hedgewars/uGears.pas
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
Sat, 13 Aug 2011 21:26:59 +0400 unc0rr Some screwing around GearsNear code
Sun, 07 Aug 2011 14:29:11 -0400 nemo Experimental area-of-effect Seduction
Sun, 07 Aug 2011 12:06:53 -0400 nemo make a special case for teleport instead. also allows teleporting off of a parachute
Sun, 07 Aug 2011 11:52:06 -0400 nemo prevent attempting to teleport in mid-air during inf attack
Sun, 07 Aug 2011 11:23:27 -0400 nemo Don't reset attack when Unplaced.
Sun, 07 Aug 2011 11:18:49 -0400 nemo This should make bee/airstrikes play nicer with infinite attack mode
Fri, 05 Aug 2011 14:15:19 -0400 nemo merge
Fri, 05 Aug 2011 14:13:06 -0400 nemo move gstWait - should make detecting drowning easier for mikade
Fri, 05 Aug 2011 12:19:01 +0100 grammickj New sounds: mudball, mine bounce, hammer
Mon, 01 Aug 2011 15:37:27 -0400 nemo Make vgtHealth use Tint
Sat, 30 Jul 2011 17:23:47 -0400 nemo add nil check
Wed, 27 Jul 2011 09:20:55 -0400 nemo this helps a bit
Fri, 01 Jul 2011 10:38:00 +0400 unc0rr Merge
Thu, 30 Jun 2011 15:09:10 +0400 unc0rr Tiny optimization: convert smooth wind indicator change gear into visual gear
Thu, 30 Jun 2011 14:26:01 +0400 unc0rr Convert huge switch into an array
Thu, 30 Jun 2011 13:59:57 +0400 unc0rr Don't draw snow flakes spawned in land, introduce gstInvisible flag
Tue, 28 Jun 2011 21:28:13 +0200 Henek fake crates now with complementary poison
Sun, 26 Jun 2011 15:23:45 -0400 nemo bounce. tweak of values, remove friction modifier, move to weapon, to match timer behaviour
Sun, 26 Jun 2011 13:38:47 -0400 nemo Allow control of grenade bounce. Not sure if this is a good idea, but has been requested a lot, so...
Sun, 26 Jun 2011 02:47:36 +0200 Henek now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
Thu, 23 Jun 2011 15:08:19 -0400 nemo At mikade's request and w/ unc0rr's blessing, dramatically slash inactivity delay from 1.25s down to a tenth of a second.
Tue, 21 Jun 2011 17:28:53 -0400 nemo Remove default transparent chunks. Chunk will only be added if theme defined.
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