Thu, 21 Apr 2011 07:41:24 +0200 |
koda |
Clean Augean stables 2 (pascal has classnames available)
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Wed, 20 Apr 2011 05:26:47 +0200 |
koda |
and now for something completely different, overlay refactoring!
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Tue, 19 Apr 2011 15:34:21 -0400 |
nemo |
Disable Digital/Beach since Tiy's made clear he feels the problems are too extensive to fix.
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Tue, 19 Apr 2011 14:39:55 +0400 |
unc0rr |
Use cWaterLine instead of LAND_HEIGHT, fix mortar handler aswell
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Tue, 19 Apr 2011 14:20:52 +0400 |
unc0rr |
Fix test for water in airstrike handler
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Tue, 19 Apr 2011 12:35:43 +0400 |
unc0rr |
Fix AI trying to turn around in targeting mode
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Mon, 18 Apr 2011 23:35:44 -0400 |
nemo |
oops
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Mon, 18 Apr 2011 23:26:28 -0400 |
nemo |
trying to make the umbrella and beachball seem a bit less cut out with a bit of beach sun/shade
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Tue, 19 Apr 2011 00:43:39 +0200 |
koda |
merge
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Tue, 19 Apr 2011 00:43:14 +0200 |
koda |
stats implemented once again! refactoring complete \o/
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Tue, 19 Apr 2011 00:19:01 +0200 |
koda |
things are a little sanier
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Mon, 18 Apr 2011 02:45:51 +0200 |
koda |
work in progress yet again (can run some games now)
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Sun, 17 Apr 2011 22:38:24 +0200 |
koda |
more refactoring, less warnings, less stuff kept around
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Sun, 17 Apr 2011 20:52:56 +0200 |
koda |
initial refactoring for interfacing the game engine from the ios frontend (game doesn't run yet)
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Sun, 17 Apr 2011 23:44:54 -0400 |
nemo |
I'm not saying this fixes anything, I'm just hoping it inspires Tiy to take an interest in the theme. (removes the background water effect that just wasn't working, puts in new spray objects including removing the copyrighted one, tries for a sand that doesn't look like sandpaper)
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Sun, 17 Apr 2011 13:33:46 -0400 |
nemo |
merge in japanese updates
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files
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Sun, 17 Apr 2011 12:48:32 -0400 |
nemo |
An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
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Sun, 17 Apr 2011 11:57:46 -0400 |
nemo |
Allow head of rope to attach to hogs/barrels/crates again. Rope still does not, to avoid the bug.
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Sun, 17 Apr 2011 22:16:36 +0400 |
unc0rr |
Try to allow cursor to reach water when zooming out
cursor_issues
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Sat, 16 Apr 2011 23:21:15 +0400 |
unc0rr |
Make AI switch to amNothing before trying to walk if it holds weapon which needs targeting (not tested)
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Fri, 15 Apr 2011 22:38:50 +0400 |
unc0rr |
Add 'Cancel connection' button. Fixes issue #162
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Fri, 15 Apr 2011 21:36:59 +0400 |
unc0rr |
Send server's name in udp packet. Fixes issue #25
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Thu, 14 Apr 2011 18:17:30 -0400 |
nemo |
adjust crosshair criteria again. this should take care of sniper rifle and crosshair after attacking
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Tue, 12 Apr 2011 15:57:16 -0400 |
nemo |
update dejavu - might possibly fix the german/brazillian/swedish crasher, who knows.
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Tue, 12 Apr 2011 22:31:48 +0400 |
unc0rr |
Start implementation of archivements/ratings on server side: replay saving routine
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Tue, 12 Apr 2011 21:28:37 +0400 |
unc0rr |
Show winners in console in a special form so this information could be easily parsed
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Mon, 11 Apr 2011 18:23:43 +0200 |
Henek |
cleared up Random Weapons and implemented remembering of weapons in Balanced Random Weapons too, also seems to work
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Mon, 11 Apr 2011 11:22:10 -0400 |
nemo |
Change a few iterations over list to what is apparently a modification safe syntax, may fix issue #208 and #217 - needs testing of course.
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Mon, 11 Apr 2011 01:30:43 +0200 |
sheepluva |
grenade back to old damage, but from now on explosions assume they are not closer to a gear's center than the gear's radius
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Mon, 11 Apr 2011 00:35:53 +0200 |
Henek |
now Random Weapons will show the weapon you will get during the other players turns
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Sun, 10 Apr 2011 17:25:34 -0400 |
nemo |
rename gtBomb to gtGrenade, nerf grenade from 50 to 47 pending some flag to indicate pixels in Land[] belonging to current hog to avoid throwing grenades into hogs
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Sun, 10 Apr 2011 14:04:56 -0400 |
nemo |
Fix a few crosshair bugs. Disable ShowCrosshair and just decide when drawing.
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Mon, 11 Apr 2011 20:53:55 +0000 |
y2kbugxp90 |
typo
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Sun, 10 Apr 2011 20:02:25 +0200 |
sheepluva |
//
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Mon, 11 Apr 2011 00:42:06 +0000 |
y2kbugxp90 |
A bunch of Japanese edits
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Sun, 10 Apr 2011 20:36:09 +0400 |
unc0rr |
Make WriteLnToConsole write to stderr instead of stdout
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Sun, 10 Apr 2011 05:09:41 +0000 |
y2kbugxp90 |
Got a start on localizing all these strings.
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Sun, 10 Apr 2011 20:24:25 +0400 |
unc0rr |
Add a parameter for game simulation with no gui/sound enabled, just to get statistics
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Sun, 10 Apr 2011 04:23:27 +0000 |
y2kbugxp90 |
The first of several Japanese language localization patches.
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Sat, 09 Apr 2011 15:54:28 -0400 |
nemo |
Check for 0 health to avoid div by 0. spotted by mikade.
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Fri, 08 Apr 2011 21:15:57 +0200 |
claymore |
added Balanced Random Weapon gameplay script
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Fri, 08 Apr 2011 18:50:12 +0200 |
claymore |
Frontend: room rename
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Fri, 08 Apr 2011 13:42:25 +0200 |
sheepluva |
//
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Fri, 08 Apr 2011 11:40:18 +0200 |
sheepluva |
comments
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Fri, 08 Apr 2011 04:30:28 +0200 |
sheepluva |
guess what. comments. yay for burning commits
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Fri, 08 Apr 2011 03:07:04 +0200 |
sheepluva |
some more comments *yawns*
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Thu, 07 Apr 2011 23:54:09 +0200 |
sheepluva |
added some comments in order to confuse the GSoC students as much as possible ;D
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Thu, 07 Apr 2011 14:13:11 -0400 |
nemo |
redundant now
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Thu, 07 Apr 2011 21:43:43 +0400 |
unc0rr |
Fix crash in server (accessing deleted room)
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Thu, 07 Apr 2011 11:30:56 -0400 |
nemo |
For mikade - bit more flexibility in script captions
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Thu, 07 Apr 2011 13:26:56 +0200 |
igorko |
mono version for ukranian voices
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Thu, 07 Apr 2011 13:21:11 +0200 |
koda |
merge
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Thu, 07 Apr 2011 01:45:38 +0200 |
sheepluva |
fix indentation and missing newline at end of file
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Wed, 06 Apr 2011 22:56:05 +0200 |
Jonathan |
Improved random name generation (now a random fort and random grave is choosen
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Wed, 06 Apr 2011 22:55:22 +0200 |
Jonathan |
background stars won't go all in the same direction anymore
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Wed, 06 Apr 2011 11:51:23 +0200 |
Jonathan |
avoided some ambiguous function calls
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Wed, 06 Apr 2011 00:30:02 +0200 |
koda |
merge
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Tue, 05 Apr 2011 16:27:58 -0400 |
nemo |
set cLocale even for en
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Wed, 06 Apr 2011 00:29:49 +0200 |
koda |
strangely enough, the new sdl rotation code is incompatible with our system... this is a workaround that should hold up until their code becomes more stable
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Tue, 05 Apr 2011 16:15:20 -0400 |
Zorg |
Fixing issue 211. Check to see if m_currPath is NULL before doing anything in mouseReleaseEvent. Multiple mouse release events can occur after a mouse press and before the next mouse press if you mouse-click really fast.
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