hedgewars/uVisualGears.pas
2012-10-26 nemo missed this one when fixing regular flakes. issue #444
2012-08-28 unc0rr Merge Stepik-777's video recording gsoc project
2012-08-25 nemo make cheating a bit easier (mikade insisted). Also, try flipping dust for a bit more variety.
2012-08-19 Stepan777 merge
2012-08-15 nemo Poor visual gear value in theme now bears little resemblance to the number of gears actually spawned. But, it certainly shouldn't be related to LAND_WIDTH.
2012-07-26 Stepan777 merge
2012-07-24 nemo Fix bee crasher, tweak splash values
2012-07-10 Stepan777 merge
2012-07-10 nemo Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
2012-06-24 Stepan777 merge
2012-06-24 nemo Another take at prettier crate appearance
2012-06-04 Stepan777 here it is
2012-05-31 unc0rr pas2c stuff
2012-05-05 koda old typed const moved to their proper unit
2012-05-02 koda rename a few Draw* routines
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
2012-04-22 nemo Make clouds/flakes change direction smoothly
2012-04-04 unc0rr More external definitions for pas2c
2012-03-20 nemo bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
2012-02-17 koda the most important commit of the year
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2012-01-09 nemo Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
2011-11-27 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
2011-11-14 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
2011-11-11 nemo Dir should not be 0, but set it to 1 if 0 in case I missed some other place this was done. Also correct cloud scaling.
2011-11-11 nemo If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
2011-11-10 nemo unsquash the rescaled clouds
2011-11-06 nemo tweak % again
2011-11-06 nemo Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
2011-11-05 nemo A bit less WTF of ice, ice chutes now work. Also tweak flake respawn positions a bit
2011-11-05 nemo Increase rarity of near flakes (don't want them intruding in game much). Also fix stereo. Near flakes were being drawn far.
2011-11-05 nemo Flatten flakes for halloween theme, based on feedback from sheepluva
2011-10-22 nemo Tweak ratios to deemphasise foreground flakes further
2011-10-22 nemo Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
2011-10-10 nemo Experiment in making ice more treacherous. also tweak to snow/christmas flake spawn
2011-09-16 nemo Tweak sparkles, glass. Left glass commented out in case he prefers old behaviour.
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.
2011-09-09 nemo Remove some unused variables and options.inc which uFloat doesn't use, probably should never use, and was getting in the way of my testcase - but most importantly, remove the inline on hwSqrt which was causing very bad math on my compiler/machine. We may have to remove more inlining. A pity.
2011-09-08 nemo NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
2011-09-03 nemo Just for fun. Flowers! Also, use a less blatant image in ammo menu.
2011-08-27 nemo Allow vgtSmoke to scale. Scale it down 50% for mines, so smoke doesn't seem so oversized
2011-08-19 nemo oops
2011-08-17 nemo Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
2011-08-17 nemo At mikade's request, expose screenheight/screenwidth and allow setting tag zoom level
2011-08-15 nemo Move HealthTag dY init into AddGear
2011-08-15 nemo Use Frame instead of State for the health flag
2011-08-15 nemo forgot scale
2011-08-15 nemo draw health tag relative to screen if State <> 0
2011-08-14 nemo For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
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
2011-08-01 nemo Make vgtHealth use Tint
2011-06-30 unc0rr Tiny optimization: convert smooth wind indicator change gear into visual gear
2011-06-18 koda fix water bubbles like sheepluva wanted (also code formatting)
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
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