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fix bug with desynced camera positions
2012-07-09, by Stepan777
Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
2012-07-12, by nemo
Debug commit
2012-07-10, by Wolfgang Steffens
rework saving of camera positions so there is no need to know framerate during prerecording.
2012-07-09, by Stepan777
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
2012-07-11, by nemo
Merge
2012-07-10, by Wolfgang Steffens
merge
2012-07-09, by Stepan777
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.
2012-07-09, by nemo
First try to use framebuffer, instead of auxilary buffer.
2012-07-08, by Stepan777
Introduce uGearsHandlers.pas, for now only part of cake handlers is moved there
2012-07-08, by unc0rr
Move SDL_GetTicks() to another place, maybe this will fix sound desync.
2012-07-08, by Stepan777
A bit more convoluted, but more attractive visually
2012-07-08, by nemo
merge
2012-07-08, by Stepan777
Insert at front of same Z, not end. Saves a little time on insertion and lua lookup of recent adds.
2012-07-08, by nemo
fix alpha channel in image rescaling
2012-07-07, by Stepan777
Draw bombs behind plane
2012-07-08, by nemo
Fix thumbnails. On some OpenGL implementations they weren't working.
2012-07-07, by Stepan777
Fix rare condition when hog's gear stucks in an infinite loop which adds 1 to its Y coordinate not checking for drowning
2012-07-08, by unc0rr
fix frontend for ffmpeg 0.7.13
2012-07-07, by Stepan777
Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
2012-07-08, by nemo
Fix compilation of hwengine on ffmpeg 0.7.13.
2012-07-07, by Stepan777
Hedgeroid: Major overhaul of the network connection code. Now it is threaded and
2012-07-26, by Medo
Score AI resurrection as a kill. These values will not be the same as the in-game scoring, since in-game scoring doesn't count friendlies.
2012-07-08, by nemo
fix for older ffmpeg (0.7.13)
2012-07-07, by Stepan777
Hedgeroid: Misguided attempts at getting the connection lifecycle right.
2012-07-24, by Medo
remaining files for the Danish translation
2012-07-07, by kjpou1
When there are videos that are being encoded and user tries to quit display dialog with warning.
2012-07-06, by Stepan777
Hedgeroid: Reworked player and room lists, added menus, added playername query
2012-07-23, by Medo
- Check ready status only after deleting player's teams (should fix the bug when you're unable to start game)
2012-07-07, by unc0rr
When compiling with sdl2 use it instead of glut for creating hidden window (as suggested by koda).
2012-07-06, by Stepan777
Hedgeroid: More work on the lobby activity
2012-07-21, by Medo
Limit firepunch/whip drowning checks to max AI, bat to top 2 levels.
2012-07-07, by nemo
merge
2012-07-06, by Stepan777
Hedgeroid: Lobby activity improvements
2012-07-19, by Medo
unbreak grayscale
2012-07-07, by nemo
Hedgeroid: Modified detection of assets on SD card (should be more reliable)
2012-07-19, by Medo
It is global var
2012-07-06, by unc0rr
Hedgeroid: Got the roomlist working... more or less.
2012-07-19, by Medo
Fix crash when hedgehog dies while switching from it
2012-07-05, by unc0rr
Re-Added the commandline client, but it's not compilable agains the latest frontlib
2012-07-19, by Medo
free up power for use by script
2012-07-04, by nemo
frontlib:
2012-07-19, by Medo
Allow script to set number of ammo in a crate. untested.
2012-07-04, by nemo
frontlib: Fix onRoomUpdateCb receiving a null pointer
2012-07-18, by Medo
- Don't call Length() on variable size arrays
2012-07-03, by unc0rr
Hedgeroid: Fixed multitouch breakage
2012-07-17, by Medo
Properly convert taking address of function with var parameters
2012-06-30, by unc0rr
Hedgeroid: Chat and player list work now, but everything is very much WIP
2012-07-17, by Medo
Well, since we have database on the same computer as game server, could remove caching, but I just set expiration time to 10 minutes
2012-06-30, by unc0rr
Hedgeroid: Layout experiments for the lobby page
2012-07-16, by Medo
Don't produce unnecessary and erroneous defines
2012-06-30, by unc0rr
Hedgeroid: Added experimental lobby chat
2012-07-11, by Medo
Fix the function definition issue so the function pointer format now looks correct.
2012-06-29, by xymeng
Hedgeroid: Simplified some code
2012-07-11, by Medo
Tiny optimization + formatting fix
2012-06-29, by unc0rr
frontlib: Added missing disconnect case
2012-07-11, by Medo
Convert function with var parameters declarations into #define + function which accepts pointers
2012-06-29, by unc0rr
frontlib: Added the NDK build file for Android
2012-07-10, by Medo
- Try sending remove message in 'finally' as a last resort
2012-06-28, by unc0rr
frontlib: Renamed cfg to scheme, Un-refcounted some types, small API adjustments
2012-07-10, by Medo
ocd
2012-06-27, by nemo
Improved asset moving time by an order of magnitude (3s vs. 25s on my device)
2012-07-05, by Medo
Prepare to handle passing by reference
2012-06-28, by unc0rr
frontlib: Improved and unified parameter checking, moved the cmdlineClient out
2012-07-05, by Medo
Remove trailing spaces
2012-06-27, by unc0rr
frontlib: Fixes and improvements. Added a GPLv2+ license header to all frontlib
2012-06-27, by Medo
Use toUtf8 instead TODO - find out 'sactly what the website is using for hashes.
2012-06-27, by nemo
Merge
2012-06-27, by Medo
Missions localisation
2012-06-27, by sphrix
More efficient
2012-06-27, by nemo
oops
2012-06-27, by nemo
Another try at the trace with more aggressive optimisation. Also tweaked the radial gradiant a bit to match the original more
2012-06-27, by nemo
This is necessary because commands can contain 0s, and StrPas used by LuaPas halts at the first 0. It might be necessary to change the base string handling.
2012-06-26, by nemo
Here they come - thumbnails.
2012-06-26, by Stepan777
Extend TARDIS away time a bit (minimum, range) to make it a bit more useful. Remove a couple of unused variables.
2012-06-26, by nemo
Added auto cropping to atlasing
2012-07-10, by Wolfgang Steffens
merge
2012-06-26, by Stepan777
updated ios project file
2012-06-27, by koda
GL1.x fixes
2012-06-25, by Wolfgang Steffens
Quick inkscape trace + a radial gradiant glow on the hedgewars logo. Perhaps it'll encourage Tiy to provide the vector original.
2012-06-26, by nemo
Merge
2012-06-25, by Wolfgang Steffens
Don't set erasing flag when it is unnecessary so hwmap could compress better
2012-06-26, by unc0rr
using atlas for rendering now
2012-06-25, by Wolfgang Steffens
er. this one too
2012-06-26, by nemo
made surface retaining mandatory
2012-06-25, by Wolfgang Steffens
merge
2012-06-26, by Stepan777
Add green mask for anti-portal areas on custom maps. Flagged as Bouncy since it is intended for that general use. Needs testing.
2012-06-26, by nemo
added missing uBinPacker.pas and uAtlas.pas
2012-06-25, by Wolfgang Steffens
retaining SDL surfaces in order to allow recreating atlases from scratch without
2012-06-25, by Wolfgang Steffens
Update contributor e-mail address
2012-06-25, by nemo
Restore almost old TCPBase behaviour
2012-06-26, by Stepan777
Merge
2012-06-25, by Wolfgang Steffens
oops
2012-06-25, by nemo
remaining IFDEFs
2012-06-24, by Stepan777
oops
2012-06-25, by unc0rr
merge
2012-06-24, by Stepan777
oops
2012-06-24, by nemo
correctly fix odd dimensions (it was incorrectly fixed in previous commit)
2012-06-24, by Stepan777
These 2 need masks now
2012-06-24, by nemo
pagevideos is now much better that before:
2012-06-24, by Stepan777
Fix completely broken RateHammer
2012-06-24, by unc0rr
merge
2012-06-24, by Stepan777
Sanity limits.
2012-06-24, by nemo
Another take at prettier crate appearance
2012-06-24, by nemo
frontlib: Getting there :) Added commandline client for testing
2012-06-27, by Medo
Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
2012-06-23, by nemo
frontlib: Using macros for simplification of callbacks
2012-06-25, by Medo
Second part of the change. Make collision check use the new mask bit.
2012-06-23, by nemo
frontlib: Intermittent commit. Things are still in flux but we're getting there :)
2012-06-25, by Medo
Step 1. Add current hedgehog as top bit of bottom byte.
2012-06-23, by nemo
More progress on the netplay part of the frontlib
2012-06-21, by Medo
- Fix cake bug introduced in r2ccfc93c6b5e
2012-06-23, by unc0rr
Merge
2012-06-19, by Medo
Swap order of actions
2012-06-22, by unc0rr
Output log to stdout instead of stderr
2012-06-19, by unc0rr
Oops, forgot this
2012-06-19, by unc0rr
Added a new function: AddNewEvent, which only adds an event to the list if it doesn't already exist. Kept the old one as it might me useful to be able to add an event more than once.
2012-07-23, by belphegorr
set(LUA_LIBRARY lua.dll) for win32 builds
2012-06-18, by unc0rr
Placed hiding hogs at the end of StartMission in Mission 3
2012-07-21, by belphegorr
BindsModel
2012-06-17, by unc0rr
Added localization
2012-07-21, by belphegorr
- Move colorsModel to appropriate place
2012-06-17, by unc0rr
Modified DrawGear so that it doesn't draw the gear when it has message gmRemoveFromList (it was causing havoc when I used HideHog as it could not access the position of the hog)
2012-07-21, by belphegorr
CROSSAPPLE ftw
2012-06-17, by koda
Fixed a visual gear in Mission 5
2012-07-16, by belphegorr
This should fix default hogs names in network game
2012-06-17, by unc0rr
Added fifth mission and fixed minor control bug with mission 4
2012-07-16, by belphegorr
Catch all types of exceptions in recv thread. Should probably help with ghosts problem, though I have no idea which else kind of exception could arise there.
2012-06-17, by unc0rr
Fixed a bug where certain ammo types were added to the wrong hogs.
2012-07-10, by belphegorr
AI loves to jump
2012-06-14, by unc0rr
Reduced mission 4 difficulty (enemy health and level) and fixed a bug where hogs would comment on the death of Dense Cloud eve though he isn't added
2012-07-10, by belphegorr
ios: disable some warnings
2012-06-14, by koda
Changed a ShowMission in Mission 4
2012-07-08, by belphegorr
it was inevitable
2012-06-14, by koda
Modified frontend so that updating campaogn progress no longer changes current index of the mission combo box
2012-07-08, by belphegorr
ios: explain why setting a style disables schemes and/or weapons sometimes
2012-06-14, by koda
Modified Animate.lua function AnimMove to take highercase direction (e.g. "Left")
2012-07-06, by belphegorr
ios: for mission configuration, use the bundled cfg file instead of providing plist files
2012-06-14, by koda
Modified Mission 4: reduced second wave health, reduced some ammos, added some ammos, added reaction to hog death, added reaction to second wave of hogs
2012-07-06, by belphegorr
add default cfg files for uniformity in missions
2012-06-13, by koda
Increased turn time to 40
2012-07-06, by belphegorr
fix very stupid bug :)
2012-06-12, by Stepan777
DPI for everyone
2012-06-13, by koda
Reduced number of crates on the challenge in mission 1, fixed an error with mission 3 (at the end)
2012-07-05, by belphegorr
1. Implement new page in frontend with options for video recording.
2012-06-11, by Stepan777
frontlib: Started work on the server connection code
2012-06-19, by Medo
LUA_FOUND should surely be set only if the system lua was found.
2012-06-13, by nemo
Reduced ammo count on Mission 2
2012-07-05, by belphegorr
merge
2012-06-11, by Stepan777
Changed frontlib to use the existing ini file formats of the QtFrontend
2012-06-15, by Medo
Couple of missed sections from last time. Shield is still a bit odd
2012-06-12, by nemo
Modified some crate positions, added sound to teleports, fixed loc errors...
2012-07-05, by belphegorr
frontlib: Rewrote the ini helper code, finished ini reading/writing support for all relevant file types
2012-06-12, by Medo
reorganize options.inc a little
2012-06-11, by koda
Added localization and changed primary team color.
2012-07-05, by belphegorr
Cleanup, refactoring and generally more development in the frontlib
2012-06-12, by Medo
uniform NOPNG and NOSERVER cmake symbols
2012-06-11, by koda
Added Mission 4: United We Stand
2012-07-05, by belphegorr
Merge
2012-06-11, by Medo
sed 's/\t/ /g' CMakeLists.txt
2012-06-11, by koda
Set the choice constants to the correct values (1-3 instead of 0-2).
2012-07-03, by belphegorr
Ensure that Clan ammo always takes precedence over Per Hog Ammo in the flags. It'd be best for the user sake if these buttons acted more like radio buttons.
2012-06-10, by nemo
Removed some debugging lines I forgot to remove.
2012-07-01, by belphegorr
disable this debug too
2012-06-09, by nemo
Added mission 3: The Journey Back
2012-07-01, by belphegorr
Remove debug pixel draws, skip tracing on own shoved hogs. Should speed things up allowing more evaluations of stuff.
2012-06-09, by nemo
Fixed some bugs with Mission 2 and Animate.lua.
2012-06-29, by belphegorr
TestBaseballBat
2012-06-09, by unc0rr
Fixed a bug in Mission 2, where hidden hogs appeared before getting deleted on losing the game.
2012-06-26, by belphegorr
- Adjust some consts so whip and firepunch work perfectly
2012-06-09, by unc0rr
Changed color of the "Natives" team to make it more visible and reduced difficulty of the "easy" challenge in the first mission.
2012-06-26, by belphegorr
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
2012-06-09, by nemo
Fixed a bug where, after finishing a campaign mission, the user needed to reselect the team in the frontend in order to see the next mission.
2012-06-26, by belphegorr
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
2012-06-09, by nemo
Added the helper script I forgot to add last time
2012-06-25, by belphegorr
- Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
2012-06-09, by unc0rr
Copied the first two campaign missions and the helper script into share/hedgewars/Data/
2012-06-25, by belphegorr
restore fpc 2.4.2 compatibility
2012-06-09, by Xeli
The first campaign commit with a lot of changes...
2012-06-25, by belphegorr
New bright and shiny TestFirepunch which actually works
2012-06-08, by unc0rr
fix shift key by disabling the key modifiers for now
2012-06-08, by Xeli
1. Add IFDEFs for video recording
2012-06-08, by Stepan777
- TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
2012-06-08, by unc0rr
merge
2012-06-08, by Stepan777
Check for gstHHDriven instead of damage check, so ballgun stops when turn ends in multiattack mode
2012-06-08, by unc0rr
merge
2012-06-07, by Stepan777
ignore keymodifers other than ctrl/alt/shift
2012-06-07, by Xeli
removed some writelns
2012-06-07, by Xeli
first attempt at implementing support for keys with modifiers
2012-06-07, by Xeli
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
2012-06-06, by nemo
Not needed here
2012-06-06, by unc0rr
Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
2012-06-05, by Wolfgang Steffens
- Allow camera movement while current hedgehog is falling
2012-06-05, by unc0rr
Merge
2012-06-05, by Wolfgang Steffens
Android: first attempt at using the density call from java
2012-06-05, by Xeli
only reset those keys which actually change their bindings
2012-06-05, by Xeli
tidy flags
2012-06-04, by nemo
Small improvements to the frontend lib for better debugging
2012-06-11, by Medo
Welp. We have a bit of a problem here. Reverting the move of nextturn. But this causes a desync in scripting unless we can find a better fix.
2012-06-04, by nemo
here it is
2012-06-04, by Stepan777
Implemented game launching API for the frontlib.
2012-06-09, by Medo
Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
2012-06-04, by unc0rr
Implemented public API for letting the engine render maps
2012-06-08, by Medo
Make watching AI v AI on ai survival a bit more entertaining
2012-06-04, by nemo
Added ini reading/writing for game schemes to the frontend lib
2012-06-07, by Medo
Workaround for bug #144. This workaround had occurred to me a while ago, but wasn't sure if placing them unfairly was better than not placing them at all. Argument for not placing at all is people should probably abort the game when they notice it. Argument for placing unfairly is people can still abort, and if we really wanted them to abort, we should probably just have halted launch if all hogs failed to spawn. This way at least play can continue.
2012-06-03, by nemo
Frontlib: Work on the callback mechanisms for IPC
2012-06-04, by Medo
After experimenting with a long running average at maxed out FPS and a variety of map sizes, 128 seems to actually be a good size to use if only drawing bits of world with stuff in it. 64 actually did even better in some situations, but significantly worse in others (lots of land, zoomed out).
2012-06-03, by nemo
frontlib refactoring
2012-06-03, by Medo
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
2012-06-03, by nemo
Merge
2012-06-02, by Medo
warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
2012-06-03, by nemo
Android: added a callback to java to determine dpi/dip how much we should scale the ui
2012-06-02, by Xeli
Merge
2012-06-02, by Medo
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
2012-06-02, by nemo
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
2012-06-01, by unc0rr
merge
2012-06-01, by mikade
Demo recording for the frontend library
2012-06-02, by Medo
Name the flags for fall tracking and indicating whether the explosion erases terrain.
2012-05-31, by nemo
Moved frontlib into project_files
2012-05-31, by Medo
merge
2012-05-31, by unc0rr
Further work on the frontend library, restructuring, ...
2012-05-31, by Medo
merge
2012-05-31, by unc0rr
Add a GetTag method so that SetTag doesn't feel lonely.
2012-05-31, by mikade
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