hedgewars/GSHandlers.inc
2013-05-14 nemo use bubbles underwater
2013-05-14 nemo Rename submersible state, increase getaway time for attack underwater, slow down gear dx/dy underwater to simulate water resistance
2013-05-14 nemo more drowning fixes
2013-05-14 nemo some saucer thing for firing weps underwater and aiming and such. bit drunk and sleepy so testing I guess
2013-05-10 nemo cases have no health
2013-05-10 nemo Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
2013-05-06 nemo So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
2013-05-04 nemo simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
2013-05-04 nemo trying to make AI aware of mine/explosive break point. also remove redundant test.
2013-05-02 nemo this should improve consistency of mortar cluster spread and snowball knocks
2013-04-21 nemo So. This should fix ammo delays being off on a team that is resurrected later in the game, even up freezing delays a bit, prevent an infinite loop in freezing, and reduces fuel burn when adjusting freezer to one-fourth.
2013-04-20 koda update 0.9.19 with dev branch 0.9.19
2013-04-12 nemo I see no reason why a visual effect needs Distance. IMO square should look just fine. Untested. Oh. Also reduced flake count at Randi's request.
2013-04-16 sheepluva whoops, unbreak build. how come that cmake doesn't stop anymore on engine build error? 0.9.19
2013-04-16 sheepluva fix for Issue 611: Engine crash in portal code 0.9.19
2013-04-03 koda engine to c now compiles with some manual intervention (as of bug 596) webgl
2013-04-03 koda update branch again webgl
2013-04-02 unc0rr Fixes to make pas2c parse this webgl
2013-04-03 koda strip PAS2C, old WEB symbols and outdated pas2c sources from default branch, all c-related development is done on the webgl branch
2013-04-02 koda update webgl branch webgl
2013-03-30 nemo Don't reward digging close w/ drill rocket. Doesn't offer much benefit. Reduce final bonus slightly to avoid using drill like bazooka. Better would be AI doing this for all weps based on count. Make main drill loop a little more efficient.
2013-03-19 koda move RestoreHog from uGears to uTeams to break a circular dependency cmake_pascal
2013-03-29 nemo *sigh* this shouldn'tve been removed in first place.
2013-03-29 nemo oups. reused same variable twice. my bad. You know, maybe somewhere in uVariables or uGearsList should define what we use Gear variables for in each gear
2013-03-27 koda merge correction, also what's with all those trailing whitespaces?
2013-03-26 Urbertar Change AI behavior for drill rocket
2013-03-23 Urbertar Remove some duplicating code from uLandGraphics.pas
2013-03-26 nemo Try to document TGear a bit, so people know what is commonly overridden, and what stuff is used for. Remove gtIceGun-specific values from TGear and abuse a couple of commonly abused members instead.
2013-03-22 sheepluva remove engine warnings
2013-03-18 nemo More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
2013-03-17 nemo Add some flags for a few of the magic Land values
2013-03-14 nemo at vatten's request. make resurrection always resurrect at least 1 hp out of kindness to noobs who can't be bothered to read tooltips
2013-03-13 nemo Crashed here last game
2013-03-06 nemo fix fade to black in training
2013-03-06 nemo extend time a bit. move to defrosting on team's turn. fairer than using round order I think.
2013-03-05 nemo At multiple requests, change ice to be turn based. This is a more modest adjustment of existing code, that can be fairly easily flagged or reverted if desired. It also allows scripts to extend freezing, and preserves fire melting.
2013-03-04 nemo fix portal/hammer interaction, ban freezer from portal
2013-03-04 nemo Make hogs thaw only on enemy turns, make timebox counter decrement only on your turn, adjust knock for frozen hogs, increase damage on frozen hogs, make freezer fuel only reduce when not adjusting angle.
2013-03-03 Urbertar Fix water on ice setting
2013-03-01 nemo So. A while ago, while trying to prevent hogs blowtorching getting turned around, unc0rr altered the old range of blowtorch from 1/8th of 180° up or down, to a 4° gain in upwards and a -4° loss in downwards. He also made it so that starting tunnels could fail to erase sufficient terrain, trapping hogs. Here are a couple of workarounds to more closely approximate old behaviour (do some initial erasure, adjust min/max angles)
2013-02-28 koda mysterious merge
2013-02-28 Urbertar Draw ice on water
2013-02-28 Urbertar Make refactoring. Remove DrawIce function
2013-02-28 nemo aaagh. remove dead code. again.
2013-02-27 nemo remove dead code
2013-02-27 Urbertar Draw ice on water
2013-02-27 nemo merge w/ default icegun
2013-02-27 nemo huh. how'd we end up needing a merge here... icegun
2013-02-26 Urbertar Make little refactoring icegun
2013-02-26 nemo put ice colour in uVariables, add check for land that is already ice icegun
2013-02-26 Urbertar Change shape of ice to round icegun
2013-02-26 Urbertar Don't calculate edges of map as edges of landscape icegun
2013-02-26 Urbertar Check bounds of landscape in drawice procedure icegun
2013-02-26 nemo graphics tweak. flag a couple more overeager setall HH icegun
2013-02-25 nemo ice texture still needs moving to uLandGraphics and circle drawing icegun
2013-02-25 nemo More fiddling w/ sliding icegun
2013-02-25 nemo slight tweak to colours icegun
2013-02-25 nemo quick and dirty and inefficient example of Tiy's suggested terrain sampling. Still needs moving to uLandGraphics icegun
2013-02-25 nemo too aggressive? icegun
2013-02-23 nemo prevent drilling into hogs w/ drill rocket
2013-02-25 nemo Trying to improve rendering, sliding and thawing. Messing around w/ making fire thaw faster. icegun
2013-02-25 nemo Messing around w/ Freezer icegun
2013-02-24 Urbertar Add freezing hogs with icegun icegun
2013-02-23 Urbertar Add land freezing icegun
2013-02-11 nemo restore prior modifier. I think the damage dealt is appropriate to intended uses
2013-02-10 nemo Cleaver tweaks based on feedback. Nerf damage, shrink radius. This means cleaver will embed into ground quite a bit further.
2013-02-19 unc0rr Fix sources so pas2c written in haskell could render them again webgl
2013-01-26 koda update branch webgl
2013-01-20 nemo restore former cluster behaviour (makes the most diff for the bomb)
2013-01-10 martin_bede Fix tons of warnings
2012-12-25 koda update branch with default webgl
2012-12-03 Rowan D GCI2012: Convert uMobile into a Callback Record
2012-11-24 koda ok at least pas2c now parses allnots....... webgl
2012-11-21 koda updated branch webgl
2012-11-18 unc0rr Merge from 0.9.18
2012-11-15 nemo Call fallers less often. Should hopefully still be about as effective at the intended purpose. Should help loads quite a bit.
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
2012-11-07 nemo LongInt Land width/height, mouse coords
2012-11-07 nemo add gstMoving to avoid sticking
2012-11-18 unc0rr Fix crash in kamikaze 0.9.18
2012-10-29 nemo Arbitrarily tweaked to not firepunch loose, and to increase chance of bazooka doing it to about 20%
2012-10-29 nemo Allow cleavers to be knocked loose by explosions. Probabilities might need tweaking.
2012-10-28 nemo double cleaver rotation speed, also make spin direction dX dependent.
2012-10-26 nemo Set minimums on a few values to avoid camera zooming out past them. partly Issue #430. Might be worth defining a new constant for this.
2012-10-22 nemo Disable jiggling of cleavers 'cause it just looks odd. Adding a constraint based on proximity to portal is an option too, this was just easier.
2012-10-21 nemo Fix knockball
2012-10-18 nemo damn nots
2012-10-16 nemo cut down on excessive checkins in some situations
2012-10-16 nemo Remove slot overcrowding, disable angle detection which isn't doing what I want.
2012-10-14 nemo First pass at cleaver.
2012-10-11 unc0rr Better use random number here
2012-10-10 nemo no. still doesn't work right
2012-10-09 nemo no. still doesn't work right.
2012-10-09 nemo Knife is still broken, but so koda can fix it...
2012-10-08 nemo A bit more on the knife. Also add missing files to CMakeLists
2012-10-07 nemo Data for copying throwing knife to Land once it hits.
2012-10-07 nemo Set default collision mask for gears at currenthedgehog X/Y to FF7F, expose mask to scripting as well. This should resolve the collision part of bug #420
2012-10-01 unc0rr - Fix warnings and hints
2012-09-27 unc0rr Fix some hints
2012-09-03 sheepluva fix for issue 376 (embedding barrels in ceiling)
2012-09-03 sheepluva teleport hack fixes:
2012-09-03 nemo adjust velocity when entering/exiting the 4x routine
2012-09-02 nemo Correct snow fall/rotation (matching visual gear)
2012-08-30 nemo preliminary creeper (not yet functional)
2012-08-29 nemo isZero appears to be never used. Use it in a few obvious cases and add web variant.
2012-08-29 nemo disable snowball damage, by request of sheepluva
2012-08-24 unc0rr Move rope code to separate unit
2012-08-23 nemo also needs exclusion here
2012-08-23 nemo move this section back to the connection code, and add an exclusion for air attack. probably should play a few portal games just in case
2012-08-21 unc0rr Cancel shotgun shot if hedgehog is moved moved (by explosion)
2012-08-15 unc0rr Check if hedgehog is still active instead
2012-08-05 nemo First pass at variable land size. For playing a small map (forced on rqLowRes), this should save 42MiB of RAM.
2012-08-01 nemo Toggle autoCameraOn in Findhh instead of checking FollowGear which could be set in a variety of places. Issue #404
2012-07-25 nemo Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
2012-07-21 unc0rr AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
2012-07-20 nemo don't need the camera following invisible stuff (maybe this should be in the general camera routine?)
2012-07-20 nemo Try avoiding spamming the log by retaining the gears. untested.
2012-07-19 nemo Fix TARDIS, make switcher work w/ the new more stringent check.
2012-07-19 nemo Update team health
2012-07-17 nemo what the heck, let's add a few more
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