hedgewars/uVisualGears.pas
Mon, 15 Aug 2011 10:16:18 -0400 nemo forgot scale
Sun, 14 Aug 2011 21:49:04 -0400 nemo draw health tag relative to screen if State <> 0
Sun, 14 Aug 2011 17:49:12 -0400 nemo For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
Sun, 14 Aug 2011 17:42:26 -0400 nemo Use same visual gear for health tags and hearts.
Sun, 14 Aug 2011 16:59:55 -0400 nemo Seduction animation. New visual gear type.
Mon, 01 Aug 2011 16:45:45 -0400 nemo minor tweak since health tag was being retinted anyway. make it fade out. also disable unneeded tinted flag, save a handful of ops
Mon, 01 Aug 2011 15:37:27 -0400 nemo Make vgtHealth use Tint
Thu, 30 Jun 2011 15:09:10 +0400 unc0rr Tiny optimization: convert smooth wind indicator change gear into visual gear
Sun, 19 Jun 2011 00:49:13 +0200 koda fix water bubbles like sheepluva wanted (also code formatting)
Wed, 27 Apr 2011 15:57:23 +0400 unc0rr Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
Sun, 17 Apr 2011 12:48:32 -0400 nemo An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
Thu, 07 Apr 2011 23:54:09 +0200 sheepluva added some comments in order to confuse the GSoC students as much as possible ;D
Mon, 28 Mar 2011 20:13:03 -0400 nemo mikade really likes the snow dust
Wed, 16 Mar 2011 22:45:42 +0100 Henek should probably fix broken flakes, my bad
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Sun, 16 Jan 2011 05:21:00 +0100 koda rename "frame alternate" to "wiggle" as it's more appropriate experimental3D
Sun, 02 Jan 2011 19:30:16 +0100 koda rearrange quality flags a little, disable snow rendering on rqLowRes
Sat, 01 Jan 2011 23:10:57 +0100 Henek added flake configuration also in sudden death and SDClouds for underwater
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
Thu, 30 Dec 2010 01:44:55 +0100 Henek added also splash and droplets to sd and refactored theme.cfg, not all themes updated
Wed, 29 Dec 2010 16:21:30 -0500 nemo add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
Wed, 29 Dec 2010 02:15:37 +0100 Henek sudden death: now having theme support, still some work though with config
Tue, 28 Dec 2010 23:53:37 +0100 Henek sudden death, now with visual and audial effects :D
Thu, 16 Dec 2010 15:26:19 -0500 nemo oops, forgot world offset, also add a kind of hack to the already hackish set function for visual gears
Thu, 16 Dec 2010 15:02:35 -0500 nemo offset the sprite
Thu, 16 Dec 2010 14:34:11 -0500 nemo If this works right, setting Angle (yeah, yeah) switches between an aura circle and a drawn circle. aura is scaled at size 100 being 100% - 200, 200% etc.
Mon, 13 Dec 2010 18:13:42 -0500 nemo Add override for speech bubble position 0: default, 1: background/translucent 2: foreground/opaque
Mon, 06 Dec 2010 21:15:41 -0500 nemo rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
Sun, 05 Dec 2010 22:02:30 -0500 nemo Allow hog speech when not your turn. Currently is set to 40% opacity (could be fainter) and drawn behind the hogs instead of in front. Also allows hog targetting using a number.
Thu, 02 Dec 2010 20:29:46 -0500 nemo make Tint(longword) use RGBA
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
Thu, 02 Dec 2010 18:45:16 -0500 nemo Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
Fri, 26 Nov 2010 15:31:57 -0500 nemo add a uid to VGs for purpose of Lua manipulation
Thu, 25 Nov 2010 22:56:28 -0500 nemo Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
Sat, 20 Nov 2010 23:55:00 +0300 unc0rr Move localization data to uVariables, some Uses cleanup
Thu, 18 Nov 2010 16:19:55 +0300 unC0Rr Introduce uRenderUtils
Thu, 18 Nov 2010 15:55:02 +0300 unC0Rr No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
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 09:12:27 +0300 unC0Rr Introduce uCommands.pas
Wed, 17 Nov 2010 22:26:34 +0300 unc0rr Some more
Wed, 17 Nov 2010 22:14:41 +0300 unc0rr uTeams
Wed, 17 Nov 2010 20:28:42 +0300 unc0rr Move variables from uConsts to uVariables
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
Sun, 14 Nov 2010 12:57:01 +0100 Palewolf Small animation on bullet impact
Fri, 12 Nov 2010 22:38:05 +0100 Palewolf Light trails for bullets
Sun, 07 Nov 2010 16:41:03 +0300 unc0rr REmove stupid int64 conversions, provide real fixes to compiler hints
Sun, 31 Oct 2010 18:04:02 +0100 koda add some phone rumbling to big explosions, airbomb and sinegun
Sun, 24 Oct 2010 22:00:36 +0200 sheepluva fix/tweak let clouds reflect wind speed and direction again + stronger
Thu, 14 Oct 2010 22:01:33 +0200 koda less warning, no rotation glitch, more comments
Sun, 26 Sep 2010 19:06:59 -0400 nemo remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
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.
Tue, 24 Aug 2010 17:03:44 +0200 smaxx Engine:
Mon, 23 Aug 2010 00:54:56 +0200 smaxx Engine:
Sun, 22 Aug 2010 16:31:57 +0200 smaxx Engine:
Mon, 02 Aug 2010 01:07:51 +0200 smaxx Engine:
Mon, 02 Aug 2010 00:48:15 +0200 smaxx Engine:
Sat, 31 Jul 2010 11:24:53 +0200 koda remove trailing spaces from end of line
Fri, 30 Jul 2010 18:20:42 +0200 smaxx Engine:
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