nemo [Thu, 10 Nov 2011 21:11:57 -0500] rev 6322
If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
koda [Fri, 11 Nov 2011 01:40:23 +0100] rev 6321
further engine interaction refactoring
koda [Fri, 11 Nov 2011 01:18:19 +0100] rev 6320
minor updates to ServerProtocolNetwork class
koda [Fri, 11 Nov 2011 00:23:09 +0100] rev 6319
restore a lost view message
nemo [Thu, 10 Nov 2011 17:37:24 -0500] rev 6318
unsquash the rescaled clouds
unc0rr [Thu, 10 Nov 2011 23:14:40 +0300] rev 6317
Improve parsing of complex references like "a^[b[c], d]"
unc0rr [Wed, 09 Nov 2011 21:36:20 +0300] rev 6316
Fix inifinite loops
unc0rr [Wed, 09 Nov 2011 21:28:52 +0300] rev 6315
Rearrange token types
nemo [Thu, 10 Nov 2011 15:12:44 -0500] rev 6314
Add more border checks
nemo [Thu, 10 Nov 2011 12:20:01 -0500] rev 6313
Make mazes filter use same variable as template filter
nemo [Wed, 09 Nov 2011 22:21:05 -0500] rev 6312
fix map/template override, remove some pointless command calls
unc0rr [Wed, 09 Nov 2011 18:40:12 +0300] rev 6311
Less precision - less confusion
unc0rr [Tue, 08 Nov 2011 22:05:33 +0300] rev 6310
Improve type declarations parsing
nemo [Mon, 07 Nov 2011 17:37:00 -0500] rev 6309
Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
nemo [Sun, 06 Nov 2011 16:21:07 -0500] rev 6308
Might as well make the air attack team coloured too
unc0rr [Sun, 06 Nov 2011 23:36:02 +0300] rev 6307
Even more improvements to the parser and converter
nemo [Sun, 06 Nov 2011 14:15:43 -0500] rev 6306
tweak % again
nemo [Sun, 06 Nov 2011 13:53:25 -0500] rev 6305
Set default water colours in greyscale mode in case the theme does not define them, decrement piano weapon on use
nemo [Sun, 06 Nov 2011 13:17:42 -0500] rev 6304
Set CurrentAmmoGear on piano (should fix notes again). Also disable focus on current hog if unplaced.
nemo [Sun, 06 Nov 2011 13:00:25 -0500] rev 6303
Add missing grayscale conversions
nemo [Sun, 06 Nov 2011 12:40:35 -0500] rev 6302
Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
d on Underwater. Alter some flake PNGs to reduce variation in size since scaling is being used.
koda [Sun, 06 Nov 2011 17:43:57 +0100] rev 6301
engine interaction class refactoring, round 4 or 5, can't remember: this time use the class methods to create an instance object and operates on that, reducing the number of arguments between methods and simplifying memory management
koda [Sun, 06 Nov 2011 16:41:14 +0100] rev 6300
move two class files in a correct directory
nemo [Sun, 06 Nov 2011 10:26:12 -0500] rev 6299
exclude hogs from density check
nemo [Sat, 05 Nov 2011 21:51:50 -0400] rev 6298
too game breaking I think
nemo [Sat, 05 Nov 2011 21:24:54 -0400] rev 6297
Include density in gear kick
nemo [Sat, 05 Nov 2011 21:01:21 -0400] rev 6296
not sure why this condition wasn't here before
nemo [Sat, 05 Nov 2011 20:51:15 -0400] rev 6295
Due to the small values and friction, halve the step in low gravity, instead of the value
nemo [Sat, 05 Nov 2011 20:09:48 -0400] rev 6294
Don't set moving if on flat surface
nemo [Sat, 05 Nov 2011 19:12:15 -0400] rev 6293
skip when attacking as well