Thu, 28 Nov 2013 00:41:35 +0400 |
unc0rr |
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
|
file |
diff |
annotate
|
Fri, 08 Nov 2013 23:11:13 -0500 |
nemo |
Tweak trophyrace to work better w/ skip (probably, needs testing), drop Invulnerable in favour of effects - heInvulnerable is already in effects,
|
file |
diff |
annotate
|
Wed, 30 Oct 2013 00:18:10 +0400 |
unc0rr |
- More HealthTex to clan structure
|
file |
diff |
annotate
|
Tue, 29 Oct 2013 23:47:57 +0400 |
unc0rr |
Tinted crosshair (without that cool white dot in the middle)
|
file |
diff |
annotate
|
Fri, 11 Oct 2013 17:43:13 +0200 |
koda |
merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang
webgl
|
file |
diff |
annotate
|
Fri, 27 Sep 2013 12:58:21 +0400 |
unc0rr |
- Actually call uTexture.initModule and .freeModule
|
file |
diff |
annotate
|
Fri, 27 Sep 2013 00:54:18 +0400 |
unc0rr |
- Load default binds from settings.ini
|
file |
diff |
annotate
|
Sat, 21 Sep 2013 23:54:57 +0400 |
unc0rr |
Finish rework of default binds system. Default binds now work even before first turn.
|
file |
diff |
annotate
|
Fri, 23 Aug 2013 16:02:08 +0400 |
unc0rr |
Engine loads team binds from team config. Frontend still sends default binds commands, and default binds in team config aren't processed.
|
file |
diff |
annotate
|
Fri, 28 Jun 2013 12:47:54 -0400 |
nemo |
Remove some GLunit dependencies noticed on graph. uUtils was using it for GLfloat - but, the stuff it was returning to was usually converting to "real" anyway. uLand was including it unnecessarily. Minor refactor
|
file |
diff |
annotate
|
Thu, 27 Jun 2013 14:01:43 -0400 |
nemo |
Make add/delete consistent (this has bugged me for so long)
|
file |
diff |
annotate
|
Thu, 27 Jun 2013 15:33:02 +0400 |
unc0rr |
Refactoring: get rid of GSHandlers.inc
|
file |
diff |
annotate
|
Thu, 27 Jun 2013 14:37:03 +0400 |
unc0rr |
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
|
file |
diff |
annotate
|
Mon, 17 Jun 2013 23:10:45 +0200 |
koda |
really update with default
webgl
|
file |
diff |
annotate
|
Thu, 13 Jun 2013 22:27:23 +0200 |
koda |
merge cmake_pascal branch in default
|
file |
diff |
annotate
|
Sun, 09 Jun 2013 12:22:53 +0200 |
koda |
update with default
webgl
|
file |
diff |
annotate
|
Fri, 07 Jun 2013 22:12:15 -0400 |
nemo |
ok. this could be tidier, but, I'm sick of hogs w/ unmodified thaw thawing on exactly wrong turn.
|
file |
diff |
annotate
|
Wed, 05 Jun 2013 16:28:30 +0200 |
sheepluva |
fixed all engine compilation hints and notes (that I could see)
|
file |
diff |
annotate
|
Tue, 04 Jun 2013 22:28:12 +0200 |
koda |
update branch
webgl
|
file |
diff |
annotate
|
Wed, 29 May 2013 15:12:06 -0400 |
unc0rr |
bump copyright year for Andrey entries
|
file |
diff |
annotate
|
Tue, 28 May 2013 13:57:11 -0400 |
nemo |
< 256 is "thawing"
|
file |
diff |
annotate
|
Tue, 30 Apr 2013 21:06:05 -0400 |
nemo |
this is fairer
|
file |
diff |
annotate
|
Sun, 21 Apr 2013 17:38:17 -0400 |
nemo |
yep. I did forget to put this back
|
file |
diff |
annotate
|
Sun, 21 Apr 2013 16:39:36 -0400 |
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.
|
file |
diff |
annotate
|
Tue, 02 Apr 2013 21:00:57 +0200 |
koda |
update webgl branch
webgl
|
file |
diff |
annotate
|
Tue, 19 Mar 2013 18:32:03 +0100 |
koda |
move RestoreHog from uGears to uTeams to break a circular dependency
cmake_pascal
|
file |
diff |
annotate
|
Wed, 06 Mar 2013 19:50:25 -0500 |
nemo |
yeah. this was a bad idea. the minor difference in thaw speed vs last hog of team never unthawing.
|
file |
diff |
annotate
|
Wed, 06 Mar 2013 08:26:14 -0500 |
nemo |
extend time a bit. move to defrosting on team's turn. fairer than using round order I think.
|
file |
diff |
annotate
|
Tue, 05 Mar 2013 16:04:22 -0500 |
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.
|
file |
diff |
annotate
|
Mon, 25 Feb 2013 20:45:13 -0500 |
nemo |
forgot this loop
icegun
|
file |
diff |
annotate
|