hedgewars/uWorld.pas
2011-09-11 nemo better?
2011-09-11 nemo Should prevent a crasher when drowning while firing
2011-09-11 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.
2011-09-11 nemo tweak
2011-09-11 nemo Focus camera on moving current hog (probably more important to player). Should make tumbler, sine gun play, attacking off rope and saucer more playable. Also fix a typo in prior offset, and compensate for zoom.
2011-09-11 nemo Try the same offsetting as X - I think it helps w/ mikade's Space Invasion camera problem
2011-09-16 Xeli Changed firebutton, parameters in uTouch might need to be tweaked some more hedgeroid
2011-09-09 Xeli merge hedgeroid
2011-09-08 nemo NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
2011-09-01 Xeli merge + changed the tardis image to egg.png because the data folder isn't up to date hedgeroid
2011-08-25 sheepluva * partial rollback of changes to camera
2011-08-25 sheepluva reduce effect of the look-ahead behaviour that I tried to implement
2011-08-25 sheepluva some camera adjustments (should also fix cam flickering on lowerst res)
2011-08-24 nemo add for mine strike too. as cheezemonkey points out, mine bounce is height dependent.
2011-08-20 Xeli added a visual fire button, isOnFireButton check needs to be fixed though it only works on 800x480 screens hedgeroid
2011-08-09 Xeli merge hedgeroid
2011-08-07 unc0rr Also unhide mouse cursor when in gsConfirm state
2011-08-07 unc0rr Release mouse cursor in gsConfirm state
2011-08-07 unc0rr Enter gsConfirm state when loosing focus
2011-08-09 Xeli changed iphone specific ifdefs to mobile hedgeroid
2011-08-04 Xeli merge hedgeroid
2011-07-31 nemo Reset to default zoom. Unbreaks waves
2011-07-05 Xeli merge hedgeroid
2011-07-03 nemo Based on some user complaints on forum, try to reduce impact of teams on small displays.
2011-06-28 Xeli merge hedgeroid
2011-07-03 nemo Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
2011-06-24 Xeli merge hedgeroid
2011-06-23 Xeli Reverted back to tip and changed the correct IFDEF IPHONEOS to MOBILE without breaking other iphoneos hedgeroid
2011-06-23 Xeli Changed UI elements hedgeroid
2011-06-25 unc0rr Fix camera jerking on zoom in
2011-06-23 unc0rr merge
2011-06-21 nemo Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
2011-06-21 unc0rr Ability to turn camera following gears off
2011-05-02 unc0rr - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window cursor_issues
2011-04-17 unc0rr Try to allow cursor to reach water when zooming out cursor_issues
2011-03-19 Henek some final work and buggfix for Tag Team, it is now playable
2011-03-01 koda Happy 2011 :)
2011-02-01 sheepluva Thou shalt not leak!
2011-01-29 Henek added dummy for tardis and ugly icons for tardis and structure
2011-01-17 koda code cleanup
2011-01-17 koda merge default into experimental3D experimental3D
2011-01-12 Henek added rq-sky to themes so it can set sky color for low quality. also added tint of sky on sudden death. underwater theme is an example of this
2011-01-16 koda rename "frame alternate" to "wiggle" as it's more appropriate experimental3D
2011-01-15 koda use a different depth for different layers (land, water, explosions) experimental3D
2011-01-04 koda merge with HEAD after 0.9.15 release, move consts and vars in their proper files experimental3D
2011-01-03 nemo Apply RGBA consistently in Tint
2011-01-02 koda remove obsolete TrainingFlags code
2010-12-31 Henek sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
2010-12-28 Henek sudden death, now with visual and audial effects :D
2010-12-22 Henek fixed showmission so it actually displays the right icons
2010-12-08 nemo Restore millisecond precision for mines time
2010-11-21 unc0rr uCaptions
2010-11-18 unC0Rr Introduce uRenderUtils
2010-11-18 unC0Rr Introduce uRender
2010-11-18 unC0Rr Introduce uTextures
2010-11-18 unC0Rr Move some stuff from uMisc to uUtils
2010-11-17 unc0rr Some more
2010-11-17 unc0rr uWorld
2010-11-17 unc0rr uTeams
2010-11-17 unc0rr uLand isn't that important to them
2010-11-17 unC0Rr Move variables from uMisc to uVariables
2010-11-17 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
2010-12-27 koda add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time experimental3D
2010-12-22 koda use a gentler positive parallax for background effect experimental3D
2010-11-15 koda update the 3d branch after release experimental3D
2010-11-12 koda yay i'm free to break things again!
2010-11-09 nemo Revert yet again for breaking stuff. No more chances on this. If there'd been a release, this would have been twice with serious breakage. P.S. - as per koda's complaint last time, only reverted the non-iphone, probably means iphone is now broken. Oh well.
2010-11-08 koda this time i got it right, i'm sure of it; TEST ANYWAYS
2010-11-07 nemo revert 4200:dd54999c2822 - it was breaking schemes. koda. just leave this alone until next release
2010-11-07 koda revamp gamemodes section in the ifrontend and update ios game modes
2010-11-07 koda err better wait after relase for this one
2010-11-07 koda move turnstime and minestime * 1000 outside frontend and place it in engine
2010-11-07 unc0rr REmove stupid int64 conversions, provide real fixes to compiler hints
2010-11-05 nemo Add some more game goals. Sorry translators.
2010-10-27 koda update branch with latest head, most likely breaking water color in stereo mode experimental3D
2010-10-28 koda disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
2010-10-14 koda less warning, no rotation glitch, more comments
2010-10-11 nemo Extend the >0 / amNothing check
2010-10-11 koda merge
2010-10-11 nemo Constrain to <= to avoid a bug on bottom edge reported by Henek
2010-10-11 koda moved some utilities to a separate column with round buttons
2010-09-22 nemo Extend time limit to 9999, remove ready timer if time is over 999 and stop drawing time if it is over 999 (draws wrong over 999 anyway) - this has the effect of allowing an "unlimited" time appearance if turns are over a quarter hour or so. This can be used to add an unlimited time scheme or button to ipad
2010-09-06 nemo Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
2010-09-02 smaxx Engine:
2010-09-01 smaxx Engine:
2010-09-01 smaxx Engine:
2010-08-26 smaxx Engine:
2010-08-26 tiyuri Fixes memory leak -Burp
2010-08-26 tiyuri Add kill counter to Survival Mode -Burp
2010-08-24 smaxx Engine:
2010-07-31 koda remove trailing spaces from end of line
2010-08-18 smaxx Engine: experimental3D
2010-07-31 koda reverted stereo craziness - the experimental3D branch has been created for a reason
2010-07-31 koda merge
2010-08-02 koda these were removed by mistake experimental3D
2010-07-30 smaxx Engine:
2010-07-31 koda applying smaxx patch where it should be experimental3D
2010-07-30 koda add some comments and fix indentation experimental3D
2010-07-30 koda creating a new branch for experimental 3d stereographic rendering experimental3D
2010-07-31 koda fix panning when zoomed (finally)
2010-07-22 koda reduce the number of keywords used and switch to BMP format for screenshots
2010-07-13 koda save the gl client state to get a nice 80% fps boost
2010-07-11 koda touch overlay reworked, improvements to zoom and confirmation
2010-07-08 koda redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
2010-07-02 koda interpret parameters before initializing everything
2010-06-30 koda turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
2010-06-28 sheepluva fix segfault on HH-gear being 0 (e.g. after drowning) in cursor/target selection mode, thanks "ivze" for the heads-up!
2010-06-28 sheepluva engine: apply weapon offset to charge animation
2010-06-26 koda moar zoom, fixed fort mode, other glitches
2010-06-23 nemo New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
2010-06-20 koda fix zoom smoothness
2010-06-17 koda now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
2010-05-28 smxx Engine:
2010-05-16 koda unbreak build (everyone saw this coming)
2010-05-16 koda update sdl functions to latest revision
2010-05-07 smxx Engine:
2010-05-07 sheepluva * no zooming when game is paused
2010-05-06 nemo Henek makes AmmoMenu more flexible
2010-05-02 smxx Engine:
2010-05-02 koda js' patch that restores Vsync on snow leopard
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