hedgewars/uWorld.pas
Fri, 06 Jul 2012 12:50:18 +0400 Stepan777 merge
Fri, 06 Jul 2012 01:25:04 +0400 unc0rr It is global var
Tue, 10 Jul 2012 11:08:35 +0200 Wolfgang Steffens Added auto cropping to atlasing
Mon, 25 Jun 2012 16:22:03 +0200 Wolfgang Steffens GL1.x fixes
Mon, 25 Jun 2012 15:46:08 +0200 Wolfgang Steffens using atlas for rendering now
Mon, 25 Jun 2012 11:47:40 +0200 Wolfgang Steffens retaining SDL surfaces in order to allow recreating atlases from scratch without
Mon, 25 Jun 2012 10:44:27 +0200 Wolfgang Steffens Merge
Sun, 24 Jun 2012 21:33:45 +0400 Stepan777 remaining IFDEFs
Sun, 24 Jun 2012 20:31:26 +0400 Stepan777 merge
Wed, 13 Jun 2012 23:25:15 +0200 koda DPI for everyone
Fri, 08 Jun 2012 02:52:35 +0400 Stepan777 1. Add IFDEFs for video recording
Thu, 07 Jun 2012 17:42:32 +0400 Stepan777 merge
Wed, 06 Jun 2012 22:11:55 +0400 unc0rr Not needed here
Tue, 05 Jun 2012 22:37:36 +0200 Wolfgang Steffens Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
Tue, 05 Jun 2012 14:07:28 +0400 unc0rr - Allow camera movement while current hedgehog is falling
Tue, 05 Jun 2012 22:17:06 +0200 Wolfgang Steffens Merge
Mon, 04 Jun 2012 21:32:30 +0400 Stepan777 here it is
Sat, 02 Jun 2012 22:31:41 +0200 Xeli Android: added a callback to java to determine dpi/dip how much we should scale the ui
Tue, 22 May 2012 09:18:46 +0200 Wolfgang Steffens Merge
Thu, 17 May 2012 16:51:54 +0200 Xeli android typo/sabotage
Mon, 14 May 2012 19:48:34 +0200 Wolfgang Steffens Replaced FFP code that sets up orthogonal projection with explicit matrix
Mon, 14 May 2012 19:26:50 +0200 Wolfgang Steffens Refactored TTexture to allow encoding sprite(s) at an arbitrary location within
Sat, 12 May 2012 23:55:09 +0400 unc0rr pas2c stuff again
Fri, 11 May 2012 00:05:47 +0200 koda minor changes for warnings and a variables scope
Sat, 05 May 2012 19:04:59 +0100 koda old typed const moved to their proper unit
Sat, 05 May 2012 18:10:41 +0100 koda the scope cleanup continues...
Sat, 05 May 2012 16:41:14 +0200 Xeli removed the default argument in uWorld
Sat, 05 May 2012 16:38:41 +0200 Xeli fix breakage
Thu, 03 May 2012 16:04:38 +0100 koda HAPPY 7000th COMMIT HEDGEWARS
Thu, 03 May 2012 12:21:16 +0400 unc0rr Get rid of overloaded functions in uRenderUtils
Wed, 02 May 2012 16:36:11 +0100 koda rename a few Draw* routines
Wed, 02 May 2012 11:43:43 +0100 koda marked a couple of functions as inline
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)
Tue, 01 May 2012 19:56:55 +0200 koda breaking news, we don't support typed consts anymore
Sun, 29 Apr 2012 21:17:27 +0200 Xeli wops
Sun, 29 Apr 2012 21:05:09 +0200 Xeli implement switch for the touch interface
Sun, 29 Apr 2012 18:08:46 +0200 Xeli hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Sun, 29 Apr 2012 16:09:42 +0200 Xeli target using the utility button, this fixes bee
Fri, 27 Apr 2012 23:09:27 +0200 Xeli add ammoprop to enable to up and down buttons on for the touch interface
Tue, 24 Apr 2012 23:50:40 +0400 unc0rr Get rid of overloaded functions in uAmmo
Mon, 23 Apr 2012 19:22:43 +0200 Xeli fix the ammomenu F# buttons
Sat, 21 Apr 2012 17:55:45 +0200 Xeli - Return of the F<numbers> in the ammomenu
Sun, 08 Apr 2012 18:11:37 +0200 koda when focus is lost lower the volume to a minimum
Fri, 23 Mar 2012 14:14:43 +0100 Xeli first part of the utilitywidget (grenade timer/swap hogs) code
Sun, 18 Mar 2012 18:19:20 +0100 Xeli fix ammomenu, the cursor actually works now -_-
Sun, 18 Mar 2012 00:30:56 -0400 nemo revert this until someone makes it not screw up camera focus
Sun, 18 Mar 2012 00:59:17 +0100 Xeli touchinterface, move the up/down arrows a bit down
Sun, 18 Mar 2012 00:02:33 +0100 Xeli You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Sat, 17 Mar 2012 22:39:16 +0100 Xeli make ammomenu's speed dependent on RealTicks rather than frames
Tue, 13 Mar 2012 21:09:46 +0100 Xeli allow for 0 values on AMShiftTarget, this allows for movement across one axis
Thu, 23 Feb 2012 12:58:17 -0500 nemo Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
Sat, 18 Feb 2012 16:56:04 +0100 Xeli moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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
Fri, 17 Feb 2012 20:42:22 -0500 nemo Experiment. This has bugged me for a long time. Should be possible to tell a team with 1 health from a team with 0
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Fri, 17 Feb 2012 12:08:01 +0100 koda refactored a few types involved in the touch interface and corrected a few invisible mistakes
Thu, 16 Feb 2012 21:32:19 +0100 Xeli move the aim buttons to be above the jump button
Thu, 16 Feb 2012 17:48:03 +0100 Xeli added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Thu, 16 Feb 2012 16:02:41 +0100 Xeli added translate/fade animations for OnScreenWidgets
Wed, 15 Feb 2012 18:22:39 +0100 koda moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
Wed, 15 Feb 2012 16:23:59 +0100 koda small refactoring to touch screen buttons, use a record to store values, added 'offset' fields to adjust active button area
Mon, 13 Feb 2012 08:18:59 +0100 koda update position of on screen buttons on resize
Sun, 12 Feb 2012 15:59:10 +0100 koda add keywords for landscape ammomenu and touch interface
Tue, 07 Feb 2012 22:39:36 -0500 nemo and oooone last off-by-1 in ammo menu
Tue, 07 Feb 2012 21:19:10 +0100 Xeli fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Tue, 07 Feb 2012 18:56:49 +0100 Xeli prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Mon, 06 Feb 2012 22:59:28 -0500 nemo slider tweak
Mon, 06 Feb 2012 20:04:32 -0500 nemo Fixes slot sprite and ammo sprites overlapping left side border. There is still the issue that boxes should be 32px between borders, but right now they are 33px on all but the first row (since the outside border overlaps it by 1px) causing the slot sprite to have 2px of border on the left and 1px of border on the right.
Mon, 06 Feb 2012 19:46:46 -0500 nemo Fix slider positions
Mon, 06 Feb 2012 19:41:46 +0100 Xeli wops, too much copy pasting
Mon, 06 Feb 2012 19:16:22 +0100 Xeli show buttons on the screen, similar to the iOS overlay
Sun, 05 Feb 2012 20:08:17 -0500 nemo unbreak ammo menu
Sun, 05 Feb 2012 15:20:49 -0500 nemo add individual hog healths to team health bar
Sat, 04 Feb 2012 16:22:46 +0100 Xeli Rewrote the Ammomenu:
Sun, 29 Jan 2012 00:48:39 +0100 Xeli koda/ammomenu on desktop fix!
Sat, 28 Jan 2012 23:10:39 +0100 koda minor cleanup, gather AMSlotSize in uConsts
Sat, 28 Jan 2012 22:19:42 +0100 Xeli added the background for the weaponnames in MOBILE
Sat, 28 Jan 2012 19:04:42 +0100 Xeli fixed the weapon name position
Sat, 28 Jan 2012 18:22:39 +0100 Xeli changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Thu, 26 Jan 2012 23:54:53 +0100 koda ios sanity restored: applied new paths for sdl projects, turned off fullscreen, added 3 lines of documentation, removal of sdl patch (every mod has been integrated mainstream)
Thu, 26 Jan 2012 22:19:52 +0100 Xeli fixed the ammo menu on android, on tablets all weapons are 'choosable' and on phones I've moved the ammomenu up a bit
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.
Sun, 04 Dec 2011 01:00:18 +0300 unc0rr No more nested functions in code
Sun, 27 Nov 2011 23:13:22 +0300 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
Thu, 24 Nov 2011 16:18:45 +0100 koda GSoC 2011: Android port - merged mainstream
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.
Mon, 14 Nov 2011 18:08:36 -0500 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
Sat, 12 Nov 2011 19:00:31 +0100 koda iOS works again (also native touch interface \o/) hedgeroid
Sat, 12 Nov 2011 17:06:49 +0100 Xeli merge...i think hedgeroid
Sun, 06 Nov 2011 12:40:35 -0500 nemo Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
Sat, 05 Nov 2011 21:01:21 -0400 nemo not sure why this condition wasn't here before
Sat, 05 Nov 2011 12:10:49 -0400 nemo Increase rarity of near flakes (don't want them intruding in game much). Also fix stereo. Near flakes were being drawn far.
Fri, 04 Nov 2011 00:38:37 +0100 koda while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
Mon, 31 Oct 2011 14:44:43 +0100 sheepluva mikade's request: dont delete mission text/texture in HideMission() (so that it can still be looked at in ESC menu
Mon, 31 Oct 2011 13:36:39 +0100 sheepluva fix HideMission()
Fri, 28 Oct 2011 18:26:17 +0200 koda one dangerous merge hedgeroid
Mon, 17 Oct 2011 11:21:08 -0400 nemo Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
Sun, 16 Oct 2011 21:03:30 +0200 koda merge the changes applied to 0.9.16
Sat, 08 Oct 2011 01:27:43 -0400 nemo tweak Y movement
Sun, 25 Sep 2011 18:24:01 +0200 Xeli merge hedgeroid
Sat, 24 Sep 2011 14:48:23 +0200 koda disable the followgear vertical offset for small screen devices
Sat, 24 Sep 2011 22:16:49 +0400 unC0Rr Fix a bunch of warnings (also improves speed a bit in 32 bit code)
Sun, 25 Sep 2011 10:48:18 -0400 nemo merge from default. Pulls in sheepluva's frontend work, and unbreaks engine cmake. 0.9.16
Sun, 25 Sep 2011 18:19:45 +0200 Xeli make the fire button appear only on android for now, I'll make it depend on a variable later on hedgeroid
Fri, 16 Sep 2011 20:38:23 +0200 Xeli removed some commented lines hedgeroid
Fri, 16 Sep 2011 18:17:16 +0200 Xeli merge hedgeroid
Sun, 11 Sep 2011 13:12:52 -0400 nemo better?
Sun, 11 Sep 2011 10:46:53 -0400 nemo Should prevent a crasher when drowning while firing
Sun, 11 Sep 2011 10:22:09 -0400 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.
Sun, 11 Sep 2011 10:00:32 -0400 nemo tweak
Sun, 11 Sep 2011 09:46:22 -0400 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.
Sun, 11 Sep 2011 08:54:21 -0400 nemo Try the same offsetting as X - I think it helps w/ mikade's Space Invasion camera problem
Fri, 16 Sep 2011 17:36:05 +0200 Xeli Changed firebutton, parameters in uTouch might need to be tweaked some more hedgeroid
Fri, 09 Sep 2011 05:15:45 +0200 Xeli merge hedgeroid
Wed, 07 Sep 2011 20:12:20 -0400 nemo NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
Thu, 01 Sep 2011 17:03:19 +0200 Xeli merge + changed the tardis image to egg.png because the data folder isn't up to date hedgeroid
Thu, 25 Aug 2011 21:00:53 +0200 sheepluva * partial rollback of changes to camera
Thu, 25 Aug 2011 18:29:46 +0200 sheepluva reduce effect of the look-ahead behaviour that I tried to implement
Thu, 25 Aug 2011 18:08:44 +0200 sheepluva some camera adjustments (should also fix cam flickering on lowerst res)
Wed, 24 Aug 2011 13:33:53 -0400 nemo add for mine strike too. as cheezemonkey points out, mine bounce is height dependent.
Sat, 20 Aug 2011 13:53:45 +0200 Xeli added a visual fire button, isOnFireButton check needs to be fixed though it only works on 800x480 screens hedgeroid
Tue, 09 Aug 2011 21:41:52 +0200 Xeli merge hedgeroid
Sun, 07 Aug 2011 22:24:13 +0400 unc0rr Also unhide mouse cursor when in gsConfirm state
Sun, 07 Aug 2011 22:20:52 +0400 unc0rr Release mouse cursor in gsConfirm state
Sun, 07 Aug 2011 22:18:51 +0400 unc0rr Enter gsConfirm state when loosing focus
Tue, 09 Aug 2011 20:51:20 +0200 Xeli changed iphone specific ifdefs to mobile hedgeroid
Thu, 04 Aug 2011 17:44:55 +0200 Xeli merge hedgeroid
Sun, 31 Jul 2011 12:07:44 -0400 nemo Reset to default zoom. Unbreaks waves
Tue, 05 Jul 2011 18:33:42 +0200 Xeli merge hedgeroid
Sun, 03 Jul 2011 14:36:42 -0400 nemo Based on some user complaints on forum, try to reduce impact of teams on small displays.
Tue, 28 Jun 2011 17:57:54 +0200 Xeli merge hedgeroid
Sun, 03 Jul 2011 11:24:53 -0400 nemo Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
Fri, 24 Jun 2011 09:54:39 +0200 Xeli merge hedgeroid
Thu, 23 Jun 2011 16:52:23 +0200 Xeli Reverted back to tip and changed the correct IFDEF IPHONEOS to MOBILE without breaking other iphoneos hedgeroid
Thu, 23 Jun 2011 16:29:46 +0200 Xeli Changed UI elements hedgeroid
Sat, 25 Jun 2011 16:39:54 +0400 unc0rr Fix camera jerking on zoom in
Thu, 23 Jun 2011 21:19:43 +0400 unc0rr merge
Tue, 21 Jun 2011 18:28:34 -0400 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
Tue, 21 Jun 2011 16:43:05 +0400 unc0rr Ability to turn camera following gears off
Mon, 02 May 2011 18:37:57 +0400 unc0rr - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window cursor_issues
Sun, 17 Apr 2011 22:16:36 +0400 unc0rr Try to allow cursor to reach water when zooming out cursor_issues
Sat, 19 Mar 2011 16:19:50 +0100 Henek some final work and buggfix for Tag Team, it is now playable
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Tue, 01 Feb 2011 19:49:10 +0100 sheepluva Thou shalt not leak!
Sat, 29 Jan 2011 21:16:09 +0100 Henek added dummy for tardis and ugly icons for tardis and structure
Tue, 18 Jan 2011 00:12:39 +0100 koda code cleanup
Mon, 17 Jan 2011 01:43:10 +0100 koda merge default into experimental3D experimental3D
Wed, 12 Jan 2011 20:31:55 +0100 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
Sun, 16 Jan 2011 05:21:00 +0100 koda rename "frame alternate" to "wiggle" as it's more appropriate experimental3D
Sat, 15 Jan 2011 18:35:59 +0100 koda use a different depth for different layers (land, water, explosions) experimental3D
Tue, 04 Jan 2011 12:53:46 +0100 koda merge with HEAD after 0.9.15 release, move consts and vars in their proper files experimental3D
Mon, 03 Jan 2011 10:45:50 -0500 nemo Apply RGBA consistently in Tint
Sun, 02 Jan 2011 18:12:16 +0100 koda remove obsolete TrainingFlags code
Fri, 31 Dec 2010 01:05:23 +0100 Henek sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Tue, 28 Dec 2010 23:53:37 +0100 Henek sudden death, now with visual and audial effects :D
Wed, 22 Dec 2010 15:42:47 +0100 Henek fixed showmission so it actually displays the right icons
Tue, 07 Dec 2010 22:23:40 -0500 nemo Restore millisecond precision for mines time
Sun, 21 Nov 2010 16:53:31 +0300 unc0rr uCaptions
Thu, 18 Nov 2010 16:19:55 +0300 unC0Rr Introduce uRenderUtils
Thu, 18 Nov 2010 15:45:35 +0300 unC0Rr Introduce uRender
Thu, 18 Nov 2010 11:45:31 +0300 unC0Rr Introduce uTextures
Thu, 18 Nov 2010 11:32:47 +0300 unC0Rr Move some stuff from uMisc to uUtils
Wed, 17 Nov 2010 22:26:34 +0300 unc0rr Some more
Wed, 17 Nov 2010 22:19:58 +0300 unc0rr uWorld
Wed, 17 Nov 2010 22:14:41 +0300 unc0rr uTeams
Wed, 17 Nov 2010 22:07:03 +0300 unc0rr uLand isn't that important to them
Wed, 17 Nov 2010 17:45:55 +0300 unC0Rr Move variables from uMisc to uVariables
Wed, 17 Nov 2010 17:22:36 +0300 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
Mon, 27 Dec 2010 23:57:44 +0100 koda add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time experimental3D
Wed, 22 Dec 2010 12:17:34 +0100 koda use a gentler positive parallax for background effect experimental3D
Mon, 15 Nov 2010 12:37:39 +0100 koda update the 3d branch after release experimental3D
Fri, 12 Nov 2010 15:20:54 +0100 koda yay i'm free to break things again!
Mon, 08 Nov 2010 22:26:44 -0500 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.
Mon, 08 Nov 2010 23:46:34 +0100 koda this time i got it right, i'm sure of it; TEST ANYWAYS
Sun, 07 Nov 2010 18:35:21 -0500 nemo revert 4200:dd54999c2822 - it was breaking schemes. koda. just leave this alone until next release
Sun, 07 Nov 2010 23:47:29 +0100 koda revamp gamemodes section in the ifrontend and update ios game modes
Sun, 07 Nov 2010 20:40:30 +0100 koda err better wait after relase for this one
Sun, 07 Nov 2010 20:27:05 +0100 koda move turnstime and minestime * 1000 outside frontend and place it in engine
Sun, 07 Nov 2010 16:41:03 +0300 unc0rr REmove stupid int64 conversions, provide real fixes to compiler hints
Fri, 05 Nov 2010 15:36:45 -0400 nemo Add some more game goals. Sorry translators.
Wed, 27 Oct 2010 14:02:20 +0200 koda update branch with latest head, most likely breaking water color in stereo mode experimental3D
Fri, 29 Oct 2010 00:24:17 +0200 koda disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
Thu, 14 Oct 2010 22:01:33 +0200 koda less warning, no rotation glitch, more comments
Mon, 11 Oct 2010 15:47:40 -0400 nemo Extend the >0 / amNothing check
Mon, 11 Oct 2010 21:45:25 +0200 koda merge
Mon, 11 Oct 2010 12:37:42 -0400 nemo Constrain to <= to avoid a bug on bottom edge reported by Henek
Mon, 11 Oct 2010 03:28:15 +0200 koda moved some utilities to a separate column with round buttons
Wed, 22 Sep 2010 01:09:40 -0400 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
Mon, 06 Sep 2010 16:23:47 -0400 nemo Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
Thu, 02 Sep 2010 19:21:41 +0200 smaxx Engine:
Wed, 01 Sep 2010 20:41:45 +0200 smaxx Engine:
Wed, 01 Sep 2010 18:06:52 +0200 smaxx Engine:
Thu, 26 Aug 2010 16:02:09 +0200 smaxx Engine:
Thu, 26 Aug 2010 14:46:30 +0100 tiyuri Fixes memory leak -Burp
Thu, 26 Aug 2010 14:02:48 +0100 tiyuri Add kill counter to Survival Mode -Burp
Tue, 24 Aug 2010 17:03:44 +0200 smaxx Engine:
Sat, 31 Jul 2010 11:24:53 +0200 koda remove trailing spaces from end of line
Wed, 18 Aug 2010 20:29:41 +0200 smaxx Engine: experimental3D
Sat, 31 Jul 2010 10:52:43 +0200 koda reverted stereo craziness - the experimental3D branch has been created for a reason
Sat, 31 Jul 2010 10:42:40 +0200 koda merge
Mon, 02 Aug 2010 12:24:06 +0200 koda these were removed by mistake experimental3D
Fri, 30 Jul 2010 19:56:28 +0200 smaxx Engine:
Sat, 31 Jul 2010 10:53:54 +0200 koda applying smaxx patch where it should be experimental3D
Fri, 30 Jul 2010 13:36:03 +0200 koda add some comments and fix indentation experimental3D
Fri, 30 Jul 2010 13:07:46 +0200 koda creating a new branch for experimental 3d stereographic rendering experimental3D
Sat, 31 Jul 2010 10:39:20 +0200 koda fix panning when zoomed (finally)
Thu, 22 Jul 2010 12:47:32 +0200 koda reduce the number of keywords used and switch to BMP format for screenshots
Wed, 14 Jul 2010 00:43:36 +0200 koda save the gl client state to get a nice 80% fps boost
Sun, 11 Jul 2010 18:39:01 +0200 koda touch overlay reworked, improvements to zoom and confirmation
Thu, 08 Jul 2010 02:23:10 +0200 koda redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
Sat, 03 Jul 2010 00:11:23 +0200 koda interpret parameters before initializing everything
Wed, 30 Jun 2010 12:55:33 +0200 koda turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
Mon, 28 Jun 2010 21:52:00 +0200 sheepluva fix segfault on HH-gear being 0 (e.g. after drowning) in cursor/target selection mode, thanks "ivze" for the heads-up!
Mon, 28 Jun 2010 09:33:10 +0200 sheepluva engine: apply weapon offset to charge animation
Sat, 26 Jun 2010 04:36:04 +0200 koda moar zoom, fixed fort mode, other glitches
Tue, 22 Jun 2010 23:08:57 -0400 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.
Sun, 20 Jun 2010 18:35:59 +0200 koda fix zoom smoothness
Thu, 17 Jun 2010 19:57:51 +0200 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)
Fri, 28 May 2010 16:21:54 +0000 smxx Engine:
Sun, 16 May 2010 18:12:10 +0000 koda unbreak build (everyone saw this coming)
Sun, 16 May 2010 17:23:30 +0000 koda update sdl functions to latest revision
Fri, 07 May 2010 10:54:07 +0000 smxx Engine:
Fri, 07 May 2010 09:57:12 +0000 sheepluva * no zooming when game is paused
Thu, 06 May 2010 15:26:14 +0000 nemo Henek makes AmmoMenu more flexible
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