hedgewars/GSHandlers.inc
2013-06-27 nemo reduce shove frequency (perf). reduce dX so that less time is spent sliding.
2013-06-24 nemo need to switch to frozen after deleteCI
2013-06-17 koda really update with default webgl
2013-06-13 koda merge cmake_pascal branch in default
2013-06-15 unc0rr Some fixes to make pas2c+clang compile all engine files webgl
2013-06-15 unc0rr - Fix 'and not' without parentheses webgl
2013-06-09 koda update with default webgl
2013-06-07 unc0rr Fix more warnings (lol @ icegun "consts")
2013-06-05 sheepluva fixed all engine compilation hints and notes (that I could see)
2013-06-04 koda update branch webgl
2013-05-29 unc0rr bump copyright year for Andrey entries
2013-05-29 nemo Waddaya think. Add it for iced up water and mines/cases/explosives
2013-05-29 nemo cancel on slide
2013-05-29 koda add hog freeze sound
2013-05-29 nemo add ice beam sound
2013-05-27 nemo should unfreeze on your turn
2013-05-22 nemo sheepluva suggestion for frozen barrel behaviour. untested.
2013-05-22 nemo fix dud mine explosion
2013-05-22 nemo Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
2013-05-21 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.
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)
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