hedgewars/uGears.pas
Thu, 02 Dec 2010 18:45:16 -0500 nemo Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
Wed, 24 Nov 2010 15:40:28 -0500 nemo move this call to where the game tick is actually incremented
Sun, 21 Nov 2010 13:13:42 -0500 nemo Increase teams to 8 to match the 8 colours, fix issue #108, reenable rope length modifier
Sun, 21 Nov 2010 19:41:19 +0300 unc0rr uDebug
Sun, 21 Nov 2010 17:48:58 +0300 unc0rr Move some command handlers out of uCommands into more appropriate places, thus removing some dependencies. Ideally uCommands shouldn't depend on anything (except for uTypes and uConsts probably)
Sun, 21 Nov 2010 09:12:44 -0500 nemo After repeated requests, variable length rope. Intended for the infinite rope folks, but values less than 100 make rope more interesting IMO.
Sun, 21 Nov 2010 16:53:31 +0300 unc0rr uCaptions
Sat, 20 Nov 2010 23:19:52 +0300 unc0rr no way
Sat, 20 Nov 2010 23:08:11 +0300 unc0rr Introduce uGearsRender
Thu, 18 Nov 2010 16:19:55 +0300 unC0Rr Introduce uRenderUtils
Thu, 18 Nov 2010 15:45:35 +0300 unC0Rr Introduce uRender
Thu, 18 Nov 2010 12:12:51 +0300 unC0Rr Haven't found a better place than uIO for OutError
Thu, 18 Nov 2010 11:45:31 +0300 unC0Rr Introduce uTextures
Thu, 18 Nov 2010 11:32:47 +0300 unC0Rr Move some stuff from uMisc to uUtils
Thu, 18 Nov 2010 09:12:27 +0300 unC0Rr Introduce uCommands.pas
Wed, 17 Nov 2010 22:09:07 -0500 nemo remove some more PHedgehog casts
Wed, 17 Nov 2010 22:21:29 +0300 unc0rr uGears
Wed, 17 Nov 2010 22:14:41 +0300 unc0rr uTeams
Wed, 17 Nov 2010 22:07:03 +0300 unc0rr uLand isn't that important to them
Wed, 17 Nov 2010 20:58:23 +0300 unc0rr Remove ugly PHedgehog(Gear^.Hedgehog) cast
Wed, 17 Nov 2010 17:45:55 +0300 unC0Rr Move variables from uMisc to uVariables
Wed, 17 Nov 2010 17:22:36 +0300 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
Mon, 15 Nov 2010 14:39:58 -0500 nemo This should fix Chip's bug with unlimited teleports. Also remove more hog placement special behaviour and just use ResetWeapons with a check against PlacingHogs mode
Sun, 14 Nov 2010 15:06:02 -0500 nemo merge 0.9.14.1 to trunk
Sun, 14 Nov 2010 13:04:23 -0500 nemo revert delay on mines to 0.9.13 0-3 range 0.9.14.1
Sun, 14 Nov 2010 13:14:05 +0100 Palewolf Apply hit animation ONLY to bullets
Sun, 14 Nov 2010 12:57:01 +0100 Palewolf Small animation on bullet impact
Sun, 14 Nov 2010 11:19:37 -0500 nemo disable offsets in GetLaunchX/GetLaunchY instead 0.9.14.1
Sat, 13 Nov 2010 17:19:18 +0100 Henek made napalm use napalmbombs instead of just dropping fire
Fri, 12 Nov 2010 21:30:00 -0500 nemo tweak more wind mode
Fri, 12 Nov 2010 18:57:36 -0500 nemo This revision should, in theory, correctly merge 0.9.14 and tip, so that future merges of 0.9.14 should work properly
Fri, 12 Nov 2010 13:54:22 -0500 nemo distribute health evenly amongst graves instead of randomly - avoid situation where a grave stays dead
Fri, 12 Nov 2010 12:30:22 -0500 nemo Also switch saucer from updating every N ticks to updating as-needed.
Fri, 12 Nov 2010 12:25:38 -0500 nemo Switch to Damage - Tag is already in use
Fri, 12 Nov 2010 12:20:50 -0500 nemo only update flamethrower texture when the percentage changes
Fri, 12 Nov 2010 17:54:49 -0500 nemo improve behaviour of resurrection. pull in 4254 and 4259 which replace random with index 0.9.14
Fri, 12 Nov 2010 17:53:35 -0500 nemo pull bugfix into 0.9.14 avoid major performance hit when using flamethrower 0.9.14
Fri, 12 Nov 2010 15:20:54 +0100 koda yay i'm free to break things again!
Thu, 11 Nov 2010 10:51:38 -0500 nemo er. and cast to TAmmoType, which burp's routine still requires :)
Thu, 11 Nov 2010 09:59:45 -0500 nemo Forgot burp's new ammo routine
Thu, 11 Nov 2010 09:58:10 -0500 nemo Fix a long-standing bug with ammo due to gstMoving being set on gears generically, causing an incorrect ammo type to be set. This caused crashes and incorrect ammo types.
Mon, 08 Nov 2010 22:26:44 -0500 nemo Revert yet again for breaking stuff. No more chances on this. If there'd been a release, this would have been twice with serious breakage. P.S. - as per koda's complaint last time, only reverted the non-iphone, probably means iphone is now broken. Oh well.
Mon, 08 Nov 2010 23:58:59 +0100 koda merge
Mon, 08 Nov 2010 22:12:14 +0100 Henek inactivate sudden death if both health decrease and water rise is 0 and lower sudden death turns to 50 again
Mon, 08 Nov 2010 23:46:34 +0100 koda this time i got it right, i'm sure of it; TEST ANYWAYS
Sun, 07 Nov 2010 18:35:21 -0500 nemo revert 4200:dd54999c2822 - it was breaking schemes. koda. just leave this alone until next release
Sun, 07 Nov 2010 17:48:21 -0500 nemo no need to clear this flag
Sun, 07 Nov 2010 23:47:29 +0100 koda revamp gamemodes section in the ifrontend and update ios game modes
Sun, 07 Nov 2010 17:40:55 -0500 nemo better end of turn in infinite attack mode. NEEDS TESTING.
Sun, 07 Nov 2010 20:40:30 +0100 koda err better wait after relase for this one
Sun, 07 Nov 2010 20:27:05 +0100 koda move turnstime and minestime * 1000 outside frontend and place it in engine
Sun, 07 Nov 2010 20:36:16 +0300 unc0rr Fix rev dec8aafc6414 (not tested)
Sun, 07 Nov 2010 19:24:37 +0300 Henek renaming gtAmmo_Bomb and gtAmmo_Grenade
Sun, 07 Nov 2010 18:35:40 +0300 unc0rr Fix hanging in air after whip or bat attack
Sun, 07 Nov 2010 16:41:03 +0300 unc0rr REmove stupid int64 conversions, provide real fixes to compiler hints
Sat, 06 Nov 2010 22:03:12 -0400 nemo Prevent escape
Sat, 06 Nov 2010 17:56:24 -0400 henek 2 more variables to control water rise and health loss during sudden death.
Sat, 06 Nov 2010 12:56:09 -0400 henek Decouple forts from divide/mines/explosives, since those can be set individually these days
Fri, 05 Nov 2010 22:32:00 -0400 henek Remove the last vestiges of the shoppa hack by adding 2 spinners for percentage health and amount of health in crate, also update translations and increase SD spinner (some users have requested it)
Fri, 05 Nov 2010 11:51:34 -0400 nemo more button updates, wait for hogs in infinite attack mode stop moving before clearing their damage (just used an arbitrary small interval)
Thu, 04 Nov 2010 14:46:49 -0400 nemo Make health machine effects impact health reset
Wed, 03 Nov 2010 12:28:44 -0400 nemo Apply the reset to all hogs on all teams in uGears. Make InitialHealth same type as Health to avoid issues w/ initial health > 255. Update InitialHealth with the king buff.
Wed, 03 Nov 2010 16:29:17 +0100 koda health reset mode ftw (replaces gfmines)
Sun, 31 Oct 2010 18:04:21 +0100 koda merge
Sat, 30 Oct 2010 22:53:23 -0400 nemo Oops. Restore the check as well
Sat, 30 Oct 2010 21:48:47 -0400 nemo set hasGone to prevent resurrection.
Sun, 31 Oct 2010 18:04:02 +0100 koda add some phone rumbling to big explosions, airbomb and sinegun
Sat, 30 Oct 2010 21:57:54 +0200 Tobias Neumann Resurrector: respect modified Gear position for resurrection range circle
Fri, 29 Oct 2010 00:25:18 +0200 koda merge
Fri, 29 Oct 2010 00:24:17 +0200 koda disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
Wed, 27 Oct 2010 00:24:03 -0400 nemo merge
Tue, 26 Oct 2010 19:04:51 +0200 koda restore king mode
Wed, 27 Oct 2010 00:23:38 -0400 nemo make napalm strike a bit less irritating
Thu, 14 Oct 2010 22:01:33 +0200 koda less warning, no rotation glitch, more comments
Mon, 11 Oct 2010 20:34:21 +0200 Tobias Neumann New Weapon: Resurrector (TODO: ammo icon + sprites)
Sun, 10 Oct 2010 23:41:24 -0400 nemo restore the delay between shots
Sun, 10 Oct 2010 22:18:38 -0400 nemo Skip "hurry" message if turn is 10s or less
Sun, 10 Oct 2010 21:14:58 -0400 nemo Hopefully fix the last of the more obvious weapon bugs w/ infinite attack mode, add a depixeling sweep every 5s too.
Sun, 10 Oct 2010 20:16:17 -0400 nemo Correct another bug in slot switching, adjust width of theme list, really truly fix reset of weps (I hope) should also fix infinite teleport bug in place hogs mode. Slow update of health to 5s for inf attack mode.
Sun, 10 Oct 2010 16:51:40 -0400 nemo Add the standard delay (1.25 seconds) between attacks on inf attack mode, as well as checks for damage and win.
Sun, 10 Oct 2010 12:53:16 -0400 nemo Enable resetting of weapons after each turn - useful in combination with a limited weaponset and unlimited attacks
Sun, 26 Sep 2010 16:28:04 -0400 nemo Can't use cHealthDecrease here for these two 'cause it isn't a generic "do some damage to hog" flag, but is rather set when SD starts
Wed, 22 Sep 2010 21:53:29 +0200 smaxx Engine:
Fri, 10 Sep 2010 20:46:19 +0200 smaxx Engine:
Thu, 09 Sep 2010 14:16:44 -0400 nemo Untested fix of r3672 - should avoid hogs dying due to multiple health machine sources, and inappropriate application of karma/vampirism to these.
Mon, 06 Sep 2010 16:23:47 -0400 nemo Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
Sun, 05 Sep 2010 11:26:17 -0400 nemo Delete CI in ResurrectHedgehog prior to FindPlace. Restrict FindPlace to the waterline, a bit more efficient.
Sun, 05 Sep 2010 00:48:07 +0200 burp gfAISurvival: fix issue when cpu cannot find new place to spawn
Wed, 01 Sep 2010 20:41:45 +0200 smaxx Engine:
Sun, 29 Aug 2010 16:48:20 +0200 burp Extend statistics collection (TeamKills, TurnSkips, TeamDamage)
Thu, 26 Aug 2010 22:38:25 +0200 burp gfAISurvival/heResurrectable: respawn always with 100HP
Thu, 26 Aug 2010 14:46:30 +0100 tiyuri Fixes memory leak -Burp
Thu, 26 Aug 2010 14:02:48 +0100 tiyuri Add kill counter to Survival Mode -Burp
Wed, 25 Aug 2010 21:06:34 +0100 tiyuri Some survival mode changes by burp
Sat, 21 Aug 2010 22:54:43 +0200 burp SpawnCustomCrateAt: spawn crate at random position for x=y=0, also let it return the gear, and luabindings the gear uid
Sat, 21 Aug 2010 22:36:59 +0200 smaxx Engine:
Tue, 10 Aug 2010 21:57:33 +0200 burp * SpawnCustomCrateAt procedure + lua bindings
Sat, 07 Aug 2010 01:45:31 +0200 smaxx Engine:
Tue, 03 Aug 2010 15:13:32 +0200 smaxx Engine:
Tue, 03 Aug 2010 14:19:47 +0200 smaxx Engine:
Tue, 03 Aug 2010 01:33:20 +0200 smaxx Engine:
Tue, 03 Aug 2010 00:36:36 +0200 smaxx Engine:
Mon, 02 Aug 2010 18:19:55 +0200 smaxx Engine:
Sat, 31 Jul 2010 11:24:53 +0200 koda remove trailing spaces from end of line
Fri, 30 Jul 2010 18:20:42 +0200 smaxx Engine:
Thu, 29 Jul 2010 13:43:57 +0200 smaxx Engine:
Sun, 25 Jul 2010 17:30:19 +0200 koda shrink confirmation button, double tap resets zoom and centers hog
Sat, 03 Jul 2010 04:09:27 +0200 koda further code cleanup and less redundancy
Wed, 30 Jun 2010 12:55:33 +0200 koda turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
Mon, 28 Jun 2010 09:33:10 +0200 sheepluva engine: apply weapon offset to charge animation
Wed, 16 Jun 2010 21:14:23 +0200 sheepluva correct cake sit-down animation so that it doesn't sit down in mid-air anymore
Sat, 05 Jun 2010 20:49:51 +0000 smxx Engine:
Sat, 05 Jun 2010 18:50:08 +0000 smxx Engine:
Fri, 28 May 2010 20:05:22 +0000 smxx Engine (Henek):
Fri, 28 May 2010 16:21:54 +0000 smxx Engine:
Sun, 23 May 2010 23:51:54 +0000 nemo Prevent all portal loops the guaranteed way, at least until sheepluva's tests yield something reliable.
Wed, 19 May 2010 02:10:28 +0000 nemo Henek adds a flamethrower, updates some translations, and tweaks how fire works.
Tue, 18 May 2010 13:09:57 +0000 smxx Engine:
Mon, 17 May 2010 09:45:46 +0000 sheepluva portal-link-bugfix: make sure deleted portals don't reset links other than those to themselves
Mon, 17 May 2010 06:26:06 +0000 sheepluva remove all portal specific code from EndTurnCleanup(), instead have portals self destruct if "CurrentHedgehog" is not the portal's creator
Mon, 17 May 2010 02:54:56 +0000 nemo Change to just set timer to 0
Fri, 14 May 2010 23:42:56 +0000 nemo revert the restoration of non-vgt health gears. desyncs continued with it, and furthermore, occur in r3489 too
Fri, 14 May 2010 16:02:27 +0000 nemo sheepluva adds back non-vgt health tag due to desyncs. we should still see about solving the desync though.
Tue, 11 May 2010 13:59:57 +0000 nemo hey sheepluva, how about just this? lets you have an anonymous one too.
Mon, 10 May 2010 00:56:16 +0000 nemo tweak
Sat, 08 May 2010 21:50:26 +0000 nemo Fix spectator bug in health tag
Fri, 07 May 2010 06:29:46 +0000 sheepluva finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
Fri, 07 May 2010 04:52:46 +0000 unc0rr Fix list Z-order bug (not tested)
Thu, 06 May 2010 22:02:56 +0000 sheepluva * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
Thu, 06 May 2010 18:01:04 +0000 unc0rr Explain a bug. Fix should be kinda trivial, but I have no time now to fix and test.
Thu, 06 May 2010 09:25:13 +0000 sheepluva * get rid of some fpc hints (redundant/superfluous includes)
Thu, 06 May 2010 01:43:56 +0000 sheepluva removed debug string I thought I deleted already.. wth...
Thu, 06 May 2010 01:41:07 +0000 sheepluva portal:
Wed, 05 May 2010 22:03:10 +0000 nemo unneeded
Tue, 04 May 2010 19:40:57 +0000 sheepluva * some changes/cleanups to portal, still much to do :/ * reverted nemo's temporary loop fix * notice: small loops possible again, so take care :P, bigger onces should be interrupted
Tue, 04 May 2010 02:34:23 +0000 nemo TEMPORARY
Sun, 02 May 2010 22:00:50 +0000 smxx Engine:
Sun, 02 May 2010 18:42:19 +0000 koda js' patch that restores Vsync on snow leopard
Sun, 02 May 2010 14:38:46 +0000 nemo Drown the hog using the piano
Sun, 02 May 2010 02:58:59 +0000 nemo More portal changes. Allows for a multishoot utility. Hopefully not breaking anything.
Sat, 01 May 2010 20:02:20 +0000 smxx Engine:
Sat, 01 May 2010 18:44:25 +0000 nemo Fix portal graphic name, continuing work on portal movement
Sat, 01 May 2010 17:29:48 +0000 nemo Break out DrawHH/DrawGear to reduce scrolling in uGears.pas, add portal graphics
Sat, 01 May 2010 05:15:16 +0000 sheepluva * added some comments
Fri, 30 Apr 2010 12:19:25 +0000 mbait Gas grenade:
Thu, 29 Apr 2010 21:25:51 +0000 smxx Engine:
Thu, 29 Apr 2010 19:21:40 +0000 sheepluva let players affect in which direction their teleported hedgehog will look
Thu, 29 Apr 2010 17:21:10 +0000 smxx Engine:
Sat, 17 Apr 2010 23:03:52 +0000 palewolf cWindSpeed recalculation assumed GetRandom returns a value between 0.0-1.0 while in fact is in the 0.0-0.5 range; Halve cMaxWindSpeed to compensate.
Fri, 16 Apr 2010 16:04:41 +0000 smxx Engine:
Thu, 15 Apr 2010 20:46:34 +0000 nemo Some initial stubs for portal just so Tiy will quit nagging. Also let folks know what approximation of physics I plan to try, here.
Mon, 12 Apr 2010 20:58:32 +0000 smxx Engine:
Sun, 11 Apr 2010 01:04:54 +0000 nemo offset graves
Sat, 10 Apr 2010 19:04:39 +0000 smxx Engine:
Wed, 07 Apr 2010 16:03:21 +0000 sheepluva * INSTALL file: setting FreePascal to >= 2.2.0
Tue, 06 Apr 2010 10:51:09 +0000 smxx Engine:
Sun, 04 Apr 2010 14:47:45 +0000 nemo Add reference to ammo at time of gear creation to allow switching to work on jetpack/parachute
Sat, 03 Apr 2010 06:52:26 +0000 nemo Comment out this drawing of hat - I'm pretty sure it is redundant, did try to check various combinations
Fri, 02 Apr 2010 23:00:56 +0000 sheepluva * add some kind of SniperRifle training mission
Fri, 02 Apr 2010 20:57:39 +0000 nemo GetRandom(0) is illegal
Fri, 02 Apr 2010 20:49:23 +0000 palewolf Slightly different easing equations for bigexplosion
Fri, 02 Apr 2010 16:04:37 +0000 nemo Rebalance Default to take into account reweighting of crates, remove redundant check
Fri, 02 Apr 2010 15:58:45 +0000 nemo This attempts to distribute crates based on their probabilities, while preserving 35% for health crates since that has no probability GUI yet
Fri, 02 Apr 2010 15:41:39 +0000 nemo Alter distribution of probabilities from frontend, allow utility crates in shoppa if probabilities permit (still ban health crates)
Fri, 02 Apr 2010 15:33:11 +0000 nemo Call modify damage on poison damage
Thu, 01 Apr 2010 16:08:09 +0000 nemo Update (c) lines to 2010 as unc0rr requested - they all had varying values so I just took the first year mentioned, then tacked on -2010
Thu, 01 Apr 2010 09:04:42 +0000 sheepluva * make invul animations of different hogs run asynchronously
Thu, 01 Apr 2010 05:33:32 +0000 sheepluva * check for valid TWave before starting/drawing them, prevents segfault
Tue, 30 Mar 2010 16:01:12 +0000 sheepluva fix fpc 2.2.4 type related warning with unclear origin
Tue, 30 Mar 2010 13:20:04 +0000 smxx Engine:
Mon, 29 Mar 2010 23:20:34 +0000 koda just some very sane stuff for the iphone port (plus some macro on pascal files)
Mon, 29 Mar 2010 20:32:35 +0000 palewolf - Add HH dX/dY to Birdy disappearing animation
Sun, 28 Mar 2010 23:37:28 +0000 palewolf Birdy appears from off-screen
Sun, 28 Mar 2010 16:35:44 +0000 sheepluva * removed old hellishimpact.ogg
Sun, 28 Mar 2010 12:02:51 +0000 nemo another ban for gstLoser
Sat, 27 Mar 2010 20:51:53 +0000 smxx Engine:
Sat, 27 Mar 2010 17:45:26 +0000 nemo Restore this for now until I figure out why ShowCrosshair is being cleared on last rope
Sat, 27 Mar 2010 17:32:04 +0000 nemo New impact sounds for HHG
Sat, 27 Mar 2010 17:22:33 +0000 smxx Engine:
Sat, 27 Mar 2010 17:03:27 +0000 nemo Tidier way to handle crosshair drawing. show/hide based on CurAmmoGear for alt attack weps
Sat, 27 Mar 2010 15:48:59 +0000 smxx Engine:
Sat, 27 Mar 2010 15:41:21 +0000 nemo Keep crosshair active when using rope, regardless of alt wep
Sat, 27 Mar 2010 14:57:41 +0000 smxx Engine:
Sat, 27 Mar 2010 14:55:59 +0000 nemo Reduce turns to -1 to allow processing health machine on first turn. Needs testing with Sudden Death set to 0
Sat, 27 Mar 2010 14:03:30 +0000 smxx Engine:
Sat, 27 Mar 2010 11:59:03 +0000 palewolf - Bee sprites for target and HH hand
Sat, 27 Mar 2010 11:48:02 +0000 mbait Added egg sprite
Sat, 27 Mar 2010 08:59:10 +0000 mbait Added poisoned eggs
Sat, 27 Mar 2010 05:15:52 +0000 nemo Specifically check for current hedgehog being on rope, the tricky bastard.
Sat, 27 Mar 2010 04:02:02 +0000 nemo Try to reduce expensive Distance() call until sure it is needed
Sat, 27 Mar 2010 02:55:35 +0000 sheepluva making collision/impact sounds a gear property + adding random melon+hellish sound, feel free to hate me :D
Fri, 26 Mar 2010 19:59:15 +0000 nemo remove pointless code
Fri, 26 Mar 2010 17:22:52 +0000 nemo Eliminate flake kick on themes with no flakes, more than 200 flakes (city) or explosions of 25 or smaller
Fri, 26 Mar 2010 15:59:21 +0000 smxx Engine:
Fri, 26 Mar 2010 03:04:19 +0000 nemo I don't know why I'm bothering. Sheepluva has a whole new approach in the works.
Thu, 25 Mar 2010 23:03:21 +0000 mbait Birdy egg added
Tue, 23 Mar 2010 21:50:26 +0000 palewolf Make UFO rotate while flying
Mon, 22 Mar 2010 17:48:19 +0000 unc0rr Clean Augean stables
Mon, 22 Mar 2010 13:44:35 +0000 smxx Engine:
Sun, 21 Mar 2010 22:26:12 +0000 palewolf Fix 16px offset on previous commit
Sun, 21 Mar 2010 20:53:34 +0000 palewolf Insert commit message here
Sun, 21 Mar 2010 19:02:03 +0000 unc0rr In pascal unit is a namespace
Sun, 21 Mar 2010 15:50:38 +0000 palewolf Insert commit message here
Sun, 21 Mar 2010 13:41:11 +0000 nemo Remove Timer2 from Gear, add a Timer to Hedgehog
Sun, 21 Mar 2010 03:51:53 +0000 nemo Add a 2nd timer variable due to conflicts. This could perhaps use renaming
Tue, 16 Mar 2010 21:39:55 +0000 smxx Engine:
Sun, 14 Mar 2010 20:46:29 +0000 nemo Palewolf adds bubbles and splashes when firing bullets into the water
Sun, 14 Mar 2010 20:32:56 +0000 nemo Remove animation on jumping/resuming walk, only leave it in on weapon switch
Sun, 14 Mar 2010 20:23:11 +0000 nemo An animation requested by Tiy. Needs testing.
Sun, 14 Mar 2010 20:22:00 +0000 smxx Engine:
Sun, 14 Mar 2010 17:04:36 +0000 nemo Add back sheepluva's 45° patch for some weapons. Rescale Tiy's latest icons to his specifications.
Sun, 14 Mar 2010 16:47:29 +0000 nemo Tiy adds active weapon icons for a bunch of things.
Sun, 14 Mar 2010 14:47:21 +0000 nemo Kick flakes a bit when an explosion is nearby. Needs testing / review by those more artistically inclined
Sun, 14 Mar 2010 14:18:31 +0000 smxx Engine:
Mon, 08 Mar 2010 01:42:23 +0000 nemo Fix iluvu flag (indexed), shrink molotov radius a bit to try and reduce fail
Sat, 06 Mar 2010 21:56:43 +0000 nemo Try out "tumbling" frame as a drowning frame
Sat, 06 Mar 2010 13:49:55 +0000 nemo Tweak to joke in french locale (everyone always fixes the spelling) updated explosive frames from Palewolf, increase explosive fall damage from 30 to 40
Sat, 06 Mar 2010 10:59:20 +0000 unc0rr Replace tabs with spaces using 'expand -t 4' command
Sat, 06 Mar 2010 10:54:24 +0000 unc0rr hate Smaxx (tested)
Sat, 06 Mar 2010 01:26:12 +0000 nemo Stagger gear animations
Sat, 06 Mar 2010 01:21:44 +0000 nemo Remove frame count from rolling explosive
Fri, 05 Mar 2010 17:32:13 +0000 nemo White/Black smoke, break out rolling barrel into its own routine, adjust rolling barrel impact damage. NEEDS TESTING
Fri, 05 Mar 2010 15:54:23 +0000 smxx Engine:
Fri, 05 Mar 2010 02:51:12 +0000 nemo ok. I think I'm finally done burning revisions
Fri, 05 Mar 2010 02:28:03 +0000 nemo More tweaking, make blowtorch interact badly w/ explosives
Fri, 05 Mar 2010 02:21:10 +0000 nemo tweak
Fri, 05 Mar 2010 02:19:42 +0000 nemo Try not to hang the simulation :)
Fri, 05 Mar 2010 02:17:03 +0000 nemo Experiment with barrels. Add rolling.
Wed, 03 Mar 2010 14:49:10 +0000 nemo Rearrange the test a bit to make the separation a bit clearer, also try snuggling crates up a bit closer to other things.
Wed, 03 Mar 2010 02:56:18 +0000 nemo Add spinner for explosives, add dust on crate impact, crank up explosives a bit
Wed, 03 Mar 2010 02:36:52 +0000 nemo Ensure explosives are spawned somewhere w/ plenty of ground under them
Tue, 02 Mar 2010 17:22:36 +0000 smxx Engine:
Tue, 02 Mar 2010 04:04:16 +0000 nemo tweak
Sun, 28 Feb 2010 17:51:38 +0000 nemo Graphic for dead mines
Sun, 28 Feb 2010 16:03:33 +0000 nemo Dude mine probability spinner
Sat, 27 Feb 2010 19:54:03 +0000 nemo First real reserved hats. Thanks Tiy! Also, seeing if blowtorch looks ok w/ hat on.
Thu, 25 Feb 2010 04:04:26 +0000 nemo Awesome patch from TheException - adds editing of weapon delay and crate count. Tiy might want to tweak the crate graphic, could make be smaller or less overlappy.
Tue, 23 Feb 2010 15:41:37 +0000 smxx Engine:
Mon, 22 Feb 2010 10:56:43 +0000 smxx Engine:
Mon, 22 Feb 2010 00:53:04 +0000 nemo Skip drawing some stuff if water is opaque. Affects simulation.
less more (0) -240 tip