2013-06-27 |
nemo |
reduce shove frequency (perf). reduce dX so that less time is spent sliding.
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2013-06-24 |
nemo |
need to switch to frozen after deleteCI
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2013-06-17 |
koda |
really update with default
webgl
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2013-06-13 |
koda |
merge cmake_pascal branch in default
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2013-06-15 |
unc0rr |
Some fixes to make pas2c+clang compile all engine files
webgl
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2013-06-15 |
unc0rr |
- Fix 'and not' without parentheses
webgl
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2013-06-09 |
koda |
update with default
webgl
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2013-06-07 |
unc0rr |
Fix more warnings (lol @ icegun "consts")
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2013-06-05 |
sheepluva |
fixed all engine compilation hints and notes (that I could see)
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2013-06-04 |
koda |
update branch
webgl
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2013-05-29 |
unc0rr |
bump copyright year for Andrey entries
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2013-05-29 |
nemo |
Waddaya think. Add it for iced up water and mines/cases/explosives
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2013-05-29 |
nemo |
cancel on slide
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2013-05-29 |
koda |
add hog freeze sound
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2013-05-29 |
nemo |
add ice beam sound
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2013-05-27 |
nemo |
should unfreeze on your turn
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2013-05-22 |
nemo |
sheepluva suggestion for frozen barrel behaviour. untested.
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2013-05-22 |
nemo |
fix dud mine explosion
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2013-05-22 |
nemo |
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
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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.
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2013-05-14 |
nemo |
use bubbles underwater
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2013-05-14 |
nemo |
Rename submersible state, increase getaway time for attack underwater, slow down gear dx/dy underwater to simulate water resistance
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2013-05-14 |
nemo |
more drowning fixes
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2013-05-14 |
nemo |
some saucer thing for firing weps underwater and aiming and such. bit drunk and sleepy so testing I guess
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2013-05-10 |
nemo |
cases have no health
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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.
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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
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2013-05-04 |
nemo |
simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
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2013-05-04 |
nemo |
trying to make AI aware of mine/explosive break point. also remove redundant test.
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2013-05-02 |
nemo |
this should improve consistency of mortar cluster spread and snowball knocks
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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.
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2013-04-20 |
koda |
update 0.9.19 with dev branch
0.9.19
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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.
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2013-04-16 |
sheepluva |
whoops, unbreak build. how come that cmake doesn't stop anymore on engine build error?
0.9.19
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2013-04-16 |
sheepluva |
fix for Issue 611: Engine crash in portal code
0.9.19
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2013-04-03 |
koda |
engine to c now compiles with some manual intervention (as of bug 596)
webgl
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2013-04-03 |
koda |
update branch again
webgl
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2013-04-02 |
unc0rr |
Fixes to make pas2c parse this
webgl
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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
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2013-04-02 |
koda |
update webgl branch
webgl
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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.
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2013-03-19 |
koda |
move RestoreHog from uGears to uTeams to break a circular dependency
cmake_pascal
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2013-03-29 |
nemo |
*sigh* this shouldn'tve been removed in first place.
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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
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2013-03-27 |
koda |
merge correction, also what's with all those trailing whitespaces?
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2013-03-26 |
Urbertar |
Change AI behavior for drill rocket
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2013-03-23 |
Urbertar |
Remove some duplicating code from uLandGraphics.pas
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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.
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2013-03-22 |
sheepluva |
remove engine warnings
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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.
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2013-03-17 |
nemo |
Add some flags for a few of the magic Land values
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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
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2013-03-13 |
nemo |
Crashed here last game
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2013-03-06 |
nemo |
fix fade to black in training
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2013-03-06 |
nemo |
extend time a bit. move to defrosting on team's turn. fairer than using round order I think.
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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.
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2013-03-04 |
nemo |
fix portal/hammer interaction, ban freezer from portal
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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.
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2013-03-03 |
Urbertar |
Fix water on ice setting
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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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