc0rr pas2c stuff again
2012-05-05 koda old typed const moved to their proper unit
2012-05-02 koda rename a few Draw* routines
2012-05-02 koda marked a couple of functions as inline
2012-05-02 koda add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
2012-05-01 koda breaking news, we don't support typed consts anymore
2012-02-18 Xeli fixed the active region on widgets when they are animated, added active.x:= in uWorld too
2012-02-17 koda the most important commit of the year
2012-02-17 koda refactored a few types involved in the touch interface and corrected a few invisible mistakes
2012-02-16 Xeli wops, added an extra USE_TOUCH_INTERFACE
2012-02-16 Xeli added translate/fade animations for OnScreenWidgets
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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.
2011-11-11 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.
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