hedgewars/uStore.pas
Fri, 31 Aug 2012 22:00:31 +0200 sheepluva clean up LoadImage and UserPathz/AltPath/etc related redundancy by introducing 3 new functions in uStore.pas
Fri, 31 Aug 2012 15:28:03 +0200 sheepluva use old approach for printing gl extentions for pas2c (less complex/no StrUtils dependencies)
Fri, 31 Aug 2012 12:06:48 +0200 sheepluva don't query/print GL_AUX_BUFFERS if video recording is disabled
Fri, 31 Aug 2012 11:24:57 +0200 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)
Sun, 19 Aug 2012 22:13:41 +0400 Stepan777 merge
Fri, 17 Aug 2012 07:49:54 -0400 nemo This union hasn't been needed for 5 years, and makes using other headers harder.
Mon, 06 Aug 2012 00:40:26 +0400 Stepan777 merge
Sun, 05 Aug 2012 15:00:59 -0400 nemo Add bot level to CPU flag
Fri, 10 Jan 2014 00:57:15 +0400 unc0rr Filter sprSDFlake too, so engine could pass initialization gl2
Thu, 09 Jan 2014 22:38:40 +0400 Wolfgang Steffens Import temp.diff which is a try to fix glitches with textures edges gl2
Sun, 08 Jul 2012 13:29:06 +0400 Stepan777 First try to use framebuffer, instead of auxilary buffer.
Fri, 06 Jul 2012 13:22:33 +0400 Stepan777 When compiling with sdl2 use it instead of glut for creating hidden window (as suggested by koda).
Tue, 10 Jul 2012 11:08:35 +0200 Wolfgang Steffens Added auto cropping to atlasing
Mon, 25 Jun 2012 15:46:08 +0200 Wolfgang Steffens using atlas for rendering now
Mon, 25 Jun 2012 11:47:40 +0200 Wolfgang Steffens retaining SDL surfaces in order to allow recreating atlases from scratch without
Mon, 11 Jun 2012 18:15:30 +0400 Stepan777 1. Implement new page in frontend with options for video recording.
Fri, 08 Jun 2012 02:52:35 +0400 Stepan777 1. Add IFDEFs for video recording
Tue, 05 Jun 2012 22:37:36 +0200 Wolfgang Steffens Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
Tue, 05 Jun 2012 22:17:06 +0200 Wolfgang Steffens Merge
Mon, 04 Jun 2012 21:32:30 +0400 Stepan777 here it is
Sun, 03 Jun 2012 18:52:22 -0400 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
Thu, 31 May 2012 15:14:39 +0400 unc0rr pas2c stuff
Mon, 28 May 2012 10:38:27 +0200 Wolfgang Steffens moved generic matrix code to uMatrix.pas
Mon, 28 May 2012 17:54:23 +0400 unc0rr Some improvements to pas2c
Fri, 25 May 2012 09:00:54 +0200 Wolfgang Steffens initial GLSL1.2 test version
Fri, 25 May 2012 08:51:54 +0200 Wolfgang Steffens Removed lazy update: workaround for R7103
Fri, 25 May 2012 08:42:26 +0200 Wolfgang Steffens merge
Wed, 23 May 2012 16:34:12 -0400 nemo http://www.demoties.com/wp-content/uploads/2011/03/mar-01-6.jpg
Tue, 22 May 2012 09:18:46 +0200 Wolfgang Steffens Merge
Mon, 21 May 2012 06:34:17 +0200 koda better lazy loading for cScaleFactor
Thu, 17 May 2012 15:58:24 +0200 Xeli fix sdl13 build
Mon, 14 May 2012 22:14:17 +0200 Wolfgang Steffens readded optimization for SetScale
Mon, 14 May 2012 19:48:34 +0200 Wolfgang Steffens Replaced FFP code that sets up orthogonal projection with explicit matrix
Fri, 11 May 2012 00:05:47 +0200 koda minor changes for warnings and a variables scope
Fri, 11 May 2012 00:28:06 +0400 unc0rr Some work to make more units compile after conversion to c
Sat, 05 May 2012 19:04:59 +0100 koda old typed const moved to their proper unit
Sat, 05 May 2012 18:10:41 +0100 koda the scope cleanup continues...
Sat, 05 May 2012 17:29:04 +0100 koda split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
Thu, 03 May 2012 12:21:16 +0400 unc0rr Get rid of overloaded functions in uRenderUtils
Wed, 02 May 2012 16:36:11 +0100 koda rename a few Draw* routines
Wed, 02 May 2012 10:53:13 +0100 koda change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
Wed, 02 May 2012 08:07:17 +0100 koda add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
Tue, 01 May 2012 19:56:55 +0200 koda breaking news, we don't support typed consts anymore
Sat, 21 Apr 2012 19:51:13 +0400 unc0rr - Remove support for variables in command handlers
Fri, 13 Apr 2012 01:41:11 +0200 koda minor gl debug/comments
Mon, 27 Feb 2012 19:01:44 -0500 nemo Clamp name/team name textures to avoid long team / hog name abuse. Limit width in px instead of chars to avoid unicode issues.
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Sun, 12 Feb 2012 15:35:06 +0100 koda tipped by xeli, ammomenu texture needs to be redrawn on resize to update its position
Sun, 12 Feb 2012 15:27:25 +0100 koda gather context restoration under a single keyword
Mon, 06 Feb 2012 22:39:52 +0100 Xeli fix compiler error for non android build
Sun, 05 Feb 2012 15:52:26 +0100 koda BUUUUURN OBJC AMMOMENU BUUUURNhg diff! (on a separate note, this reduces the codesize by ~37k)
Mon, 30 Jan 2012 07:51:30 +0100 koda ahem, fix build
Sun, 29 Jan 2012 02:45:12 +0100 koda rotation ftw!!! (engine part)
Thu, 26 Jan 2012 02:06:16 +0100 Xeli added pause/resume functionality for android, android need the opengl context to be recreated along with textures and whatnot
Tue, 17 Jan 2012 09:01:31 -0500 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
Wed, 07 Dec 2011 11:35:03 -0500 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.
Sun, 04 Dec 2011 01:00:18 +0300 unc0rr No more nested functions in code
Sun, 27 Nov 2011 23:13:22 +0300 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
Thu, 24 Nov 2011 16:18:45 +0100 koda GSoC 2011: Android port - merged mainstream
Fri, 18 Nov 2011 00:32:52 +0100 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.
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