hedgewars/GSHandlers.inc
Wed, 26 Jun 2013 21:40:10 -0400 nemo reduce shove frequency (perf). reduce dX so that less time is spent sliding.
Sun, 23 Jun 2013 22:31:12 -0400 nemo need to switch to frozen after deleteCI
Mon, 17 Jun 2013 23:10:45 +0200 koda really update with default webgl
Thu, 13 Jun 2013 22:27:23 +0200 koda merge cmake_pascal branch in default
Sun, 16 Jun 2013 00:46:11 +0400 unc0rr Some fixes to make pas2c+clang compile all engine files webgl
Sat, 15 Jun 2013 23:45:53 +0400 unc0rr - Fix 'and not' without parentheses webgl
Sun, 09 Jun 2013 12:22:53 +0200 koda update with default webgl
Fri, 07 Jun 2013 15:23:04 +0400 unc0rr Fix more warnings (lol @ icegun "consts")
Wed, 05 Jun 2013 16:28:30 +0200 sheepluva fixed all engine compilation hints and notes (that I could see)
Tue, 04 Jun 2013 22:28:12 +0200 koda update branch webgl
Wed, 29 May 2013 15:12:06 -0400 unc0rr bump copyright year for Andrey entries
Wed, 29 May 2013 07:45:00 -0400 nemo Waddaya think. Add it for iced up water and mines/cases/explosives
Wed, 29 May 2013 06:51:12 -0400 nemo cancel on slide
Wed, 29 May 2013 10:43:40 +0200 koda add hog freeze sound
Tue, 28 May 2013 21:30:02 -0400 nemo add ice beam sound
Mon, 27 May 2013 14:41:48 -0400 nemo should unfreeze on your turn
Wed, 22 May 2013 09:46:42 -0400 nemo sheepluva suggestion for frozen barrel behaviour. untested.
Tue, 21 May 2013 23:17:28 -0400 nemo fix dud mine explosion
Tue, 21 May 2013 22:56:31 -0400 nemo Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
Tue, 21 May 2013 16:13:32 -0400 nemo Add gstFrozen state to mines/gears in range on frozen land creation, and set the mines to dud state. gstFrozen does nothing yet. Visually or otherwise.
Tue, 14 May 2013 09:25:53 -0400 nemo use bubbles underwater
Tue, 14 May 2013 08:57:30 -0400 nemo Rename submersible state, increase getaway time for attack underwater, slow down gear dx/dy underwater to simulate water resistance
Tue, 14 May 2013 07:14:41 -0400 nemo more drowning fixes
Mon, 13 May 2013 22:40:32 -0400 nemo some saucer thing for firing weps underwater and aiming and such. bit drunk and sleepy so testing I guess
Fri, 10 May 2013 12:00:51 -0400 nemo cases have no health
Thu, 09 May 2013 23:11:56 -0400 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.
Sun, 05 May 2013 22:50:17 -0400 nemo So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
Sat, 04 May 2013 14:46:29 -0400 nemo simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
Fri, 03 May 2013 21:36:01 -0400 nemo trying to make AI aware of mine/explosive break point. also remove redundant test.
Thu, 02 May 2013 13:09:12 -0400 nemo this should improve consistency of mortar cluster spread and snowball knocks
Sun, 21 Apr 2013 16:39:36 -0400 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.
Sat, 20 Apr 2013 02:20:15 +0200 koda update 0.9.19 with dev branch 0.9.19
Fri, 12 Apr 2013 12:44:14 -0400 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.
Tue, 16 Apr 2013 19:53:52 +0200 sheepluva whoops, unbreak build. how come that cmake doesn't stop anymore on engine build error? 0.9.19
Tue, 16 Apr 2013 17:31:39 +0200 sheepluva fix for Issue 611: Engine crash in portal code 0.9.19
Thu, 04 Apr 2013 01:38:30 +0200 koda engine to c now compiles with some manual intervention (as of bug 596) webgl
Thu, 04 Apr 2013 00:32:57 +0200 koda update branch again webgl
Wed, 03 Apr 2013 00:03:46 +0400 unc0rr Fixes to make pas2c parse this webgl
Wed, 03 Apr 2013 23:56:59 +0200 koda strip PAS2C, old WEB symbols and outdated pas2c sources from default branch, all c-related development is done on the webgl branch
Tue, 02 Apr 2013 21:00:57 +0200 koda update webgl branch webgl
Sat, 30 Mar 2013 08:11:09 -0400 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.
Tue, 19 Mar 2013 18:32:03 +0100 koda move RestoreHog from uGears to uTeams to break a circular dependency cmake_pascal
Fri, 29 Mar 2013 08:10:44 -0400 nemo *sigh* this shouldn'tve been removed in first place.
Fri, 29 Mar 2013 08:03:17 -0400 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
Wed, 27 Mar 2013 11:18:00 +0100 koda merge correction, also what's with all those trailing whitespaces?
Tue, 26 Mar 2013 22:39:22 +0200 Urbertar Change AI behavior for drill rocket
Sat, 23 Mar 2013 21:03:27 +0200 Urbertar Remove some duplicating code from uLandGraphics.pas
Tue, 26 Mar 2013 17:47:06 -0400 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.
Fri, 22 Mar 2013 18:51:37 +0100 sheepluva remove engine warnings
Mon, 18 Mar 2013 12:13:46 -0400 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.
Sun, 17 Mar 2013 14:09:54 -0400 nemo Add some flags for a few of the magic Land values
Wed, 13 Mar 2013 21:02:26 -0400 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
Tue, 12 Mar 2013 22:13:38 -0400 nemo Crashed here last game
Wed, 06 Mar 2013 16:00:48 -0500 nemo fix fade to black in training
Wed, 06 Mar 2013 08:26:14 -0500 nemo extend time a bit. move to defrosting on team's turn. fairer than using round order I think.
Tue, 05 Mar 2013 16:04:22 -0500 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.
Sun, 03 Mar 2013 20:59:27 -0500 nemo fix portal/hammer interaction, ban freezer from portal
Sun, 03 Mar 2013 19:43:01 -0500 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.
Sun, 03 Mar 2013 19:35:57 +0200 Urbertar Fix water on ice setting
Thu, 28 Feb 2013 23:15:33 -0500 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)
Thu, 28 Feb 2013 23:14:11 +0100 koda mysterious merge
Thu, 28 Feb 2013 23:24:50 +0200 Urbertar Draw ice on water
Thu, 28 Feb 2013 20:11:16 +0200 Urbertar Make refactoring. Remove DrawIce function
Thu, 28 Feb 2013 09:08:25 -0500 nemo aaagh. remove dead code. again.
Wed, 27 Feb 2013 08:29:21 -0500 nemo remove dead code
Wed, 27 Feb 2013 13:13:34 +0200 Urbertar Draw ice on water
Tue, 26 Feb 2013 20:37:58 -0500 nemo merge w/ default icegun
Tue, 26 Feb 2013 20:26:49 -0500 nemo huh. how'd we end up needing a merge here... icegun
Tue, 26 Feb 2013 16:46:58 +0200 Urbertar Make little refactoring icegun
Tue, 26 Feb 2013 09:10:48 -0500 nemo put ice colour in uVariables, add check for land that is already ice icegun
Tue, 26 Feb 2013 15:15:20 +0200 Urbertar Change shape of ice to round icegun
Tue, 26 Feb 2013 11:00:09 +0200 Urbertar Don't calculate edges of map as edges of landscape icegun
Tue, 26 Feb 2013 10:27:51 +0200 Urbertar Check bounds of landscape in drawice procedure icegun
Mon, 25 Feb 2013 19:19:41 -0500 nemo graphics tweak. flag a couple more overeager setall HH icegun
Mon, 25 Feb 2013 13:51:45 -0500 nemo ice texture still needs moving to uLandGraphics and circle drawing icegun
Mon, 25 Feb 2013 12:29:39 -0500 nemo More fiddling w/ sliding icegun
Mon, 25 Feb 2013 11:35:24 -0500 nemo slight tweak to colours icegun
Mon, 25 Feb 2013 10:53:33 -0500 nemo quick and dirty and inefficient example of Tiy's suggested terrain sampling. Still needs moving to uLandGraphics icegun
Mon, 25 Feb 2013 00:00:39 -0500 nemo too aggressive? icegun
Fri, 22 Feb 2013 21:44:00 -0500 nemo prevent drilling into hogs w/ drill rocket
Sun, 24 Feb 2013 23:07:46 -0500 nemo Trying to improve rendering, sliding and thawing. Messing around w/ making fire thaw faster. icegun
Sun, 24 Feb 2013 21:44:40 -0500 nemo Messing around w/ Freezer icegun
Sun, 24 Feb 2013 21:40:06 +0200 Urbertar Add freezing hogs with icegun icegun
Sat, 23 Feb 2013 19:12:11 +0200 Urbertar Add land freezing icegun
Mon, 11 Feb 2013 17:09:35 -0500 nemo restore prior modifier. I think the damage dealt is appropriate to intended uses
Sun, 10 Feb 2013 09:50:09 -0500 nemo Cleaver tweaks based on feedback. Nerf damage, shrink radius. This means cleaver will embed into ground quite a bit further.
Tue, 19 Feb 2013 22:45:02 +0400 unc0rr Fix sources so pas2c written in haskell could render them again webgl
Sun, 27 Jan 2013 00:28:57 +0100 koda update branch webgl
Sun, 20 Jan 2013 18:54:18 -0500 nemo restore former cluster behaviour (makes the most diff for the bomb)
Thu, 10 Jan 2013 22:59:46 +0400 martin_bede Fix tons of warnings
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, 24 Nov 2012 04:27:31 +0100 koda ok at least pas2c now parses allnots....... webgl
Thu, 22 Nov 2012 00:41:53 +0100 koda updated branch webgl
Sun, 18 Nov 2012 23:10:26 +0400 unc0rr Merge from 0.9.18
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 14:02:10 -0500 nemo LongInt Land width/height, mouse coords
Tue, 06 Nov 2012 20:28:15 -0500 nemo add gstMoving to avoid sticking
Sun, 18 Nov 2012 23:09:29 +0400 unc0rr Fix crash in kamikaze 0.9.18
Mon, 29 Oct 2012 09:35:16 -0400 nemo Arbitrarily tweaked to not firepunch loose, and to increase chance of bazooka doing it to about 20%
Mon, 29 Oct 2012 05:06:15 -0400 nemo Allow cleavers to be knocked loose by explosions. Probabilities might need tweaking.
Sun, 28 Oct 2012 17:31:54 -0400 nemo double cleaver rotation speed, also make spin direction dX dependent.
Fri, 26 Oct 2012 14:06:42 -0400 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.
Sun, 21 Oct 2012 21:15:10 -0400 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.
Sun, 21 Oct 2012 10:20:48 -0400 nemo Fix knockball
Thu, 18 Oct 2012 14:04:24 -0400 nemo damn nots
Mon, 15 Oct 2012 22:30:20 -0400 nemo cut down on excessive checkins in some situations
Mon, 15 Oct 2012 22:07:37 -0400 nemo Remove slot overcrowding, disable angle detection which isn't doing what I want.
Sun, 14 Oct 2012 13:35:15 -0400 nemo First pass at cleaver.
Fri, 12 Oct 2012 00:10:28 +0400 unc0rr Better use random number here
Wed, 10 Oct 2012 00:14:01 -0400 nemo no. still doesn't work right
Mon, 08 Oct 2012 21:56:24 -0400 nemo no. still doesn't work right.
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
Sun, 07 Oct 2012 16:44:16 -0400 nemo Data for copying throwing knife to Land once it hits.
Sun, 07 Oct 2012 11:59:42 -0400 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
Mon, 01 Oct 2012 12:01:39 +0400 unc0rr - Fix warnings and hints
Fri, 28 Sep 2012 00:51:04 +0400 unc0rr Fix some hints
Mon, 03 Sep 2012 20:46:34 +0200 sheepluva fix for issue 376 (embedding barrels in ceiling)
Mon, 03 Sep 2012 20:04:42 +0200 sheepluva teleport hack fixes:
Mon, 03 Sep 2012 13:52:35 -0400 nemo adjust velocity when entering/exiting the 4x routine
Sun, 02 Sep 2012 09:23:36 -0400 nemo Correct snow fall/rotation (matching visual gear)
Wed, 29 Aug 2012 23:12:47 -0400 nemo preliminary creeper (not yet functional)
Wed, 29 Aug 2012 09:58:23 -0400 nemo isZero appears to be never used. Use it in a few obvious cases and add web variant.
Wed, 29 Aug 2012 08:40:26 -0400 nemo disable snowball damage, by request of sheepluva
Fri, 24 Aug 2012 14:01:07 +0400 unc0rr Move rope code to separate unit
Thu, 23 Aug 2012 19:45:36 -0400 nemo also needs exclusion here
Wed, 22 Aug 2012 22:10:47 -0400 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
Tue, 21 Aug 2012 13:26:26 +0400 unc0rr Cancel shotgun shot if hedgehog is moved moved (by explosion)
Wed, 15 Aug 2012 16:25:24 +0400 unc0rr Check if hedgehog is still active instead
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, 01 Aug 2012 18:35:09 -0400 nemo Toggle autoCameraOn in Findhh instead of checking FollowGear which could be set in a variety of places. Issue #404
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.
Sun, 22 Jul 2012 00:48:48 +0400 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.
Fri, 20 Jul 2012 17:43:35 -0400 nemo don't need the camera following invisible stuff (maybe this should be in the general camera routine?)
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.
Thu, 19 Jul 2012 17:14:02 -0400 nemo Update team health
Mon, 16 Jul 2012 23:08:42 -0400 nemo what the heck, let's add a few more
Mon, 16 Jul 2012 23:46:44 +0400 unc0rr - Check for harmful gear deletions
Mon, 16 Jul 2012 23:12:59 +0400 unc0rr Use gmDestroy message instead
Sun, 15 Jul 2012 16:56:05 -0400 nemo Fix bug in resurrector deleting graves (exists in stable too), remove some unnecessary assignments due to the fillchar 0
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
Thu, 05 Jul 2012 20:53:55 +0400 unc0rr Fix crash when hedgehog dies while switching from it
Wed, 04 Jul 2012 12:41:47 -0400 nemo free up power for use by script
Tue, 03 Jul 2012 22:44:50 +0400 unc0rr - Don't call Length() on variable size arrays
Fri, 29 Jun 2012 01:23:43 +0400 unc0rr Tiny optimization + formatting fix
Wed, 27 Jun 2012 09:16:34 -0400 nemo More efficient
Wed, 27 Jun 2012 08:54:03 -0400 nemo oops
Tue, 26 Jun 2012 20:05:24 -0400 nemo Extend TARDIS away time a bit (minimum, range) to make it a bit more useful. Remove a couple of unused variables.
Tue, 26 Jun 2012 11:08:33 -0400 nemo er. this one too
Tue, 26 Jun 2012 10:14:40 -0400 nemo Add green mask for anti-portal areas on custom maps. Flagged as Bouncy since it is intended for that general use. Needs testing.
Sun, 24 Jun 2012 20:30:51 -0400 nemo oops
Sun, 24 Jun 2012 18:21:12 -0400 nemo These 2 need masks now
Sun, 24 Jun 2012 09:12:53 -0400 nemo Another take at prettier crate appearance
Sat, 23 Jun 2012 22:39:00 -0400 nemo Second part of the change. Make collision check use the new mask bit.
Sat, 23 Jun 2012 21:37:47 -0400 nemo Step 1. Add current hedgehog as top bit of bottom byte.
Sat, 23 Jun 2012 22:44:11 +0400 unc0rr - Fix cake bug introduced in r2ccfc93c6b5e
Sat, 09 Jun 2012 17:05:16 +0400 unc0rr - 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.
Fri, 08 Jun 2012 14:30:46 +0400 unc0rr Check for gstHHDriven instead of damage check, so ballgun stops when turn ends in multiattack mode
Sun, 03 Jun 2012 18:52:22 -0400 nemo 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
Sun, 03 Jun 2012 11:02:12 -0400 nemo warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
Sat, 26 May 2012 16:50:51 -0400 nemo Minor freezer changes, allow snow to accumulate on indestructible terrain too.
Sun, 20 May 2012 19:42:55 -0400 nemo Ok. I think *this* should flip it correctly...
Sun, 20 May 2012 10:55:58 -0400 nemo Minor tweaks to freezer, mostly to simplify current state to laptop
Sun, 20 May 2012 01:00:00 -0400 nemo Bit more freezer.
Fri, 18 May 2012 13:35:22 -0400 nemo Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
Sat, 12 May 2012 22:50:33 +0400 unc0rr Get rid of cripple SendIPCc
Sat, 12 May 2012 22:13:56 +0400 unc0rr Make pas2c even more happier with uGears.c, allow assigning arrays in some cases
Fri, 11 May 2012 23:34:35 +0400 unc0rr Recognize length on arrays as a separate function
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
Thu, 10 May 2012 11:12:06 +0400 unc0rr Implement built-in functions Low() and High()
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 22:12:58 +0400 unc0rr GetRandom -> GetRandomf
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
Tue, 24 Apr 2012 23:50:40 +0400 unc0rr Get rid of overloaded functions in uAmmo
Wed, 28 Mar 2012 16:33:50 -0400 nemo invalidate on switch
Tue, 20 Mar 2012 01:30:54 -0400 nemo bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
Sat, 17 Mar 2012 17:18:43 -0400 nemo Ensure flawless is false if any hog is lost, unless it was lost doing a kamikaze
Sat, 17 Mar 2012 13:16:50 -0400 nemo orient kamikaze correctly when going through portals
Wed, 14 Mar 2012 23:58:56 -0400 nemo oh yeah, dY...
Wed, 14 Mar 2012 21:12:04 -0400 nemo Allow RC plane to go through portals
Sun, 11 Mar 2012 11:39:45 -0400 nemo bug #336
Sat, 10 Mar 2012 15:56:36 -0500 nemo Avoid rare double decrement.
Wed, 29 Feb 2012 18:24:56 -0500 nemo Fix for bug #366, delete gear if hog is drowning (needed either that or a check on nil Gear^.Hedgehog^.Gear)
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
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.
Wed, 11 Jan 2012 22:26:07 -0500 nemo Allow multiple portals, so long as the team hasn't changed...
Tue, 10 Jan 2012 22:41:35 -0500 nemo allow roping into a portal (still detaches rope)
Wed, 28 Dec 2011 18:40:02 +0300 unc0rr It seems there's no need to copy gear's msg. Fixes bots getting stuck after hog switch.
Sat, 17 Dec 2011 13:12:33 -0500 nemo Little tweak to reduce noob fail. Delay drill rocket explosion by 250ms after spawn in Attack. Unless you drop it straight down w/ no power, it should not explode immediately in your face.
Mon, 05 Dec 2011 23:10:53 -0500 nemo with statement considered harmful
Fri, 02 Dec 2011 15:03:27 +0400 unc0rr Some tiny optimizations
Sun, 04 Dec 2011 00:56:07 +0300 unc0rr Some cleanup here and there
Sun, 04 Dec 2011 00:52:47 +0300 unc0rr - Give uLand more modularity
Thu, 01 Dec 2011 18:02:27 +0400 unc0rr - Improve renderer a bit, disallow nested functions
Thu, 01 Dec 2011 11:30:06 +0400 unc0rr Why 'And'? (help parser)
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.
Sun, 27 Nov 2011 19:34:08 +0300 unc0rr More work on the parser
Sun, 27 Nov 2011 14:46:57 +0300 unc0rr - Improvement to the parser
Thu, 24 Nov 2011 16:40:17 -0500 nemo Tidy up flake land generation, to avoid ragged holes in landbacktex. Remove of one odd Land[] change forces a PROTO bump. Well, had to happen eventually.
Wed, 16 Nov 2011 15:16:17 -0500 nemo prevent flinging up into any land.
Tue, 15 Nov 2011 00:43:19 -0500 nemo Fix for issue #291 - this check should probably be in ApplyDamage though
Mon, 14 Nov 2011 18:08:36 -0500 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
Sun, 13 Nov 2011 19:17:47 -0500 nemo this one should not be delayed 0.9.17
Fri, 11 Nov 2011 15:11:41 -0500 nemo Update changelog, comment on possibly redundant lines in GSHandlers
Thu, 10 Nov 2011 15:12:44 -0500 nemo Add more border checks
Sun, 06 Nov 2011 13:53:25 -0500 nemo Set default water colours in greyscale mode in case the theme does not define them, decrement piano weapon on use
Sun, 06 Nov 2011 13:17:42 -0500 nemo Set CurrentAmmoGear on piano (should fix notes again). Also disable focus on current hog if unplaced.
Fri, 04 Nov 2011 12:50:37 +0100 sheepluva tweak DrawTunnel call of blowtorch. should fix issues with blowtorch going horizontal when it shouldn't
Mon, 31 Oct 2011 16:44:25 +0100 sheepluva Bee:
Wed, 19 Oct 2011 22:32:26 -0400 nemo lolwut
Wed, 19 Oct 2011 21:53:39 -0400 nemo Fix sticky mine/mine activation bug
Wed, 19 Oct 2011 21:50:03 -0400 nemo Fix birdy flight bug
Sun, 16 Oct 2011 21:03:30 +0200 koda merge the changes applied to 0.9.16
Sun, 16 Oct 2011 11:45:46 -0400 nemo Blend the outter side too
Wed, 12 Oct 2011 21:00:12 -0400 nemo Remove unnecessary assignments post-creation. Simplifies Lua manipulation of these adds as well as just being tidier.
Mon, 10 Oct 2011 16:36:35 -0400 nemo tidier
Mon, 10 Oct 2011 16:23:08 -0400 nemo Make sticky mines and normal mines start their typical behaviour a second after creation in infinite attack mode.
Mon, 10 Oct 2011 15:45:19 -0400 nemo set followgear to cluster/melon/gascloud
Sun, 09 Oct 2011 19:36:09 -0400 nemo Restrict slipperiness to girders and bridges. Make girders more obviously ice.
Fri, 07 Oct 2011 18:52:04 -0400 nemo This should allow hedgehogs to still move freely after trapping other hedgehogs in a portal loop.
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.
Sat, 24 Sep 2011 22:16:49 +0400 unC0Rr Fix a bunch of warnings (also improves speed a bit in 32 bit code)
Sat, 24 Sep 2011 01:41:03 +0200 sheepluva rope: CheezeMonkey (omg I mentioned your name :O) has pointed out that there is still a way to get stuck in walls. This should fix it.
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.
Tue, 20 Sep 2011 13:27:07 -0400 nemo Clear gstAnimation and reset Timer before entering death animation
Tue, 20 Sep 2011 12:59:02 -0400 nemo revert prev - that was dumb. wrong gear.
Tue, 20 Sep 2011 12:46:45 -0400 nemo Let's actually add the gstHHDeath check to the right line, shall we?
Tue, 20 Sep 2011 12:02:58 -0400 nemo Check on active hedgehog death animation
Fri, 16 Sep 2011 15:21:27 -0400 nemo clear HHJump on portaling
Fri, 16 Sep 2011 14:43:04 -0400 nemo Requested a few times
Thu, 15 Sep 2011 22:53:47 -0400 nemo 2 extra steps was still occasionally causing problems w/ edge cases. hopefully 3 should do the trick
Thu, 15 Sep 2011 20:39:04 -0400 nemo Tweak sparkles, glass. Left glass commented out in case he prefers old behaviour.
Fri, 16 Sep 2011 01:12:57 +0200 sheepluva moar sparkles :3
Thu, 15 Sep 2011 17:19:49 +0200 sheepluva fix and optimize kamikaze's png
Wed, 14 Sep 2011 17:17:50 +0200 sheepluva lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
Tue, 13 Sep 2011 17:49:39 -0400 nemo fix for issue #238
Mon, 12 Sep 2011 07:27:34 +0200 sheepluva nemo's molotov burst effect; with a slight color modification added
Mon, 12 Sep 2011 06:31:10 +0200 sheepluva fix side-effects of nemo's bottle-turnin'
Sun, 11 Sep 2011 21:30:42 -0400 nemo Since we are tweaking molotov. make the flame flickery and add a drowning frame
Mon, 12 Sep 2011 00:47:49 +0200 sheepluva smoke for molotov
Sun, 11 Sep 2011 18:09:49 -0400 nemo make it more sekret
Sun, 11 Sep 2011 14:46:04 -0400 nemo aaaallways, I want to beeee with you, and make belieeeeve with you
Sun, 11 Sep 2011 00:36:47 +0200 sheepluva some portal love for deagle/etc shots
Sat, 10 Sep 2011 16:21:38 +0200 sheepluva fix: let's use less random code for drawing the bullet trajectory
Sat, 10 Sep 2011 04:08:15 +0200 sheepluva actual rope fix for hogs getting stuck on walls
Thu, 08 Sep 2011 08:44:17 -0400 nemo Define 2 script callbacks to notify of hog vanishment
Thu, 08 Sep 2011 00:29:01 -0400 nemo remove debug message, clear a couple of global gear references if appropriate, fix control script
Mon, 05 Sep 2011 15:05:46 -0400 nemo check for turn over (infinite attack)
Sun, 04 Sep 2011 13:54:24 -0400 nemo make pickhammer and blowtorch burn time for infinite attack mode
Sat, 03 Sep 2011 18:04:19 -0400 nemo Reenable a bunch of old portal play stuff, like dropping grenade into portal on hog, jumping through portal w/ hog on other end, collecting crate w/ portal etc. Also add cooldown to cake/portal interaction. It may still not do what you expect, but it probably shouldn't spin in place.
Sat, 03 Sep 2011 14:01:52 -0400 nemo Just for fun. Flowers! Also, use a less blatant image in ammo menu.
Fri, 02 Sep 2011 09:25:43 -0400 nemo that was just getting me into trouble
Fri, 02 Sep 2011 00:24:54 -0400 nemo *sigh* I suppose I'd best avoid those trademarks...
Thu, 01 Sep 2011 17:45:21 +0400 unc0rr Keep blowtorch direction (doesn't actually fix the bug with hedgehog turning opposite direction)
Wed, 31 Aug 2011 11:08:03 -0400 nemo Avoid burning other hog's turn
Wed, 31 Aug 2011 08:45:22 -0400 nemo Restore gear ASAP, add denied sound for illegal activation without wasting ammo.
Wed, 31 Aug 2011 01:32:12 -0400 nemo TARDIS bugfix
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 15:06:16 -0400 nemo Avoid unsightly gaps in landbacktex
Sat, 27 Aug 2011 14:54:56 -0400 nemo implement proper blending
Fri, 26 Aug 2011 22:15:09 -0400 nemo Allow vgtSmoke to scale. Scale it down 50% for mines, so smoke doesn't seem so oversized
Fri, 26 Aug 2011 21:38:11 -0400 nemo Correctly check for failure to look up ammo, check for damaged mines
Thu, 25 Aug 2011 21:00:53 +0200 sheepluva * partial rollback of changes to camera
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 13:53:11 -0400 nemo hammer tweak
Sun, 21 Aug 2011 11:37:39 -0400 nemo Allow hammer to bash mines/barrels too, increase escape time to 3s
Sat, 20 Aug 2011 16:43:57 -0400 nemo This really should have been a TPoint for consistency
Sat, 20 Aug 2011 14:26:29 -0400 nemo Special case small radius gears to try and prevent repeated collisions.
Thu, 18 Aug 2011 00:14:43 +0200 sheepluva portal: combating the space-detection issue.
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.
Sun, 14 Aug 2011 16:59:55 -0400 nemo Seduction animation. New visual gear type.
Wed, 10 Aug 2011 11:45:02 -0400 nemo exclude current hedgehog
Tue, 09 Aug 2011 21:54:45 -0400 nemo Revert 3768e9a6ec40. I misread the test. Seems parachute works as expected now already
Sun, 07 Aug 2011 14:29:11 -0400 nemo Experimental area-of-effect Seduction
Sun, 07 Aug 2011 12:25:21 -0400 nemo disable special case for parachute on rope. legacy? Without it, parachute behaves as one expects
Sun, 07 Aug 2011 11:18:49 -0400 nemo This should make bee/airstrikes play nicer with infinite attack mode
Thu, 04 Aug 2011 19:52:27 -0400 nemo Fix crasher. thanks to dagni for the demo file that tracked it down.
Sat, 30 Jul 2011 14:52:25 -0400 nemo kill off some speckles, crank up land gun output
Wed, 27 Jul 2011 09:06:51 -0400 nemo skip splashes for flakes
Wed, 27 Jul 2011 08:52:29 -0400 nemo unnecessary test removed, also merge
Wed, 27 Jul 2011 08:51:16 -0400 nemo Deletion was a bad idea.
Sat, 16 Jul 2011 13:45:40 -0400 nemo try to tweak flamethrower a bit to do more damage with fire changes. An optimal firepit test dealt 68.
Sat, 16 Jul 2011 13:01:11 -0400 nemo Adjust "sticky" fire (molotov) so it makes better fire pits, by making the kicks more regular, yet of random left/right. Tweak napalm slightly along same lines. Probably needs more balancing.
Tue, 12 Jul 2011 21:12:07 +0400 unc0rr Somehow this line got lost somewhere
Fri, 08 Jul 2011 12:18:27 -0400 nemo Add fudge factors for the collision check on portal exit
Sun, 03 Jul 2011 12:53:39 -0400 nemo adjust test slightly
Sun, 03 Jul 2011 11:38:25 -0400 nemo Add a little y kick if there is nothing under an active barrel.
Sun, 03 Jul 2011 11:24:53 -0400 nemo Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
Sun, 03 Jul 2011 01:10:39 +0200 sheepluva fix build. seems like a indentation-related merge-oopsy dragged deleted code back in.
Fri, 01 Jul 2011 10:38:00 +0400 unc0rr Merge
Wed, 29 Jun 2011 22:24:38 +0400 unc0rr merge
Wed, 29 Jun 2011 00:05:26 -0400 nemo call onusedammo earlier for switcher
Thu, 30 Jun 2011 15:09:10 +0400 unc0rr Tiny optimization: convert smooth wind indicator change gear into visual gear
Tue, 28 Jun 2011 23:32:42 -0400 nemo match snow to visual gear
Thu, 30 Jun 2011 14:28:13 +0400 unc0rr Fix formatting a bit
Thu, 30 Jun 2011 13:59:57 +0400 unc0rr Don't draw snow flakes spawned in land, introduce gstInvisible flag
Wed, 29 Jun 2011 17:25:41 +0400 unc0rr Check xx for LAND_WIDTH_MASK
Tue, 28 Jun 2011 17:12:09 +0400 unc0rr - Allow snow to drop a bit outside the map, where it already is allowed to spawn
Mon, 27 Jun 2011 13:39:46 -0400 nemo Store gear X/Y/dX/dY for use in splash/droplets. Also saves a few hwRound calls.
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
Fri, 24 Jun 2011 13:24:41 +0200 sheepluva Remove unused variable
Tue, 21 Jun 2011 22:47:12 +0200 Henek remove theme.cfg from CMakeLists too
Sat, 11 Jun 2011 17:27:26 -0400 nemo Should reduce rope skip fail and unrealistic rope drownings
Thu, 09 Jun 2011 00:22:57 -0400 nemo fix splash
Sat, 04 Jun 2011 16:09:12 -0400 nemo Nerf RC a bit
Sun, 29 May 2011 20:28:27 +0400 unc0rr Tiny optimization
Sat, 28 May 2011 16:59:09 -0400 nemo Fix bug that made me lose my tournament match
Mon, 02 May 2011 01:55:14 -0400 nemo Basic TARDIS implementation. Still needs proper animation, and probably a check to force reappearance on death of last team mate
Thu, 28 Apr 2011 01:01:07 +0200 koda fix some more warnings
Mon, 25 Apr 2011 02:25:25 +0200 koda small trailing changes
Mon, 18 Apr 2011 23:35:44 -0400 nemo oops
Sun, 17 Apr 2011 12:48:32 -0400 nemo An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
Sun, 17 Apr 2011 11:57:46 -0400 nemo Allow head of rope to attach to hogs/barrels/crates again. Rope still does not, to avoid the bug.
Mon, 11 Apr 2011 01:30:43 +0200 sheepluva grenade back to old damage, but from now on explosions assume they are not closer to a gear's center than the gear's radius
Sun, 10 Apr 2011 17:25:34 -0400 nemo rename gtBomb to gtGrenade, nerf grenade from 50 to 47 pending some flag to indicate pixels in Land[] belonging to current hog to avoid throwing grenades into hogs
Sat, 09 Apr 2011 15:54:28 -0400 nemo Check for 0 health to avoid div by 0. spotted by mikade.
Thu, 07 Apr 2011 23:54:09 +0200 sheepluva added some comments in order to confuse the GSoC students as much as possible ;D
Fri, 01 Apr 2011 16:22:49 -0400 nemo workaround. disable drawing shot after passing through portal. proper fix would need to use the portal position
Tue, 29 Mar 2011 21:10:35 +0200 sheepluva fix for Issue 207: To far left for Napalm (and other weapons)
Mon, 28 Mar 2011 21:44:17 +0400 unc0rr - Use LastDamage in CheckHHDamage
Sat, 26 Mar 2011 22:49:38 +0100 koda fix a couple of loose ends
Wed, 23 Mar 2011 16:32:24 +0100 Colin Rice (clr_) I changed r. Still not a perfect fix.
Wed, 23 Mar 2011 14:15:20 +0100 Colin Rice (clr_) Patch for Issue 165: Portal: don't allow embedding Objects in ground (or porting them to impassable/invalid locations)
Tue, 22 Mar 2011 23:01:26 -0400 nemo Fix endianness
Sat, 19 Mar 2011 19:41:59 -0400 nemo Land sprayer tweaks, make land spray and mudball not end turn
Sat, 19 Mar 2011 17:49:27 -0400 nemo Landgun, first pass. At sdw's request.
Thu, 17 Mar 2011 23:11:48 +0100 Henek added game mode Tag Team, mostly untested, please test :)
Wed, 16 Mar 2011 17:25:05 +0100 Henek added GetCurAmmoType to lua
Wed, 02 Mar 2011 11:48:02 -0500 nemo Try to make AI aware of dud mines by clearing gstAttacking on dud, and adding some rules on mine health/damage/dud probability to AI weighting.
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Sun, 27 Feb 2011 13:35:08 -0500 nemo visual tweak to smoke
Sun, 27 Feb 2011 12:56:36 -0500 nemo make defective mines explode if they take enough damage, add missing interface line for koda's new uSound fade
Sat, 26 Feb 2011 15:56:11 +0100 koda usound: added function for loops with fade in and out
Sun, 30 Jan 2011 19:05:31 +0100 Henek fixed unlimeted fuel bug for rcplane
Sat, 29 Jan 2011 18:18:44 +0100 Henek still in developement take on adding structures, working hiding of hogs and ejecting them later.
Sat, 29 Jan 2011 17:40:45 +0100 sheepluva bugfix: fixing sticky mines calling AddGearCI when they shouldn't (allows jumping on them in midair)
Fri, 28 Jan 2011 02:47:11 +0100 sheepluva procedure for loading hats
Sat, 22 Jan 2011 19:40:57 +0100 sheepluva let players set timer of drill strike. yes. drill strike :3 the timer starts to tick on first impact
Thu, 13 Jan 2011 21:52:48 +0300 unc0rr Pass PHedgehog instead of PGear to stats. Fixes crash.
Fri, 07 Jan 2011 23:08:34 +0300 unc0rr Keep track of which hog's weapon does damage
Sun, 02 Jan 2011 18:12:16 +0100 koda remove obsolete TrainingFlags code
Sat, 01 Jan 2011 19:41:58 +0100 Palewolf Fancier detection of hogs/objects. Hogs wont get buried even by the worst of storms.
Sat, 01 Jan 2011 14:26:50 +0100 Palewolf Flakes were updating the wrong coordinates when rqBlurryLand was on
Sat, 01 Jan 2011 14:23:39 +0100 sheepluva fix very ancient typo in CheckCollision() that would cause check for collision at bottom and right instead of movement direction
Sat, 01 Jan 2011 14:18:33 +0100 sheepluva part #2
Sat, 01 Jan 2011 11:15:35 +0100 sheepluva my attempt of "detach rope if the Land[] vanishes"
Fri, 31 Dec 2010 23:09:06 +0100 sheepluva fixing Palewolf's if-merging-whoopsy there. should unbreak build
Fri, 31 Dec 2010 21:39:12 +0100 sheepluva fix sticky rope issue
Fri, 31 Dec 2010 21:33:13 +0100 sheepluva revert ed78465973f6 ("detach rope if the Land[] vanishes") for now, some questionable/troublecausing parts there.
Fri, 31 Dec 2010 21:30:38 +0100 Palewolf Avoid drawing if there's a hog/object behind
Fri, 31 Dec 2010 19:31:37 +0100 Palewolf Make flakes smaller by popular demand.
Fri, 31 Dec 2010 01:05:23 +0100 Henek sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Fri, 31 Dec 2010 00:37:39 +0100 Palewolf Snow blends into land, trys to fill the gaps
Thu, 30 Dec 2010 22:20:17 +0100 sheepluva fix portal gun wrong color issue
Wed, 29 Dec 2010 17:27:33 +0100 sheepluva have napalm strike bombs explode right over the target
Wed, 29 Dec 2010 14:59:56 +0100 sheepluva fix parachute wall climbing bug
Wed, 29 Dec 2010 01:01:51 +0100 Henek drill strike falling instead of exploding when exiting ground
Sun, 26 Dec 2010 16:56:33 -0500 nemo add dx/dy increment prior to dostepbulletwork to avoid hurting yourself due to adjusted radius interaction (which snowball needs)
Sun, 26 Dec 2010 15:50:21 +0100 Palewolf Turn off dust when drilling through air 0.9.15
Thu, 23 Dec 2010 18:06:09 -0500 nemo Might want the snow actually showing up. Also disable it while rope is active due to bad side effects.
Thu, 23 Dec 2010 10:54:47 -0500 nemo Try to be safer in my pixel checks
Thu, 23 Dec 2010 00:01:56 -0500 nemo Tweak more wind values / densities
Wed, 22 Dec 2010 21:33:46 -0500 nemo enable snow on Christmas theme
Wed, 22 Dec 2010 19:25:00 -0500 nemo more tweaking land graphics due to snow
Wed, 22 Dec 2010 18:50:00 -0500 nemo Visual tweaks for snow
Wed, 22 Dec 2010 14:19:11 -0500 nemo raise Y start to cloud level
Wed, 22 Dec 2010 09:56:13 -0500 nemo knock back y two to make snow pile up a bit less high
Wed, 22 Dec 2010 02:16:07 -0500 nemo should allow snow to spawn against explosion land back tex. a bit messy but I'm sleepy. g'nite
Wed, 22 Dec 2010 01:19:47 -0500 nemo more snow
Wed, 22 Dec 2010 01:11:48 -0500 nemo minor visual tweaks to snow
Wed, 22 Dec 2010 00:48:06 -0500 nemo minor position tweaks. hopefully checking array bounds correctly
Wed, 22 Dec 2010 00:17:43 -0500 nemo A very very basic snow implementation
Wed, 22 Dec 2010 02:50:17 +0100 Henek added density for gears used in gfMoreWind, needs alot of tweaking
Sun, 19 Dec 2010 22:06:38 -0500 nemo FAIL - actually assign
Sun, 19 Dec 2010 21:06:34 -0500 nemo Snowball weapon
Mon, 06 Dec 2010 13:07:36 -0500 nemo try this mikade
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
Sun, 21 Nov 2010 12:11:50 -0500 nemo detach rope if the Land[] vanishes
Sun, 21 Nov 2010 10:53:50 -0500 nemo fix rope test
Sun, 21 Nov 2010 09:37:48 -0500 nemo Disable rope attach to hogs/crates/barrels etc. Should fix a bug in collision according to unc0rr
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.
Sat, 20 Nov 2010 23:19:52 +0300 unc0rr no way
Wed, 17 Nov 2010 22:09:07 -0500 nemo remove some more PHedgehog casts
Wed, 17 Nov 2010 20:58:23 +0300 unc0rr Remove ugly PHedgehog(Gear^.Hedgehog) cast
Sun, 14 Nov 2010 15:06:02 -0500 nemo merge 0.9.14.1 to trunk
Sun, 14 Nov 2010 12:57:01 +0100 Palewolf Small animation on bullet impact
Sun, 14 Nov 2010 02:38:05 -0500 nemo sorry bout that guys.
Sat, 13 Nov 2010 23:08:33 +0100 Henek clean up and lua update, very minor
Sat, 13 Nov 2010 15:32:53 -0500 nemo merge 0.9.14 back into trunk
Sat, 13 Nov 2010 23:03:17 +0300 unc0rr merge
Sat, 13 Nov 2010 17:19:18 +0100 Henek made napalm use napalmbombs instead of just dropping fire
Sat, 13 Nov 2010 20:42:26 +0300 unc0rr Optimization fail fixed
Sun, 14 Nov 2010 11:10:25 -0500 nemo 2 of the fixes for 0.9.14.1 - still need to fix the frontend desync and config-dir 0.9.14.1
Fri, 12 Nov 2010 23:29:11 -0500 nemo Apply wind while roping too (with the game flag set)
Sat, 13 Nov 2010 23:13:21 +0300 unc0rr Apply 2610ad7c6d6c to branch too 0.9.14
Fri, 12 Nov 2010 21:30:00 -0500 nemo tweak more wind mode
Sat, 13 Nov 2010 03:26:14 +0100 koda merge
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
Sat, 13 Nov 2010 00:51:55 +0100 Henek makes drill attack drills weaker and not affected by wind
Fri, 12 Nov 2010 23:40:08 +0100 Henek fancy dust when the drill is drilling
Fri, 12 Nov 2010 22:47:13 +0100 koda redo once again file updating, moving stuff around
Fri, 12 Nov 2010 22:38:05 +0100 Palewolf Light trails for bullets
Fri, 12 Nov 2010 16:06:06 -0500 nemo copypasta fail
Fri, 12 Nov 2010 16:00:28 -0500 nemo off by 1 error in resurrector index
Fri, 12 Nov 2010 15:57:30 -0500 nemo engine side of a more wind patch. no frontend hook. just want to check it in to pull it from another machine
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 12:35:30 -0500 nemo ok... combine a tick check with texture percentage check. this should be a lot less frequent
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 12:21:40 -0500 nemo remove floating point/rounding
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 14:54:53 +0100 koda drillstrike! might require the drill patch to improve behavior
Tue, 09 Nov 2010 22:40:38 -0500 nemo make weapons on rope/parachute/UFO inherit momentum of the hog. needs testing of course
Mon, 08 Nov 2010 22:11:46 -0500 nemo No point in leaving hogs at 0, since shotgun triggers death anyway. Also, add some audio cues to extra damage / time
Sun, 07 Nov 2010 19:00:41 +0100 koda remove last warnings from xcodeproj
Sun, 07 Nov 2010 12:37:29 -0500 nemo fix stray offset in resurrector, make resurrector use time
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 17:01:48 +0300 unc0rr Don't call getrandom() from parameters to a function. The order of calls is undefined, so desyncs are probable.
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.
Fri, 05 Nov 2010 17:27:14 -0400 nemo This should make bee and other targetted things behave more reliably in infinite attack mode. Blocks switching of weps if a target point is active.
Wed, 03 Nov 2010 20:16:31 +0100 sheepluva copypasta(TM) saves the day (nemo's bugfix part2)
Wed, 03 Nov 2010 15:03:24 -0400 nemo clear gmAttack on attach to prevent a particularly nasty abuse found by the shoppa users.
Tue, 02 Nov 2010 13:17:01 +0100 sheepluva more portal tweaks (closer exit position, cake stuff, etc)
Mon, 01 Nov 2010 03:05:44 +0100 sheepluva we had it with you intolerant portals\!
Sun, 31 Oct 2010 19:16:54 +0100 sheepluva various portal tweaks, also: nemo's gear jiggling is back
Sun, 31 Oct 2010 18:04:21 +0100 koda merge
Sun, 31 Oct 2010 00:32:41 -0400 nemo Cancel out dX/dY to handle the invulnerability case
Sat, 30 Oct 2010 23:50:49 -0400 nemo Check for collision with surfaces above when levitating hog, use more typical drawing syntax for the resurrector wep, restore typical indentation
Sun, 31 Oct 2010 02:50:15 +0100 sheepluva potential fix for Issue #86: 'Objects behind a portal will sometimes go through the portal.' please test
Sat, 30 Oct 2010 21:39:50 -0400 nemo make aura match cross colour, add a faint aura to resurrected hogs. basically mucking about w/ burp's weapon again.
Sat, 30 Oct 2010 21:06:55 -0400 nemo Only set zombie hat if the hog didn't have a hat. I'm keeping my dinos dammit!
Sun, 31 Oct 2010 18:04:02 +0100 koda add some phone rumbling to big explosions, airbomb and sinegun
Sat, 30 Oct 2010 23:25:41 +0200 sheepluva Portal: don't port RCPlanes for now, they are too wide anyway :P
Sat, 30 Oct 2010 21:57:54 +0200 Tobias Neumann Resurrector: respect modified Gear position for resurrection range circle
Sat, 30 Oct 2010 21:43:41 +0200 Tobias Neumann Resurrector: Levitate hog + show cross
Sat, 30 Oct 2010 20:01:34 +0200 Tobias Neumann Resurrector: Use zombie-hat for resurrected hogs
Fri, 29 Oct 2010 20:35:17 -0400 nemo burp can always remove this if he doesn't like it. just making it a bit more interesting.
Fri, 29 Oct 2010 20:05:19 -0400 nemo Kill off hog immediately on using up health, use more common formatting, call render less often
Wed, 27 Oct 2010 11:39:05 -0400 nemo Only FollowGear for the pilot.
Sat, 23 Oct 2010 14:10:23 +0200 Tobias Neumann Resurrector Weapon: Add ammo icon, sound, hedgehog picture (from Tiy).
Tue, 19 Oct 2010 21:12:53 -0400 nemo Remove this - doesn't seem to do anything useful after all.
Tue, 19 Oct 2010 19:47:17 -0400 nemo merge
Thu, 14 Oct 2010 22:01:33 +0200 koda less warning, no rotation glitch, more comments
Thu, 14 Oct 2010 16:01:43 +0200 Tobias Neumann Resurrector weapon: do not make it end turn, add description,
Tue, 19 Oct 2010 19:46:43 -0400 nemo Rope optimisation. Remove a space in sdl keys that seems like a bug - issue #70
Tue, 12 Oct 2010 05:06:30 +0200 koda minor stuff
Mon, 11 Oct 2010 14:55:13 -0400 nemo Call OnUsedAmmo *after* doing the normal CurAmmoType stuff so CurAmmoType actually points to the right bloody weapon
Mon, 11 Oct 2010 20:34:21 +0200 Tobias Neumann New Weapon: Resurrector (TODO: ammo icon + sprites)
Mon, 11 Oct 2010 11:36:47 -0400 nemo Don't use AfterAttack in saucer - CurAmmoType is switched at this point
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 20:34:48 -0400 nemo Hopefully fix bee/air attacks w/o screwing anything else up. Set mines to trigger immediately in infinite attack mode (better not use 0s mines)
Wed, 29 Sep 2010 16:16:25 -0400 nemo Correct bug in flight ceiling for birdy as well, increase clip on velocity to 1.9 (shouldn't cause problems with most collision checks still), apply clip to both + and -
Sun, 26 Sep 2010 19:06:59 -0400 nemo remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
Sun, 26 Sep 2010 15:40:59 -0400 nemo Allow UFO to go underwater. Keep UFO active if it runs out of fuel in the air/water, just disable controls.
Wed, 22 Sep 2010 21:53:29 +0200 smaxx Engine:
Sun, 12 Sep 2010 17:56:41 -0400 nemo Fix kamikaze portal loop
Sun, 12 Sep 2010 23:43:20 +0200 smaxx Sounds:
Thu, 09 Sep 2010 23:13:11 -0400 nemo Fix swapped x/y in drill rocket test
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.
Fri, 03 Sep 2010 01:41:51 +0200 smaxx Engine:
Wed, 01 Sep 2010 19:31:32 -0400 nemo Fix for issue #20
Wed, 25 Aug 2010 21:06:34 +0100 tiyuri Some survival mode changes by burp
Tue, 24 Aug 2010 13:24:37 +0200 smaxx Engine:
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