Wed, 11 Apr 2018 17:59:59 -0400 |
nemo |
merge with 0.9.23, pulling in unc0rr's desync fix
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Sat, 17 Mar 2018 17:47:42 +0100 |
Wuzzy |
Show sidNoEndTurn text for most weapons when in inf attack mode
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Tue, 06 Mar 2018 15:21:36 -0500 |
nemo |
the clipping was just due to remote abuse anyway - this addresses a couple of the concerns from the bug
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Wed, 21 Feb 2018 03:03:16 +0100 |
Wuzzy |
Fix quit menu showing incorrect key when using non-default bindings
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Fri, 16 Feb 2018 13:57:48 +0100 |
Wuzzy |
Add SetTeamLabel to Lua API, can set arbitrary string as team label
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Thu, 08 Feb 2018 07:09:39 +0100 |
Wuzzy |
Fix timebox being usable in SD w/ damage=0
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Wed, 17 Jan 2018 00:59:39 +0100 |
unc0rr |
Add assert on LoadingText texture value
0.9.23
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Fri, 05 Jan 2018 21:43:33 +0100 |
unc0rr |
Comment out functions that don't need to be called for engine in frontend window
qmlfrontend
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Tue, 02 Jan 2018 23:45:18 +0100 |
unc0rr |
Break engine completely and make it render in frontend window (no actual rendering yet, just white screen)
qmlfrontend
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Sat, 25 Nov 2017 09:40:43 -0500 |
nemo |
Should probably have gl context stuff in its own unit separate from store, but, don't close the gl context before anything that might still want to do gl operations
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Wed, 25 Oct 2017 19:44:42 -0400 |
nemo |
checksum immediately after loading because surface2tex does surface manipulation. also add some FIXMEs
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Tue, 24 Oct 2017 18:55:19 -0400 |
nemo |
w is in pixels, so presumably this needs to be *4
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Tue, 24 Oct 2017 18:28:59 -0400 |
nemo |
use pitch for surfaces, land_width x2 since 16 bit
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Wed, 18 Oct 2017 20:33:20 -0400 |
nemo |
extend land digest to all surfaces that could possibly be loaded into Land[] - i.e. ones that impact sync
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Fri, 13 Oct 2017 16:37:56 -0400 |
nemo |
mark up sprites for uStore loading. critical is for ones needed for proper gameplay, checksum is for ones where the game will desync if they don't match. will add checksumming next...
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Sat, 30 Sep 2017 21:54:47 +0200 |
sheepluva |
fix some fpc hints
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Fri, 29 Sep 2017 22:53:53 +0200 |
sheepluva |
fix some things that annoy pas2c and whitespaces
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Fri, 29 Sep 2017 22:09:11 +0200 |
sheepluva |
rename ifTransparent to ifColorKey
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Fri, 29 Sep 2017 22:06:29 +0200 |
sheepluva |
currently irrelevant sdl call adjustment
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Thu, 21 Sep 2017 00:23:40 +0200 |
Wuzzy |
Fix ammo tooltip icon being white
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Tue, 25 Apr 2017 13:13:47 -0400 |
nemo |
turn hwp Ammos overrides into overlays. untested.
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Sat, 08 Apr 2017 17:17:28 +0200 |
KoBeWi |
Water can now be animated
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Sat, 08 Apr 2017 05:04:18 +0200 |
Wuzzy |
Load screen: Move “LOADING” from image into text box
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Thu, 06 Apr 2017 22:34:02 +0200 |
Wuzzy |
Fix time box tooltip saying it is not *yet* available in SD
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Sun, 09 Oct 2016 19:59:00 +0200 |
KoBeWi |
added CloudsL and FlakeL
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Tue, 10 May 2016 01:59:54 +0200 |
Wuzzy |
Add SetAmmoDescriptionAppendix to Lua API, see issue 82
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Mon, 09 May 2016 22:49:31 +0200 |
Wuzzy |
Add Lua API function SetAmmoTexts (see issue 82)
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Wed, 16 Nov 2016 12:26:26 -0500 |
nemo |
Make sd-tint a theme variable so cophernue can tweak his sky tinting
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Sun, 15 May 2016 14:29:37 +0300 |
unc0rr |
- Use IntToStr() in preference to Str()
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Tue, 09 Feb 2016 14:40:06 +0300 |
unC0Rr |
Fix possible crashes/hangs due to recent changes
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Sun, 31 Jan 2016 16:07:14 +0300 |
unc0rr |
Bye-bye TryDo
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Wed, 20 Jan 2016 00:57:09 +0100 |
sheepluva |
SDL2: fix toggling fullscreen. dunno how well this works on non-linux-OS
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Sun, 10 Jan 2016 00:45:13 +0300 |
unc0rr |
SDLTry doesn't halt engine no more
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Tue, 17 Nov 2015 16:34:20 +0100 |
antonc27 |
- Removed SDLTry from call to SDL_GL_SetSwapInterval
ios-revival
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Tue, 17 Nov 2015 15:30:36 +0100 |
antonc27 |
- Workaround for problems with SDL_GL_SetSwapInterval on iOS
ios-revival
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Fri, 13 Nov 2015 23:46:19 +0100 |
sheepluva |
set engine window icon in sdl2
sdl2transition
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Wed, 11 Nov 2015 21:59:06 +0100 |
sheepluva |
add pchar casts to make pas2c happy
sdl2transition
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Tue, 10 Nov 2015 20:43:13 +0100 |
sheepluva |
merge default
sdl2transition
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Tue, 10 Nov 2015 17:45:14 +0100 |
sheepluva |
drop support for SDL 1.2
sdl2transition
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Sat, 07 Nov 2015 16:15:27 +0100 |
sheepluva |
merge orphan head (while discarding all its changes) to make koda and his hg-git happy
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Thu, 10 Sep 2015 18:22:52 +0200 |
sheepluva |
merge branch ios-revival into default
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Mon, 10 Aug 2015 22:50:34 +0200 |
antonc27 |
- Actually fix for rendering on iOS ]:->
ios-revival
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Sun, 09 Aug 2015 15:38:00 +0200 |
antonc27 |
- Resolves problem with wrong path to chef hat on iOS
ios-revival
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Sat, 08 Aug 2015 21:42:41 +0200 |
antonc27 |
- Another fix for uRender.pas
ios-revival
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Mon, 10 Aug 2015 03:53:11 +0200 |
sheepluva |
more copyright fixes
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Tue, 24 Mar 2015 16:52:35 +0100 |
sheepluva |
rendering tweaks cont.
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Tue, 24 Mar 2015 12:48:55 +0100 |
sheepluva |
rendering tweaks/cleanup cont.
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Sat, 03 Jan 2015 00:28:33 +0300 |
unc0rr |
Fix crash in case of critical image missing
0.9.21
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Mon, 08 Dec 2014 21:57:06 +0100 |
sheepluva |
make sure view limits are updated at start of game
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Mon, 08 Dec 2014 17:43:27 +0100 |
sheepluva |
clean up fonts
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Mon, 08 Dec 2014 09:35:14 -0500 |
nemo |
Use FreeAndNil across the board. Even if we are immediately assigning after, probably avoids accidental mistakes. Also free neglected owner tex on shutdown, and delete hog gears using the normal deletion procedure if for any reason they still exist (EndGame call?).
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Fri, 05 Dec 2014 02:19:30 +0100 |
sheepluva |
adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
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Sat, 22 Nov 2014 10:22:07 -0500 |
nemo |
Avoid promoting violence to hedgehogs. At least once a year.
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Mon, 17 Nov 2014 15:25:24 +0100 |
sheepluva |
some whitespace fixes
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Sat, 25 Oct 2014 11:29:45 -0400 |
nemo |
Remove switching of hog's hat to chef. do it in draw instead.
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Sun, 15 Jun 2014 13:42:34 +0200 |
sheepluva |
fix videorec build
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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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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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