hedgewars/uStore.pas
2010-01-24 koda fix a nasty 196 bytes memory leak in engine, plus other stuff for iphone frontend
2010-01-23 koda settings tab has now a very nice iphone-like interface
2010-01-18 koda replace initialization/finalization statements with custom init functions
2010-01-16 koda objc/pascal finally working
2010-01-16 koda code cleanup and opengles optimizations
2010-01-14 koda makes freepascal code compatible with OBJFPC mode
2010-01-09 koda move mixed functions in PascalExports
2010-01-09 koda iphone overlay button animation
2010-01-07 nemo Hopefully this is the last error. Fix the if test, offset by -1 due to how the output appears to be handled.
2010-01-07 nemo Drop the LongInt conversion, strip the two tests that are too large
2010-01-07 nemo bit of a short circuit to reduce a few pointless tests on most text strings
2010-01-05 nemo Non-hacked version of CJK handling. Should switch to CJK rendering only if a particular string needs it, instead of based on locale file.
2010-01-03 koda lupdate + Palewolf's updated spanish translation + other patches of mine
2010-01-03 koda check for sdl_image and sdl_mixer versions
2010-01-03 koda smaller patches, one missing Sky-lowres, IMG_Init and Mix_Init (might require newer libraries), updates to SDL bindings, code cleanup, new compile flags
2009-12-24 koda regression, powerpc colors working again
2009-12-24 koda introduction of IMG_Init
2009-12-19 koda update SDLMain.m/.h to latest version
2009-12-18 koda complete transition of longword->sdl_color for TTF bindings
2009-12-16 koda random updates for 10.6 and iphone builds
2009-11-29 unc0rr Smaxx patch with tuning by me:
2009-11-20 koda trailing mods from previous commit
2009-11-20 koda revamped file access and debug display
2009-11-15 koda Color Fix in PPC + files fallbacks
2009-11-15 koda forgot this file in previous commit
2009-11-14 nemo koda, can we try to keep unC0Rr's code formatting, and not just change it when we feel like it?
2009-11-14 koda fix wrong ttf blending in ppc
2009-11-11 koda removes workaround except for iphone
2009-11-10 nemo unbreak build
2009-11-10 koda color works under ppc
2009-11-05 koda revert previous commit to remove a wip patch
2009-11-05 koda update themes cmakefiles to use GLOB instead of listing all the files
2009-11-05 koda fix iphone build
2009-11-05 koda revamped SDLh.pas
2009-11-05 koda move compiler directives to standard pascal
2009-11-04 nemo Oops. Accidentally removed the scaling.
2009-11-02 nemo A basic Spidey hat, leave hat on when roping.
2009-10-29 koda add an uninstall target (to be tested)
2009-10-29 koda fix missing land on ppc
2009-10-25 koda fix a segfault in the iphone simulator by moving options.inc at the beginning of the file
2009-10-25 koda fix build
2009-10-25 koda convert 24 bits images to 32 (faster to manage)
2009-10-25 koda completes touch input/control (problems with moving camera)
2009-10-23 koda err, complete previous commit
2009-10-22 koda update color management for new sdl_image on mac
2009-10-20 nemo Bunch of neat stuff by Smaxx. ATI check, translucent name tags to reduce terrain fail, disabling health crates on invulnerable hogs. Also tweaks to prior stuff.
2009-10-20 koda WE HAVE TOUCH INPUT
2009-10-20 koda update sdlmain files to 1.2.14
2009-10-21 nemo Disable NPOTT in 0.9.12 tag :) 0.9.12
2009-10-15 nemo Remove sprFlake from set of clamped textures
2009-10-14 koda Smaxx's updated german translation + texture gap fixes + updated room list
2009-10-12 koda can compile on iphone again
2009-10-12 unc0rr Huge Smaxx patch with some fixes by me:
2009-10-12 unc0rr - Fix camera area with different zoom levels
2009-09-27 unc0rr - Patch for "Syncronizing" message by Smaxx + some tweaks by me
2009-09-10 nemo Strip trailing spaces
2009-08-26 nemo Lower bound on speech text width for proper rendering
2009-08-01 unc0rr New waves rendering procedure based on using texture coodrinates > 1.0
2009-07-30 nemo Selectively enable clamping - seeing if this helps avoid weird flake problems while still fixing vertical lines in waves and sky
2009-07-28 nemo Avoid /0 in SetScale - not sure this is right way to do it though. But just to try and stop crashing prg's machine
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