Mercurial
Mercurial
>
hedgewars
/ graph
summary
|
shortlog
|
changelog
| graph |
tags
|
bookmarks
|
branches
|
files
|
help
less
more
|
(0)
-3000
-1000
-300
-100
-60
+60
+100
+300
+1000
+3000
tip
Find changesets by keywords (author, files, the commit message), revision number or hash, or
revset expression
.
The revision graph only works with JavaScript-enabled browsers.
Bones map
2013-05-19, by tiyuri
Crystal map
2013-05-19, by tiyuri
update rope icon and icegun icon
2013-05-18, by sheepluva
changing slots of landgun and icegun, feel free to complain, improve and/or revert
2013-05-18, by sheepluva
tweak freezer icon a little more
2013-05-17, by sheepluva
changed icon for freezer ( issue 614 ), for rope (to be easier to recognize) and cluster bomb (to be easier to recognize and to so that it can be distinguished from the regular grenade's icon even when no color is present or perceived
2013-05-17, by sheepluva
Ehm... fix 'uLandGenMaze.pas(18,19) Fatal: (2003) Syntax error, ")" expected but "identifier A" found' error encountered by one of the users O_o
2013-05-17, by unc0rr
merge
2013-05-17, by unc0rr
lupdate
2013-05-16, by sheepluva
bleah. sorry for spam. this reverts the first attempt in uAmmos
2013-05-16, by nemo
Fix mortar's scoring
2013-05-17, by unc0rr
Yeah, this isn't safe either. Caused bug #629 - removing.
2013-05-16, by nemo
Best level AI should maximize the score at all costs.
2013-05-17, by unc0rr
updated italian translation
2013-05-16, by ChipHome
I couldn't find any usage of these extern variables. neither in the file they are defined nor anywhere else in the code
2013-05-16, by sheepluva
remove about 45 useless #include statements from campain.* - copypasta ftw, eh? :p
2013-05-16, by sheepluva
better way to do it that avoids screwing up angle bounds on single saucer
2013-05-15, by nemo
trying to prevent the AI from attacking barrels. feedback on this welcome.
2013-05-15, by nemo
few more changelog entries
2013-05-15, by nemo
change to RGB
2013-05-26, by nemo
more stuff we thought of
2013-05-14, by nemo
few things I thought of
2013-05-14, by nemo
use bubbles underwater
2013-05-14, by nemo
Rename submersible state, increase getaway time for attack underwater, slow down gear dx/dy underwater to simulate water resistance
2013-05-14, by nemo
Actually, let's use *4 since could be fired from lower down
2013-05-14, by nemo
more drowning fixes
2013-05-14, by nemo
check for gear being current ammo
2013-05-14, by nemo
yeah. this needs to only be for local play or it screws up small window size in network game
2013-05-13, by nemo
some saucer thing for firing weps underwater and aiming and such. bit drunk and sleepy so testing I guess
2013-05-13, by nemo
fix issue 590, load nick after asking for it...
2013-05-13, by koda
range checking for more engine command line parameters, issue 600
2013-05-13, by koda
fix comparison error in Campaign mission 1
2013-05-03, by Periklis Ntanasis
Restore ready toggle for room admins (issue 432)
2013-05-13, by unc0rr
Needs to reset net button, not toggle it.
2013-05-13, by nemo
use less collision space for the holes
2013-05-12, by nemo
don't draw a border if there's already a bottom border, avoid placing objects over gaps in the floor
2013-05-11, by nemo
Package the 3 dynamic maps broken by recent uFloat changes as static maps. first_blood actually didn't seem to need it, but, just in case.
2013-05-11, by nemo
suggestion of unc0rr's to fix issue w/ random maps in campaign. load sidecar packages in physfs for lua. should be useful also for lua that does custom layouts
2013-05-11, by nemo
Change net button back on leaving main page.
2013-05-11, by nemo
Basic workarounds for overlapping drawn map (rename buttons) and short team list (set a min height). Min size of form still fits targetted min size on desktop of 800x600
2013-05-11, by nemo
Add shoppamap lua as mikade requested. also add 50% chance of bottom border w/ holes as he requested. Also disable land objects in shoppa scheme, since that's more common way to play it.
2013-05-11, by nemo
I don't see how rating these against others is useful, given the limited radius, and the cluster bomb thing just seems counterproductive. Anyway, this prevents AI from picking on barrels.
2013-05-10, by nemo
cases have no health
2013-05-10, by nemo
I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
2013-05-09, by 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.
2013-05-09, by nemo
oops
2013-05-09, by nemo
*sigh* freakin "with"
2013-05-09, by nemo
oh right. and uSound. the main culprit.
2013-05-07, by nemo
Fix voice naming. Case problems.
2013-05-07, by nemo
remove redundant abs, and some incorrect 1+ to damage
2013-05-07, by nemo
IFDEF that score expectation logging
2013-05-07, by unc0rr
☹
2013-05-07, by nemo
Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
2013-05-07, by nemo
So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
2013-05-05, by nemo
*sigh*
2013-05-04, by nemo
oops
2013-05-04, by nemo
pass the target
2013-05-04, by nemo
simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
2013-05-04, by nemo
explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
2013-05-04, by nemo
Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
2013-05-04, by nemo
less
more
|
(0)
-3000
-1000
-300
-100
-60
+60
+100
+300
+1000
+3000
tip