hedgewars/uStore.pas
2012-11-17 unc0rr Merge physfslayer branch into default. Have fun!
2012-11-15 Xeli another tweak tomake --stats-only work on headless servers
2012-11-11 koda finally hwengine in c links without errors webgl
2012-11-14 unc0rr Engine loads fine with basic config physfslayer
2012-11-15 nemo make stats-only mode work headless. also skip a few things to save time/memory.
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
2012-11-14 unc0rr Get rid of Pathz and UserPathz physfslayer
2012-11-13 unc0rr - Add physfsrwops library physfslayer
2012-10-28 koda apparently we are forced to use a (dummy) callback for glut 3.0 compatibility
2012-10-14 nemo First pass at cleaver.
2012-09-27 unc0rr Fix some hints
2012-08-31 sheepluva clean up LoadImage and UserPathz/AltPath/etc related redundancy by introducing 3 new functions in uStore.pas
2012-08-31 sheepluva use old approach for printing gl extentions for pas2c (less complex/no StrUtils dependencies)
2012-08-31 sheepluva don't query/print GL_AUX_BUFFERS if video recording is disabled
2012-08-31 sheepluva print all GL_EXTENSIONS properly to logfile (should a;sp fix build on systems with compiler/lib versions that can't implicity cast PGLubyte to PChar)
2012-08-19 Stepan777 merge
2012-08-17 nemo This union hasn't been needed for 5 years, and makes using other headers harder.
2012-08-05 Stepan777 merge
2012-08-05 nemo Add bot level to CPU flag
2014-01-09 unc0rr Filter sprSDFlake too, so engine could pass initialization gl2
2014-01-09 Wolfgang Steffens Import temp.diff which is a try to fix glitches with textures edges gl2
2012-07-08 Stepan777 First try to use framebuffer, instead of auxilary buffer.
2012-07-06 Stepan777 When compiling with sdl2 use it instead of glut for creating hidden window (as suggested by koda).
2012-07-10 Wolfgang Steffens Added auto cropping to atlasing
2012-06-25 Wolfgang Steffens using atlas for rendering now
2012-06-25 Wolfgang Steffens retaining SDL surfaces in order to allow recreating atlases from scratch without
2012-06-11 Stepan777 1. Implement new page in frontend with options for video recording.
2012-06-07 Stepan777 1. Add IFDEFs for video recording
2012-06-05 Wolfgang Steffens Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
2012-06-05 Wolfgang Steffens Merge
2012-06-04 Stepan777 here it is
2012-06-03 nemo Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
2012-05-31 unc0rr pas2c stuff
2012-05-28 Wolfgang Steffens moved generic matrix code to uMatrix.pas
2012-05-28 unc0rr Some improvements to pas2c
2012-05-25 Wolfgang Steffens initial GLSL1.2 test version
2012-05-25 Wolfgang Steffens Removed lazy update: workaround for R7103
2012-05-25 Wolfgang Steffens merge
2012-05-23 nemo http://www.demoties.com/wp-content/uploads/2011/03/mar-01-6.jpg
2012-05-22 Wolfgang Steffens Merge
2012-05-21 koda better lazy loading for cScaleFactor
2012-05-17 Xeli fix sdl13 build
2012-05-14 Wolfgang Steffens readded optimization for SetScale
2012-05-14 Wolfgang Steffens Replaced FFP code that sets up orthogonal projection with explicit matrix
2012-05-10 koda minor changes for warnings and a variables scope
2012-05-10 unc0rr Some work to make more units compile after conversion to c
2012-05-05 koda old typed const moved to their proper unit
2012-05-05 koda the scope cleanup continues...
2012-05-05 koda split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
2012-05-03 unc0rr Get rid of overloaded functions in uRenderUtils
2012-05-02 koda rename a few Draw* routines
2012-05-02 koda change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
2012-05-02 koda add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
2012-05-01 koda breaking news, we don't support typed consts anymore
2012-04-21 unc0rr - Remove support for variables in command handlers
2012-04-12 koda minor gl debug/comments
2012-02-28 nemo Clamp name/team name textures to avoid long team / hog name abuse. Limit width in px instead of chars to avoid unicode issues.
2012-02-17 koda the most important commit of the year
2012-02-12 koda tipped by xeli, ammomenu texture needs to be redrawn on resize to update its position
2012-02-12 koda gather context restoration under a single keyword
2012-02-06 Xeli fix compiler error for non android build
2012-02-05 koda BUUUUURN OBJC AMMOMENU BUUUURNhg diff! (on a separate note, this reduces the codesize by ~37k)
2012-01-30 koda ahem, fix build
2012-01-29 koda rotation ftw!!! (engine part)
2012-01-26 Xeli added pause/resume functionality for android, android need the opengl context to be recreated along with textures and whatnot
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2011-12-07 nemo Suggestion of sheepluva's - disable timebox in crates after SD, and set to disabled in Ammo. Also disable switch hedgehog for teams of 1 hedgehog in size, and try and correct what appears to be a bug in reserved hats.
2011-12-03 unc0rr No more nested functions in code
2011-11-27 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
2011-11-24 koda GSoC 2011: Android port - merged mainstream
2011-11-17 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.
2011-11-15 koda move the order of reloading texture to workaround buggy drivers
2011-11-14 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
2011-11-14 nemo reset chat lines too
2011-11-14 nemo Since I'm storing the text string anyway, might as well recreate captions on resize as well
2011-11-12 Xeli merge...i think hedgeroid
2011-11-05 koda and while we are giving SDLh.pas all this love, let's fix the signature of one SDL_ttf calls
2011-10-28 koda one dangerous merge hedgeroid
2011-10-06 koda (a lot of) ooops
2011-09-30 koda a little code cleanup
2011-09-25 koda reviewed the build system and parts of the previous merge, performed some code cleanup hedgeroid
2011-09-25 Xeli merge hedgeroid
2011-09-25 koda some hopefully harmless experiments Hedgewars-iOS-1.3.2
2011-09-16 Xeli merge hedgeroid
2011-09-12 nemo Disable GL SetAttributes for Windows due to many testers with problems. This restores .15 behaviour.
2011-09-11 sheepluva fix for issue #276
2011-09-01 Xeli merge + changed the tardis image to egg.png because the data folder isn't up to date hedgeroid
2011-08-31 unc0rr - Don't reload fonts
2011-08-31 unc0rr Fix check for darwin or win32. Add debug message.
2011-08-30 nemo Reset to SD sky colour if in SD Hedgewars-iOS-1.3
2011-08-28 koda ios: fix a couple of bad memory management (unrelated to the crash at the end of each game)
2011-08-26 nemo Use frontend value for fullscreening.
2011-08-23 koda enable window resizing (tested only on linux) - fix issue 103
2011-08-28 Xeli sabotage of the iphone port failed.. hedgeroid
2011-08-23 koda FREE AT LAST!!! SDL came around a (mostly) sane way for implementing rotation events, so we can scrap all the workaround code that has been added to workaround it!! Also this allows us to use proper (internal) multitasking handling and can simplify optional settings and other yet unexplored features. Yay!
2011-08-22 koda set gl attributes before creating the window, or some of them might be ignored (like vsync on osx); also don't skip some reloads when switching to fullscreen and back; finally did a little code re-organisation
2011-08-22 nemo Free land texture, reset sky colour.
2011-08-21 Xeli merge hedgeroid
2011-08-20 nemo Attempt to recreate all textures if using Windows or OSX which lose textures on context recreation.
2011-08-15 Xeli merge hedgeroid
2011-08-14 koda smaller code cleanup
2011-08-14 nemo Seduction animation. New visual gear type.
2011-08-09 Xeli merge hedgeroid
2011-08-07 koda oops this slipped through
2011-08-06 koda Ditch the renderer system in sdl1.3 and use the 'old fashioned' sdl/opengl context. This gives us more flexibility and less problem in receiving video events (expecially on mobile platform) as well as not having to care to reset the gl context every time sdl interferes.
2011-06-24 Xeli merge hedgeroid
2011-06-21 Xeli First commit.. hedgeroid
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 nemo Remove default transparent chunks. Chunk will only be added if theme defined.
2011-06-13 nemo Enable ~/.hedgewars/Data (or platform equivalent) to override/extend pretty much everything in system Data dir. Obviously desyncing can occur, so this is at user's own risk. Should simplify map etc install. Needs testing.
2011-05-23 nemo Try and avoid problem reported by users like RDChrisco with cards that only support 512 texture size, and disable backgrounds. Also, reorganise the rq flags sprite loading a bit. Needs testing to make sure it matches the sprite uses. It should though.
2011-04-29 koda make sdl1.3 window creation code more readable
2011-04-27 koda fix some more warnings
2011-04-25 koda initial refactoring of ObjcExports and OverlayViewController
2011-04-21 koda Clean Augean stables 2 (pascal has classnames available)
2011-04-10 unc0rr Add a parameter for game simulation with no gui/sound enabled, just to get statistics
2011-04-05 koda strangely enough, the new sdl rotation code is incompatible with our system... this is a workaround that should hold up until their code becomes more stable
2011-03-26 koda fix a couple of loose ends
2011-03-24 koda this supposedly makes hwengine work with sdl 1.3 past rev 5296
2011-03-23 koda glswapbuffer consistency and create the window in the center (still, it doesn't work past sdl r5296)
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