hedgewars/uGears.pas
Mon, 25 Feb 2013 12:54:50 -0500 nemo workaround for frequent AllHH active call in hedgehog step icegun
Mon, 25 Feb 2013 12:29:39 -0500 nemo More fiddling w/ sliding icegun
Sun, 24 Feb 2013 23:07:46 -0500 nemo Trying to improve rendering, sliding and thawing. Messing around w/ making fire thaw faster. icegun
Fri, 22 Feb 2013 19:24:59 -0500 nemo Restore freezing hedgehog for shotgun, sniper rifle and deagle to make unc0rr happy. You'll still be able to get away after throwing cleaver and sticky bomb tho.
Sat, 09 Feb 2013 20:28:05 -0500 nemo Allow moving after firing cleaver. This changes multishoot behaviour quite a bit. Needs a lot of testing.
Sun, 27 Jan 2013 00:28:57 +0100 koda update branch webgl
Wed, 23 Jan 2013 03:37:27 +0100 koda restored ios project file, updated Game() interface, tweaked arg parsing, updated log writing, minor warnings
Wed, 02 Jan 2013 10:11:42 +0100 koda also have uTouch follow the new NewTurn policy
Tue, 01 Jan 2013 14:21:51 -0500 nemo move onNewTurn, onGameTick and onGameTick20 to try and avoid ParseCommand breakage after nextturn call. Needs testing, but should be safe for most scripts. Also fix locale loading.
Tue, 25 Dec 2012 04:45:22 +0100 koda update branch with default webgl
Mon, 03 Dec 2012 17:51:57 +0100 Rowan D GCI2012: Convert uMobile into a Callback Record
Sat, 01 Dec 2012 02:12:10 +0100 deepdog GCI2012: Remove Structure Weapon Code
Wed, 28 Nov 2012 00:27:30 +0400 unc0rr Remove limit on hedgehogs number
Thu, 22 Nov 2012 01:47:09 +0100 koda throw in some 'nots' trying to restore pas2c functionality webgl
Thu, 22 Nov 2012 00:41:53 +0100 koda updated branch webgl
Wed, 14 Nov 2012 23:23:56 -0500 nemo Call fallers less often. Should hopefully still be about as effective at the intended purpose. Should help loads quite a bit.
Sun, 11 Nov 2012 17:15:19 +0100 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
Wed, 07 Nov 2012 23:04:29 -0500 nemo objects too
Wed, 07 Nov 2012 14:02:10 -0500 nemo LongInt Land width/height, mouse coords
Tue, 06 Nov 2012 23:33:25 +0400 unc0rr Spam log with checksums
Mon, 29 Oct 2012 16:26:26 -0400 nemo disable this block since it doesn't fit star's new graphic. doesn't show up often anyway, since unc0rr changed gst clearing
Sun, 28 Oct 2012 04:28:39 +0100 koda cleanup in initEverything and freeEverything
Tue, 23 Oct 2012 16:52:13 -0400 nemo Flag script parsecommands to avoid echoing to net
Thu, 18 Oct 2012 14:04:24 -0400 nemo damn nots
Tue, 16 Oct 2012 13:41:23 -0400 nemo skip all dx/dy mod if Power is 0
Sun, 14 Oct 2012 20:24:08 -0400 nemo Also shove using shotgun, switch off hat when not active hog
Sun, 14 Oct 2012 13:35:15 -0400 nemo First pass at cleaver.
Mon, 08 Oct 2012 21:07:18 -0400 nemo Knife is still broken, but so koda can fix it...
Mon, 08 Oct 2012 13:27:46 -0400 nemo A bit more on the knife. Also add missing files to CMakeLists
Mon, 01 Oct 2012 12:01:39 +0400 unc0rr - Fix warnings and hints
Tue, 04 Sep 2012 13:18:26 +0200 sheepluva I didn't want to do this since it seems less clean, but...
Tue, 04 Sep 2012 12:43:55 +0200 sheepluva skip second CheckForWin if water wasn't raised after first one
Tue, 04 Sep 2012 12:34:00 +0200 sheepluva fix multi-shot related game ends leading to incomplete stats, fixes issue 372
Thu, 30 Aug 2012 13:02:19 -0400 nemo Checking merge against latest trunk
Fri, 24 Aug 2012 14:01:07 +0400 unc0rr Move rope code to separate unit
Wed, 22 Aug 2012 11:42:42 -0400 nemo Burn a random number in the override. Make sure cirbuf is reset.
Wed, 08 Aug 2012 11:07:59 -0400 nemo er. more like this.
Wed, 08 Aug 2012 10:26:10 -0400 nemo Allow scripting to delete gears
Sat, 04 Aug 2012 20:47:13 -0400 nemo First pass at variable land size. For playing a small map (forced on rqLowRes), this should save 42MiB of RAM.
Wed, 25 Jul 2012 10:56:14 -0400 nemo Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
Fri, 20 Jul 2012 21:15:38 -0400 nemo Ok. *these* should be safe with just this one extra check...
Thu, 30 Aug 2012 12:13:24 -0400 nemo checkpoint merge
Fri, 20 Jul 2012 19:56:58 -0400 nemo :( I have no idea why this did not work
Fri, 20 Jul 2012 15:12:47 -0400 nemo I thirst for randomness.
Fri, 20 Jul 2012 14:16:05 -0400 nemo Try avoiding spamming the log by retaining the gears. untested.
Thu, 19 Jul 2012 17:34:18 -0400 nemo Fix TARDIS, make switcher work w/ the new more stringent check.
Mon, 16 Jul 2012 23:46:44 +0400 unc0rr - Check for harmful gear deletions
Sun, 15 Jul 2012 15:35:28 -0400 nemo Apparently order of multiple getrandom in params is undefined. Also remove broken and pointless getrandom call.
Sat, 14 Jul 2012 23:19:09 -0400 nemo Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
Sun, 08 Jul 2012 23:14:24 +0400 unc0rr Introduce uGearsHandlers.pas, for now only part of cake handlers is moved there
Wed, 04 Jul 2012 10:56:42 -0400 nemo Allow script to set number of ammo in a crate. untested.
Tue, 03 Jul 2012 22:44:50 +0400 unc0rr - Don't call Length() on variable size arrays
Sat, 21 Jul 2012 01:47:34 +0300 belphegorr 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)
Mon, 04 Jun 2012 19:36:55 -0400 nemo 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.
Sun, 03 Jun 2012 23:04:21 -0400 nemo 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.
Sat, 02 Jun 2012 16:25:13 -0400 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
Thu, 31 May 2012 18:02:30 +0400 unc0rr Improve TestWhip
Mon, 28 May 2012 01:51:50 -0400 nemo Add onGameTick20 to try and encourage lua to be a bit more efficient. Rewrite Space Invasion to use it. Top speed of aliens is 25% higher now, although that could be changed, I kinda liked it. Change parameter order of div().
Sat, 12 May 2012 22:50:33 +0400 unc0rr Get rid of cripple SendIPCc
Fri, 11 May 2012 23:22:01 +0400 unc0rr More tolerance to pas2c
Fri, 11 May 2012 20:01:57 +0400 unc0rr Make pas2c happier with uSound
Sat, 05 May 2012 19:04:59 +0100 koda old typed const moved to their proper unit
Sat, 05 May 2012 15:17:16 +0100 koda adjust the scope of a few uSound variables and functions
Thu, 03 May 2012 00:20:58 -0400 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...
Wed, 02 May 2012 19:16:12 -0400 nemo Initial stub for freezer
Wed, 02 May 2012 11:43:43 +0100 koda marked a couple of functions as inline
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
Sat, 14 Apr 2012 23:50:14 +0400 unc0rr Fix insanity
Sun, 11 Mar 2012 18:28:32 -0400 nemo Add drowning to grenade too, try some little optimisations
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Tue, 24 Jan 2012 11:54:53 -0500 nemo Tweak voices a bit (always play hurry at correct time, skip "come on then" if other voice is playing)
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.
Sat, 31 Dec 2011 01:52:14 +0300 unc0rr Fix build
Thu, 15 Dec 2011 12:57:26 -0500 nemo Remove density adjustment in ammoshove. Means a mine and a barrel will be batted same distance again.
Thu, 15 Dec 2011 11:06:36 -0500 nemo Experiment. Applying density to both ammoshove and explosion, w/ distance of a hedgehog knock being standard value (/3 since hedgehog "density" is 3)
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.
Wed, 30 Nov 2011 23:16:44 +0100 Henek present somthing that could be taken as a structure
Fri, 30 Dec 2011 13:54:39 +0400 unc0rr Start refactoring uGears. Breaks build.
Sun, 27 Nov 2011 23:13:22 +0300 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
Mon, 14 Nov 2011 18:08:36 -0500 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
Sun, 06 Nov 2011 10:26:12 -0500 nemo exclude hogs from density check
Sat, 05 Nov 2011 21:51:50 -0400 nemo too game breaking I think
Sat, 05 Nov 2011 21:24:54 -0400 nemo Include density in gear kick
Mon, 31 Oct 2011 16:56:48 +0100 sheepluva this seems... um.. random
Sun, 23 Oct 2011 14:44:19 -0400 nemo oops
Sun, 23 Oct 2011 01:47:44 -0400 nemo retain dx/dy from landgun
Sun, 16 Oct 2011 21:03:30 +0200 koda merge the changes applied to 0.9.16
Mon, 10 Oct 2011 15:25:59 -0400 nemo Make a few more things be impacted by explosions nearby
Fri, 07 Oct 2011 23:57:14 -0400 nemo Add landbacktex to a few maps, just to see how it looks.
Sun, 02 Oct 2011 10:36:43 -0400 nemo Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
Sun, 25 Sep 2011 10:48:18 -0400 nemo merge from default. Pulls in sheepluva's frontend work, and unbreaks engine cmake. 0.9.16
Tue, 20 Sep 2011 20:52:04 -0400 nemo Disable a bit of code from revision 4 that I'm pretty sure is not hit anymore, or we'd end up with plenty of doubled graves at a minimum. Also, clear gstWinner/gstLoser along with gstWait - still need to figure out why exactly those aren't rendering anymore though.
Sun, 18 Sep 2011 16:46:26 +0200 sheepluva set a default value for density that shouldn't lead to div by 0 0.9.16
Sun, 11 Sep 2011 21:32:49 -0400 nemo uh, that was just so I could look at the flame more closely, wasn't supposed to be checked in
Sun, 11 Sep 2011 21:30:42 -0400 nemo Since we are tweaking molotov. make the flame flickery and add a drowning frame
Sun, 11 Sep 2011 13:16:01 -0400 nemo Man, checking it at end of turn was just tidier :(
Sun, 11 Sep 2011 13:12:52 -0400 nemo better?
Sun, 11 Sep 2011 11:09:28 -0400 nemo Also this
Thu, 08 Sep 2011 13:01:20 -0400 nemo Restore hog on team gone
Thu, 08 Sep 2011 17:59:19 +0400 unc0rr Fix loading from save desync
Thu, 08 Sep 2011 00:29:01 -0400 nemo remove debug message, clear a couple of global gear references if appropriate, fix control script
Fri, 02 Sep 2011 19:06:05 -0400 nemo tweak to avoid jaggies
Wed, 31 Aug 2011 01:17:14 -0400 nemo adjust Z order so crosshairs are on top of hogs, grenades behind explosives
Wed, 31 Aug 2011 00:58:48 -0400 nemo more proper implementation of TARDIS
Sat, 27 Aug 2011 17:53:35 -0400 nemo Prevent flakes from drawing if they spawn in land
Sat, 27 Aug 2011 12:52:54 -0400 nemo Try reenabling landbacktex to see how it behaves with current pixel rules
Fri, 26 Aug 2011 21:49:10 -0400 nemo Fix rounding error in sky colour causing visible lines
Thu, 25 Aug 2011 14:56:51 +0200 sheepluva don't poison invul hogs
Sun, 21 Aug 2011 19:29:04 -0400 nemo Try to avoid overlapping voices for major statements (not things like byebye or oof)
Sun, 21 Aug 2011 11:24:20 -0400 nemo add check for other forms of flight too
Sat, 20 Aug 2011 16:43:57 -0400 nemo This really should have been a TPoint for consistency
Thu, 18 Aug 2011 00:14:43 +0200 sheepluva portal: combating the space-detection issue.
Wed, 17 Aug 2011 11:17:50 -0400 nemo ...
Wed, 17 Aug 2011 11:07:03 -0400 nemo *sigh*
Wed, 17 Aug 2011 10:58:00 -0400 nemo Add square check to shotgun. This a minor optimisation that might sidestep a bug on iOS/Android. Still need to find out why the bug is happening though
Tue, 16 Aug 2011 23:02:27 -0400 nemo Make it a lot harder to cheat with typical random crates. This also means that crates will vary even if map has the same seed (hog positions of course will be unchanged).
Sun, 14 Aug 2011 17:49:12 -0400 nemo For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
Sun, 14 Aug 2011 17:42:26 -0400 nemo Use same visual gear for health tags and hearts.
Sat, 13 Aug 2011 22:46:47 +0200 Henek new SD flakes from mikade and a flash when sudden death starts
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