Tue, 17 Jun 2014 15:18:07 +0200 |
sheepluva |
little visual tweak to weSea rendering
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Mon, 16 Jun 2014 02:23:37 +0200 |
sheepluva |
various tweaks
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Sun, 15 Jun 2014 23:48:06 +0200 |
sheepluva |
tweak engine segfault capabilities
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Sun, 15 Jun 2014 13:42:34 +0200 |
sheepluva |
fix videorec build
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Sun, 15 Jun 2014 00:02:25 +0200 |
sheepluva |
clean up halting a little
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Sat, 14 Jun 2014 15:49:44 +0200 |
sheepluva |
fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
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Sat, 14 Jun 2014 02:25:49 +0200 |
sheepluva |
huh? me? nono, don't mind me. I'm just here to clean up.
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Sat, 14 Jun 2014 00:56:11 +0200 |
sheepluva |
some rendering tweaks
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Wed, 11 Jun 2014 12:55:24 +0200 |
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
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Tue, 10 Jun 2014 23:21:22 +0200 |
sheepluva |
RAR: cleaning up a bit of the IFDEF-clusterf*ck
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Tue, 10 Jun 2014 08:47:03 +0200 |
sheepluva |
some minor tweaks and stuff
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Wed, 04 Jun 2014 19:39:54 +0200 |
sheepluva |
tweak untint a little (especially in connection with GrayScale)
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Tue, 04 Feb 2014 19:45:22 +0100 |
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
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Tue, 21 Jan 2014 22:53:15 +0100 |
koda |
merge
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Sun, 19 Jan 2014 16:35:06 +0100 |
sheepluva |
small tweak/hax for blurry land to make tile borders vanish (when clamping is off)
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Tue, 21 Jan 2014 22:38:13 +0100 |
koda |
partial merge of the webgl branch
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Fri, 17 Jan 2014 01:06:54 +0100 |
sheepluva |
update copyright to 2014
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Sat, 04 Jan 2014 23:55:54 +0400 |
unc0rr |
merge default
webgl
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Sat, 14 Dec 2013 01:00:26 +0400 |
unc0rr |
This seems to be enough to fix the bug with sprGirder rendered in stripe
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Fri, 01 Nov 2013 23:50:13 +0400 |
unc0rr |
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
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Sat, 19 Oct 2013 15:59:47 -0400 |
nemo |
differentiate borders a bit
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Wed, 19 Jun 2013 00:52:21 +0400 |
unc0rr |
engine links
webgl
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Tue, 04 Jun 2013 22:28:12 +0200 |
koda |
update branch
webgl
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Wed, 29 May 2013 15:12:06 -0400 |
unc0rr |
bump copyright year for Andrey entries
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Tue, 02 Apr 2013 21:00:57 +0200 |
koda |
update webgl branch
webgl
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Sun, 03 Mar 2013 19:32:48 +0200 |
Urbertar |
Fix DrawLine bug
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Sun, 24 Feb 2013 21:44:40 -0500 |
nemo |
Messing around w/ Freezer
icegun
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Tue, 25 Dec 2012 04:45:22 +0100 |
koda |
update branch with default
webgl
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Thu, 29 Nov 2012 23:23:19 -0500 |
Joe Doyle (Ginto8) |
Move global variables to units that use them
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Sun, 11 Nov 2012 17:15:19 +0100 |
koda |
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
webgl
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Tue, 10 Jul 2012 16:38:50 +0200 |
Wolfgang Steffens |
Debug commit
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Tue, 10 Jul 2012 11:08:35 +0200 |
Wolfgang Steffens |
Added auto cropping to atlasing
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Tue, 05 Jun 2012 22:37:36 +0200 |
Wolfgang Steffens |
Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
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Mon, 28 May 2012 10:38:27 +0200 |
Wolfgang Steffens |
moved generic matrix code to uMatrix.pas
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Tue, 22 May 2012 09:25:03 +0200 |
Wolfgang Steffens |
Replaced matrix related FFP code with explicit matrix calculations.
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Mon, 14 May 2012 19:26:50 +0200 |
Wolfgang Steffens |
Refactored TTexture to allow encoding sprite(s) at an arbitrary location within
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Sat, 12 May 2012 23:55:09 +0400 |
unc0rr |
pas2c stuff again
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Sat, 05 May 2012 19:04:59 +0100 |
koda |
old typed const moved to their proper unit
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Wed, 02 May 2012 16:36:11 +0100 |
koda |
rename a few Draw* routines
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Wed, 02 May 2012 11:43:43 +0100 |
koda |
marked a couple of functions as inline
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Wed, 02 May 2012 08:07:17 +0100 |
koda |
add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
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Tue, 01 May 2012 19:56:55 +0200 |
koda |
breaking news, we don't support typed consts anymore
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Sat, 18 Feb 2012 13:52:37 +0100 |
Xeli |
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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Fri, 17 Feb 2012 18:23:36 +0100 |
koda |
the most important commit of the year
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Fri, 17 Feb 2012 12:08:01 +0100 |
koda |
refactored a few types involved in the touch interface and corrected a few invisible mistakes
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Thu, 16 Feb 2012 16:16:59 +0100 |
Xeli |
wops, added an extra USE_TOUCH_INTERFACE
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Thu, 16 Feb 2012 16:02:41 +0100 |
Xeli |
added translate/fade animations for OnScreenWidgets
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Tue, 17 Jan 2012 09:01:31 -0500 |
lovelacer |
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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Fri, 18 Nov 2011 00:32:52 +0100 |
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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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.
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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
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Thu, 10 Nov 2011 17:37:24 -0500 |
nemo |
unsquash the rescaled clouds
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Mon, 15 Aug 2011 00:23:32 +0200 |
koda |
smaller code cleanup
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Sun, 14 Aug 2011 13:45:37 -0400 |
nemo |
Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
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Sun, 14 Aug 2011 20:53:52 +0400 |
unc0rr |
Use local scope global var instead
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Sun, 24 Jul 2011 00:25:35 -0400 |
nemo |
Add grayscale option for 3d, helps with colour clashing
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Sun, 12 Jun 2011 10:16:38 -0400 |
nemo |
Skip droplets if plain splash is enabled, add a sanity check just in case.
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Wed, 02 Mar 2011 00:27:20 +0100 |
koda |
Happy 2011 :)
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Thu, 02 Dec 2010 20:29:46 -0500 |
nemo |
make Tint(longword) use RGBA
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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
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