hedgewars/VGSHandlers.inc
2011-09-12 sheepluva nemo's molotov burst effect; with a slight color modification added
2011-09-11 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.
2011-09-10 nemo tone flash waaaaay down when zoomed out
2011-09-08 nemo Since shakes are still proving unsafe until camera is reworked, try a mild flash instead
2011-09-08 nemo Revert camera shake. Now to make sure we don't desync anymore.
2011-09-08 nemo NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
2011-08-19 nemo oops
2011-08-15 nemo Check for dX too
2011-08-15 nemo I'll learn to build first eventually...
2011-08-15 nemo oops
2011-08-15 nemo Move HealthTag dY init into AddGear
2011-08-14 nemo Use same visual gear for health tags and hearts.
2011-08-14 nemo Seduction animation. New visual gear type.
2011-08-01 nemo minor tweak since health tag was being retinted anyway. make it fade out. also disable unneeded tinted flag, save a handful of ops
2011-07-01 unc0rr Merge
2011-06-30 unc0rr Tiny optimization: convert smooth wind indicator change gear into visual gear
2011-06-29 nemo match snow to visual gear
2011-06-12 nemo Make flakes respond to wind a bit more strongly
2011-06-12 nemo Skip droplets if plain splash is enabled, add a sanity check just in case.
2011-04-27 koda fix some more warnings
2011-04-27 unc0rr Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
2011-04-17 nemo An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
2011-04-07 sheepluva added some comments in order to confuse the GSoC students as much as possible ;D
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.
2010-06-30 sheepluva clouds: up-and-down-bouncing now without evil loop
2010-06-29 sheepluva explosions: cache rounded X,Y values
2010-06-29 nemo Optimise vgtSmokeTrace/vgtEvilTrace handler
2010-05-16 nemo Comment out the desyncing block, with a suggestion for possible fix
2010-05-11 nemo hey sheepluva, how about just this? lets you have an anonymous one too.
2010-05-07 sheepluva finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
2010-05-07 sheepluva some file that tried to escape...
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