hedgewars/uGearsRender.pas
2015-08-10 sheepluva more copyright fixes
2015-07-19 sheepluva fix timebox sprite
2015-06-11 sheepluva hog number display: no blinking
2015-03-24 sheepluva rendering tweaks/cleanup cont.
2015-03-22 sheepluva fix segfault caused by last commit if spectating
2015-03-22 sheepluva make using hog speech a bit more comfortable
2015-03-15 nemo Allow rope tinting
2015-02-14 nemo Add placement of airmines in engine outside of hog proximity. Has a bug, only protecting 1st team. Also fix a spelling error and rename gstHHChooseTarget to gstChooseTarget
2015-01-24 nemo Make the various mine states a bit clearer (inactive, active but not in seek mode, seek mode, chasing target)
2015-01-18 nemo more tweakery
2015-01-18 nemo radius and sprite drawing tweaks to match the still temporary sprite. also a begin/end sheepluva suggested
2015-01-18 nemo Toss in scaled down underwater SD mine as "air mine" pending, er, cybernetic butterflies or whatever
2015-01-16 nemo experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
2014-12-16 nemo just in case. one more nil check
2014-12-16 nemo aaaand where it was actually crashing
2014-11-29 sheepluva some more fixing
2014-11-29 sheepluva fix some pas2c related issues
2014-11-24 sheepluva fix for Issue 828: Manual placement animation is drawn twice
2014-11-22 sheepluva changelog
2014-11-22 nemo Avoid promoting violence to hedgehogs. At least once a year.
2014-11-21 sheepluva fix some nasty rendering issues reported by Nexia - thanks a lot!
2014-10-25 nemo Remove switching of hog's hat to chef. do it in draw instead.
2014-10-25 nemo Revert hog tinting from rdb65298717da since it wasn't sufficiently complete for a release. More sprites need converting, and there's a slight bug in hog tinting, for away hogs with hats I believe.
2014-08-21 sheepluva don't render crosshair/laser during kamikaze
2014-06-17 sheepluva tweak code of DrawTextureFromRectDir a bit, removing issue with different x offset depending on dir. also removing the workaround wrt that issue in the frozen hog code
2014-06-16 sheepluva tweaking hogpointer position again
2014-06-16 sheepluva various tweaks
2014-06-10 sheepluva use cScaleFactor where I incorrectly used the variable zoom in the past. i was young and needed the money
2014-02-16 unc0rr Reduce number of warnings in pas2c-generated code
2014-02-09 sheepluva fix lq rope being always drawn on screen with same width regardless of zoom
2014-02-04 sheepluva update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
2014-01-28 nemo unbreak build. didn't test changes
2014-01-27 unc0rr Even more love to pas2c
2014-01-21 koda merge
2014-01-21 nemo This adds idle hog tinting. Active hog tinting still needed.
2014-01-21 koda partial merge of the webgl branch
2014-01-17 sheepluva disallow currenthh arrow to go offscreen, always point in direction of the hog - this should make the life of new players easier
2014-01-17 sheepluva position "finger"/pointer over current hog above tags
2014-01-17 sheepluva update copyright to 2014
2014-01-04 unc0rr merge default webgl
2013-12-20 unC0Rr Fix warnings
2013-12-08 nemo Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
2013-11-09 nemo Tweak trophyrace to work better w/ skip (probably, needs testing), drop Invulnerable in favour of effects - heInvulnerable is already in effects,
2013-11-02 unc0rr Don't change crosshair look when hedgehog does high jump
2013-11-01 unc0rr - Bring back white dot in the center of crosshair. Crosshair is blurred now!
2013-10-29 unc0rr Tinted crosshair (without that cool white dot in the middle)
2013-10-11 koda merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang webgl
2013-10-10 nemo Allow girder construction to wrap. Makes wrapping w/ large bodies of water a bit more interesting.
2013-06-27 unc0rr Refactoring: get rid of GSHandlers.inc
2013-06-27 unc0rr Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
2013-06-23 nemo Configuration for tag display default
2013-06-04 koda update branch webgl
2013-05-29 unc0rr bump copyright year for Andrey entries
2013-05-22 nemo as long as a generic placeholder tint is in place. can't just exit
2013-05-22 nemo Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
2013-04-04 nemo remove 70c086d9b03f - I suspect the issue was actually part of more general prob probably fixed in cfc44db21d72 by jaree
2013-04-02 koda update webgl branch webgl
2013-03-16 unc0rr Hard math to fix issue 571. Well, not really hard math,
2013-03-07 koda merge
2013-03-07 Urbertar Fix frozen hog rendering
2013-03-07 nemo yeah. this was a bad idea. the minor difference in thaw speed vs last hog of team never unthawing.
2013-03-06 nemo use opacity to indicate thawing. not totally happy w/ effect, but argument was made to indicate some progress towards thaw. drop "exit" since it really wasn't helpful, and not rendering tags, was more annoying than fun.
2013-03-03 Urbertar Fix water on ice setting
2013-02-25 nemo Trying to improve rendering, sliding and thawing. Messing around w/ making fire thaw faster. icegun
2013-02-25 nemo Messing around w/ Freezer icegun
2013-02-24 Urbertar Add freezing hogs with icegun icegun
2013-02-23 Urbertar Add change ice gun image icegun
2013-01-26 koda update branch webgl
2013-01-21 nemo Start piano higher (piano on maps that matched land_height was really weird before). Experiment w/ trying to make birdy shrink into distance to avoid odd birdy vanishes if tracking it.
2013-01-10 martin_bede Fix tons of warnings
2012-12-25 koda update branch with default webgl
2012-12-01 deepdog GCI2012: Remove Structure Weapon Code
2012-11-30 Joe Doyle (Ginto8) Move global variables to units that use them
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
2012-11-06 nemo issue #458
2012-10-28 nemo Workaround for visual bug. Issue #442
2012-10-26 nemo Set minimums on a few values to avoid camera zooming out past them. partly Issue #430. Might be worth defining a new constant for this.
2012-10-08 nemo A bit more on the knife. Also add missing files to CMakeLists
2012-10-01 unc0rr - Fix warnings and hints
2012-09-04 unc0rr Fix some warnings
2012-08-17 nemo Consistency
2012-07-15 nemo Apparently order of multiple getrandom in params is undefined. Also remove broken and pointless getrandom call.
2012-07-15 nemo Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
2012-07-10 Wolfgang Steffens Merge
2012-07-04 nemo free up power for use by script
2012-07-04 nemo Allow script to set number of ammo in a crate. untested.
2012-07-10 Wolfgang Steffens Added auto cropping to atlasing
2012-06-25 Wolfgang Steffens Merge
2012-06-24 nemo Another take at prettier crate appearance
2012-06-24 nemo Second part of the change. Make collision check use the new mask bit.
2012-06-05 Wolfgang Steffens Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
2012-06-05 Wolfgang Steffens Merge
2012-06-03 nemo warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
2012-06-02 nemo add onGameTick20 to basic training, extend laser sight out way more (it was visible at top when completely zoomed out), move call of new turn to after AfterSwitchHedgehog to avoid lua issues in onNewTurn - if this causes problems, lua can do delayed actions in onGameTick
2012-05-22 Wolfgang Steffens Replaced matrix related FFP code with explicit matrix calculations.
2012-05-20 nemo Minor tweaks to freezer, mostly to simplify current state to laptop
2012-05-20 nemo Bit more freezer.
2012-05-03 nemo Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
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
2012-04-24 unc0rr Get rid of overloaded functions in uAmmo
2012-03-17 nemo I think this is a little more efficient than dxdy, and easier to read. We call DxDy2 a lot, can any of those use Angle/DirAngle?
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.
2011-12-06 nemo Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
2011-12-03 unc0rr - Give uLand more modularity
2011-11-27 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
2011-11-12 Xeli merge...i think hedgeroid
2011-11-11 nemo flip some flames
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 Might as well make the air attack team coloured too
2011-10-28 koda one dangerous merge hedgeroid
2011-10-17 nemo never doing any graphics stuff when I can't test, again :(
2011-10-17 nemo :(
2011-10-17 nemo Not being able to test sucks :(
2011-10-17 nemo Riiight. Let's try this instead
2011-10-17 nemo tint RC plane with team colour. untested.
2011-09-25 Xeli merge hedgeroid
2011-09-16 nemo Requested a few times
2011-09-16 Xeli merge hedgeroid
2011-09-12 sheepluva fix side-effects of nemo's bottle-turnin'
2011-09-12 nemo Since we are tweaking molotov. make the flame flickery and add a drowning frame
2011-09-09 Xeli merge hedgeroid
2011-09-05 nemo Add a fade out when in lag for snow.
2011-09-02 nemo Add awesome new TARDIS art
2011-09-02 nemo *sigh* I suppose I'd best avoid those trademarks...
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 nemo more proper implementation of TARDIS
2011-08-21 Xeli merge hedgeroid
2011-08-19 Xeli changed aiming to be triggered when touching the crosshair hedgeroid
2011-08-20 nemo This really should have been a TPoint for consistency
2011-08-14 nemo Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
2011-08-14 nemo Change to "aura" due to odd crasher in DrawCircle, at least on my machine/driver. Less precise, but perhaps more attractive.
2011-08-09 nemo slight visual tweak. birdy's wings beat faster if he's just about tired out
2011-08-07 nemo remove offset in seduction gear creation
2011-08-07 nemo Experimental area-of-effect Seduction
2011-08-07 nemo drowning flake graphics tweak
2011-08-07 nemo This should make bee/airstrikes play nicer with infinite attack mode
2011-07-27 nemo trying another texture
2011-07-27 nemo Deletion was a bad idea.
2011-06-26 Henek now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
2011-05-02 nemo Basic TARDIS implementation. Still needs proper animation, and probably a check to force reappearance on death of last team mate
2011-04-27 unc0rr Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
2011-04-14 nemo adjust crosshair criteria again. this should take care of sniper rifle and crosshair after attacking
2011-04-10 nemo rename gtBomb to gtGrenade, nerf grenade from 50 to 47 pending some flag to indicate pixels in Land[] belonging to current hog to avoid throwing grenades into hogs
2011-04-10 nemo Fix a few crosshair bugs. Disable ShowCrosshair and just decide when drawing.
2011-03-23 nemo Fix endianness
2011-03-22 nemo Since when do we use ARGB for colours?? All our internal colours are supposed to be RGBA
2011-03-20 nemo Adjust conditions for showing crosshair
2011-03-19 nemo Land sprayer tweaks, make land spray and mudball not end turn
2011-03-19 nemo Landgun, first pass. At sdw's request.
2011-03-01 koda Happy 2011 :)
2011-02-03 sheepluva graphic for sinegun, will probably tweak it soon(TM) though
2011-01-29 Henek added dummy for tardis and ugly icons for tardis and structure
2011-01-29 Henek still in developement take on adding structures, working hiding of hogs and ejecting them later.
2011-01-03 nemo Apply RGBA consistently in Tint
2011-01-02 koda remove obsolete TrainingFlags code
2010-12-30 sheepluva fix portal gun wrong color issue
2010-12-22 nemo minor visual tweaks to snow
2010-12-22 nemo A very very basic snow implementation
2010-12-20 nemo Snowball weapon
2010-11-21 nemo move rendering to fix 4368:3698361802ed
2010-11-20 unc0rr Oops, forgot the file
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