Mon, 08 Dec 2014 11:20:31 -0500 |
nemo |
sheepluva is right
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Mon, 08 Dec 2014 10:55:56 -0500 |
nemo |
oh, probably need nil checks here too
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Mon, 08 Dec 2014 10:30:20 -0500 |
nemo |
init timer to 0
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Mon, 08 Dec 2014 10:24:06 -0500 |
nemo |
meh. will persevere. DeleteGear can't call that much stuff...
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Mon, 08 Dec 2014 10:14:47 -0500 |
nemo |
nil out CurrentHedgehog in FreeModule, add a test for nil'd CurrentHedgehog in DelCI since I'd still like to use DeleteGear for the other stuff it does. Move some variable initialiasations in AI Misc to hopefully avoid some uninit val errors.
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Mon, 08 Dec 2014 09:35:14 -0500 |
nemo |
Use FreeAndNil across the board. Even if we are immediately assigning after, probably avoids accidental mistakes. Also free neglected owner tex on shutdown, and delete hog gears using the normal deletion procedure if for any reason they still exist (EndGame call?).
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Sun, 07 Dec 2014 14:36:28 -0500 |
nemo |
Add that "make screenshots of Land/LandPixels" thing for map creators
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Sat, 06 Dec 2014 10:41:33 -0500 |
nemo |
pretty sure the other teams need stats at 0 for the graph to look right
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Fri, 05 Dec 2014 15:30:34 +0100 |
sheepluva |
make BasketballField available as regular map. maybe should make it destructable when not in mission mode *shrugs*
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Fri, 05 Dec 2014 23:01:27 +0900 |
mikade |
Add another (test) map
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Fri, 05 Dec 2014 02:39:25 +0100 |
sheepluva |
some translation tweaks
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Fri, 05 Dec 2014 02:21:35 +0100 |
sheepluva |
better initial camera position
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Fri, 05 Dec 2014 02:20:33 +0100 |
sheepluva |
darken wrapped world etc. some more
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Fri, 05 Dec 2014 02:19:30 +0100 |
sheepluva |
adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
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Thu, 04 Dec 2014 20:15:03 +0100 |
sheepluva |
flake FrameTicks value of 0 now indicades that the frame should not be changed
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Thu, 04 Dec 2014 11:19:38 -0500 |
nemo |
☹
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Thu, 04 Dec 2014 11:11:17 -0500 |
nemo |
Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
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Wed, 03 Dec 2014 18:49:10 +0100 |
sheepluva |
pas2c-whoops
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Wed, 03 Dec 2014 18:32:37 +0100 |
sheepluva |
add warning to logs when tests terminates prematurely
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Wed, 03 Dec 2014 18:22:57 +0100 |
sheepluva |
oops, didn't mean to commit that
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Wed, 03 Dec 2014 18:18:37 +0100 |
sheepluva |
unexpected return from lua test should not return exit status 0
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Wed, 03 Dec 2014 17:59:31 +0100 |
sheepluva |
tweaking the lua test function thingy
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Wed, 03 Dec 2014 11:32:18 -0500 |
nemo |
set globals in commandline lua
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Thu, 18 Dec 2014 00:03:53 +0300 |
unc0rr |
Schemes list combobox with their names
qmlfrontend
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Wed, 03 Dec 2014 17:09:04 +0100 |
sheepluva |
fix some things I messed up with the drawing functions
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Sun, 07 Dec 2014 22:22:39 +0300 |
unc0rr |
More complete fix for FULLMAPCONFIG message, also add new known protocol versions
qmlfrontend
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Tue, 02 Dec 2014 23:55:20 +0100 |
sheepluva |
update changelog
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Thu, 04 Dec 2014 00:34:40 +0300 |
unc0rr |
Script combobox.wiki
qmlfrontend
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Tue, 02 Dec 2014 23:33:28 +0100 |
sheepluva |
move functionality of Draw.lua into engine
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Wed, 03 Dec 2014 23:36:18 +0300 |
unc0rr |
Finish combobox implementation (except for visual part)
qmlfrontend
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Tue, 02 Dec 2014 22:11:22 +0100 |
sheepluva |
make tests use Draw.lua for now too
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Wed, 03 Dec 2014 00:20:21 +0300 |
unc0rr |
Some more progress at custom combobox
qmlfrontend
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Tue, 02 Dec 2014 16:45:26 -0500 |
nemo |
forgot this one.
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Wed, 03 Dec 2014 00:07:33 +0300 |
unc0rr |
merge default
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Tue, 02 Dec 2014 20:20:04 +0100 |
sheepluva |
oops, IOResult is a function in pascal, but not in pas2c
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Tue, 02 Dec 2014 14:26:16 -0500 |
nemo |
Sheepluva thought this was worth adding.
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Tue, 02 Dec 2014 13:29:06 -0500 |
nemo |
switch mapgen to enum. should still try and make sure the values are backwards compatible if possible.
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Tue, 02 Dec 2014 12:02:20 +0300 |
unC0Rr |
Fix FULLMAPCONFIG message
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Mon, 01 Dec 2014 23:09:35 +0100 |
sheepluva |
update land texture /after/ smoothing
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Mon, 01 Dec 2014 19:24:40 +0100 |
sheepluva |
fix despeckle
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Mon, 01 Dec 2014 17:55:09 +0100 |
sheepluva |
weapon set: Shoppa Pro
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Mon, 01 Dec 2014 11:11:19 -0500 |
nemo |
This should probably fix multiplayer desync, but is the result of fiddling while pretty sick/feverish so, needs testing, and the water/scaling stuff is disabled.
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Mon, 01 Dec 2014 13:07:42 +0300 |
unC0Rr |
oops
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Mon, 01 Dec 2014 11:37:28 +0900 |
mikade |
some friendly updates to TechRacer
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Sun, 30 Nov 2014 23:32:55 +0100 |
sheepluva |
turns out IOResult is actually IOResult() - a function that clears its result after each call
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Sun, 30 Nov 2014 22:48:28 +0100 |
sheepluva |
oops, fix logging. had = instead of <> in an error check
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Sun, 30 Nov 2014 16:18:19 -0500 |
nemo |
*sigh*
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Sun, 30 Nov 2014 16:06:39 -0500 |
nemo |
stricter skip
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Sun, 30 Nov 2014 23:36:22 +0300 |
unc0rr |
Limit fire particles speed to 2
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Sun, 30 Nov 2014 21:32:24 +0100 |
sheepluva |
fix for Issue 840: Basic Training - Grenade is failing to dismiss team
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Sun, 30 Nov 2014 15:30:51 -0500 |
nemo |
expose FlightTime to lua, disable in-air flame harming moving hogs ☹ aaaand override that in ClimbHome ☺
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Sun, 30 Nov 2014 21:15:46 +0100 |
sheepluva |
don't forbid running regular chat commands during turns of other teams. that was probably only meant for emotes to begin with
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Sun, 30 Nov 2014 15:12:59 -0500 |
nemo |
delay cake boom until it has walked a little bit. also fix accidental drowning of watergods in last commit
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Sun, 30 Nov 2014 15:07:01 -0500 |
nemo |
add a half-second flighttime delay to flamethrower flames so they can leave the "barrel" of the flamethrower without burning the hog
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Sun, 30 Nov 2014 14:41:40 -0500 |
nemo |
Should prevent desync hopefully. Thanks unc0rr
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Sun, 30 Nov 2014 17:20:37 +0100 |
sheepluva |
fix copypasta-fail that would cause splashes to use invalid sprite data pointer. should fix issue 838
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Sat, 29 Nov 2014 21:29:32 -0500 |
nemo |
oh right, forgot sheepluva had fixed ice
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Sun, 30 Nov 2014 02:41:49 +0100 |
sheepluva |
give sea world edges some icegun love
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Sat, 29 Nov 2014 21:29:11 -0500 |
nemo |
Wuzzy's changes to climbhome w/ some tweaks by me
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Sat, 29 Nov 2014 15:30:33 -0500 |
nemo |
Reset max team health after script may have screwed with it on start. Maybe a script max health reset function could be useful too. Set climbhome hogs to invulnerable while not their turn if needed to avoid accidental mine/dead hog damage. Tweak cake fire boom a bit.
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