hedgewars/uTypes.pas
2012-07-06 Stepan777 merge
2012-07-03 unc0rr - Don't call Length() on variable size arrays
2012-07-10 Wolfgang Steffens Added auto cropping to atlasing
2012-06-25 Wolfgang Steffens using atlas for rendering now
2012-06-25 Wolfgang Steffens retaining SDL surfaces in order to allow recreating atlases from scratch without
2012-06-25 Wolfgang Steffens Merge
2012-06-24 Stepan777 merge
2012-06-24 nemo Second part of the change. Make collision check use the new mask bit.
2012-06-07 Stepan777 merge
2012-06-06 Xeli first attempt at implementing support for keys with modifiers
2012-06-04 Stepan777 here it is
2012-05-25 Wolfgang Steffens initial GLSL1.2 test version
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
2012-05-09 unc0rr (PointerTo (SimpleType _)) could be a pointer to a non-struct type
2012-05-03 koda HAPPY 7000th COMMIT HEDGEWARS
2012-05-03 nemo Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
2012-05-02 nemo Initial stub for freezer
2012-04-29 Xeli target using the utility button, this fixes bee
2012-04-14 unc0rr More string types
2012-04-14 unc0rr Get rid of TGearsType to simplify pas2c
2012-03-23 Xeli first part of the utilitywidget (grenade timer/swap hogs) code
2012-02-18 Xeli moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
2012-02-17 Xeli the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
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
2012-02-17 koda and of course fix build for sdl 1.2
2012-02-16 koda carried out some cosmetic TODOs in uTouch
2012-02-16 Xeli added translate/fade animations for OnScreenWidgets
2012-02-15 koda moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
2012-02-15 koda small refactoring to touch screen buttons, use a record to store values, added 'offset' fields to adjust active button area
2012-02-12 koda add keywords for landscape ammomenu and touch interface
2012-02-06 Xeli show buttons on the screen, similar to the iOS overlay
2012-02-05 nemo add individual hog healths to team health bar
2012-01-28 koda minor cleanup, gather AMSlotSize in uConsts
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2011-11-25 unc0rr Help parser a bit
2011-11-12 Xeli merge...i think hedgeroid
2011-11-05 unc0rr A try to improve parser move (has regressions)
2011-09-25 koda reviewed the build system and parts of the previous merge, performed some code cleanup hedgeroid
2011-09-25 Xeli merge hedgeroid
2011-09-19 koda this reintroduces the gsSuspend state to fix multitasking on ios
2011-09-09 Xeli merge hedgeroid
2011-09-02 nemo *sigh* I suppose I'd best avoid those trademarks...
2011-09-01 Xeli merge + changed the tardis image to egg.png because the data folder isn't up to date hedgeroid
2011-08-31 nemo more proper implementation of TARDIS
2011-08-23 koda FREE AT LAST!!! SDL came around a (mostly) sane way for implementing rotation events, so we can scrap all the workaround code that has been added to workaround it!! Also this allows us to use proper (internal) multitasking handling and can simplify optional settings and other yet unexplored features. Yay!
2011-08-24 = Xeli merg with the latest rev of 22nd (end of GSoC) hedgeroid
2011-08-21 Xeli merge hedgeroid
2011-08-21 Xeli Removed chinese font hedgeroid
2011-08-21 nemo Try to avoid overlapping voices for major statements (not things like byebye or oof)
2011-08-20 Xeli added a visual fire button, isOnFireButton check needs to be fixed though it only works on 800x480 screens hedgeroid
2011-08-20 nemo This really should have been a TPoint for consistency
2011-08-17 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.
2011-08-14 nemo Use same visual gear for health tags and hearts.
2011-08-14 nemo Seduction animation. New visual gear type.
2011-08-07 nemo This should make bee/airstrikes play nicer with infinite attack mode
2011-08-05 grammickj New sounds: mudball, mine bounce, hammer
2011-06-30 unc0rr Tiny optimization: convert smooth wind indicator change gear into visual gear
2011-06-26 nemo bounce. tweak of values, remove friction modifier, move to weapon, to match timer behaviour
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