hedgewars/VGSHandlers.inc
2011-03-01 koda Happy 2011 :)
2011-01-13 nemo Force a bunch of images to RGBA that were either RGB or indexed, strip
2011-01-01 Henek added flake configuration also in sudden death and SDClouds for underwater
2010-12-07 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
2010-12-06 nemo try this mikade
2010-12-03 nemo make Tint(longword) use RGBA
2010-11-26 nemo corrected steps
2010-11-26 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.
2010-11-18 unC0Rr No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
2010-11-17 unc0rr Remove ugly PHedgehog(Gear^.Hedgehog) cast
2010-11-14 Palewolf Small animation on bullet impact
2010-11-12 Palewolf Light trails for bullets
2010-11-07 unc0rr Don't use operator /=
2010-11-07 unc0rr Remove more int64 casts
2010-11-06 unc0rr Prevent vgtFlake's rotation angle to grow too high in its absolute value
2010-10-31 koda add some phone rumbling to big explosions, airbomb and sinegun
2010-10-25 sheepluva SmokeTrace: animation got aborted before last animation frame was displayed
2010-10-24 sheepluva fix/tweak let clouds reflect wind speed and direction again + stronger
2010-10-14 koda less warning, no rotation glitch, more comments
2010-09-26 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
2010-08-24 smaxx Engine:
2010-08-22 smaxx Engine:
2010-08-01 smaxx Engine:
2010-08-01 smaxx Engine:
2010-08-01 nemo Let's try this instead.
2010-07-30 smaxx Engine:
2010-07-13 koda save the gl client state to get a nice 80% fps boost
2010-07-02 koda interpret parameters before initializing everything
2010-06-30 sheepluva visual gears: fixing nemo's c-style assignment/multiplications
2010-06-30 nemo Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
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