Sun, 03 Mar 2013 19:43:01 -0500 |
nemo |
Make hogs thaw only on enemy turns, make timebox counter decrement only on your turn, adjust knock for frozen hogs, increase damage on frozen hogs, make freezer fuel only reduce when not adjusting angle.
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Tue, 26 Feb 2013 20:37:58 -0500 |
nemo |
merge w/ default
icegun
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Mon, 25 Feb 2013 12:54:50 -0500 |
nemo |
workaround for frequent AllHH active call in hedgehog step
icegun
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Mon, 25 Feb 2013 12:29:39 -0500 |
nemo |
More fiddling w/ sliding
icegun
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Sun, 24 Feb 2013 23:07:46 -0500 |
nemo |
Trying to improve rendering, sliding and thawing. Messing around w/ making fire thaw faster.
icegun
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Fri, 22 Feb 2013 19:24:59 -0500 |
nemo |
Restore freezing hedgehog for shotgun, sniper rifle and deagle to make unc0rr happy. You'll still be able to get away after throwing cleaver and sticky bomb tho.
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Sat, 09 Feb 2013 20:28:05 -0500 |
nemo |
Allow moving after firing cleaver. This changes multishoot behaviour quite a bit. Needs a lot of testing.
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Sun, 27 Jan 2013 00:28:57 +0100 |
koda |
update branch
webgl
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Wed, 23 Jan 2013 03:37:27 +0100 |
koda |
restored ios project file, updated Game() interface, tweaked arg parsing, updated log writing, minor warnings
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Wed, 02 Jan 2013 10:11:42 +0100 |
koda |
also have uTouch follow the new NewTurn policy
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Tue, 01 Jan 2013 14:21:51 -0500 |
nemo |
move onNewTurn, onGameTick and onGameTick20 to try and avoid ParseCommand breakage after nextturn call. Needs testing, but should be safe for most scripts. Also fix locale loading.
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Tue, 25 Dec 2012 04:45:22 +0100 |
koda |
update branch with default
webgl
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Mon, 03 Dec 2012 17:51:57 +0100 |
Rowan D |
GCI2012: Convert uMobile into a Callback Record
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Sat, 01 Dec 2012 02:12:10 +0100 |
deepdog |
GCI2012: Remove Structure Weapon Code
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Wed, 28 Nov 2012 00:27:30 +0400 |
unc0rr |
Remove limit on hedgehogs number
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Thu, 22 Nov 2012 01:47:09 +0100 |
koda |
throw in some 'nots' trying to restore pas2c functionality
webgl
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Thu, 22 Nov 2012 00:41:53 +0100 |
koda |
updated branch
webgl
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Wed, 14 Nov 2012 23:23:56 -0500 |
nemo |
Call fallers less often. Should hopefully still be about as effective at the intended purpose. Should help loads quite a bit.
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Sun, 11 Nov 2012 17:15:19 +0100 |
koda |
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
webgl
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Wed, 07 Nov 2012 23:04:29 -0500 |
nemo |
objects too
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Wed, 07 Nov 2012 14:02:10 -0500 |
nemo |
LongInt Land width/height, mouse coords
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Tue, 06 Nov 2012 23:33:25 +0400 |
unc0rr |
Spam log with checksums
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Mon, 29 Oct 2012 16:26:26 -0400 |
nemo |
disable this block since it doesn't fit star's new graphic. doesn't show up often anyway, since unc0rr changed gst clearing
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Sun, 28 Oct 2012 04:28:39 +0100 |
koda |
cleanup in initEverything and freeEverything
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Tue, 23 Oct 2012 16:52:13 -0400 |
nemo |
Flag script parsecommands to avoid echoing to net
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Thu, 18 Oct 2012 14:04:24 -0400 |
nemo |
damn nots
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Tue, 16 Oct 2012 13:41:23 -0400 |
nemo |
skip all dx/dy mod if Power is 0
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Sun, 14 Oct 2012 20:24:08 -0400 |
nemo |
Also shove using shotgun, switch off hat when not active hog
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Sun, 14 Oct 2012 13:35:15 -0400 |
nemo |
First pass at cleaver.
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Mon, 08 Oct 2012 21:07:18 -0400 |
nemo |
Knife is still broken, but so koda can fix it...
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Mon, 08 Oct 2012 13:27:46 -0400 |
nemo |
A bit more on the knife. Also add missing files to CMakeLists
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Mon, 01 Oct 2012 12:01:39 +0400 |
unc0rr |
- Fix warnings and hints
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Tue, 04 Sep 2012 13:18:26 +0200 |
sheepluva |
I didn't want to do this since it seems less clean, but...
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Tue, 04 Sep 2012 12:43:55 +0200 |
sheepluva |
skip second CheckForWin if water wasn't raised after first one
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Tue, 04 Sep 2012 12:34:00 +0200 |
sheepluva |
fix multi-shot related game ends leading to incomplete stats, fixes issue 372
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Thu, 30 Aug 2012 13:02:19 -0400 |
nemo |
Checking merge against latest trunk
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Fri, 24 Aug 2012 14:01:07 +0400 |
unc0rr |
Move rope code to separate unit
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Wed, 22 Aug 2012 11:42:42 -0400 |
nemo |
Burn a random number in the override. Make sure cirbuf is reset.
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Wed, 08 Aug 2012 11:07:59 -0400 |
nemo |
er. more like this.
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Wed, 08 Aug 2012 10:26:10 -0400 |
nemo |
Allow scripting to delete gears
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Sat, 04 Aug 2012 20:47:13 -0400 |
nemo |
First pass at variable land size. For playing a small map (forced on rqLowRes), this should save 42MiB of RAM.
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Wed, 25 Jul 2012 10:56:14 -0400 |
nemo |
Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
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Fri, 20 Jul 2012 21:15:38 -0400 |
nemo |
Ok. *these* should be safe with just this one extra check...
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Thu, 30 Aug 2012 12:13:24 -0400 |
nemo |
checkpoint merge
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Fri, 20 Jul 2012 19:56:58 -0400 |
nemo |
:( I have no idea why this did not work
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Fri, 20 Jul 2012 15:12:47 -0400 |
nemo |
I thirst for randomness.
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Fri, 20 Jul 2012 14:16:05 -0400 |
nemo |
Try avoiding spamming the log by retaining the gears. untested.
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Thu, 19 Jul 2012 17:34:18 -0400 |
nemo |
Fix TARDIS, make switcher work w/ the new more stringent check.
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Mon, 16 Jul 2012 23:46:44 +0400 |
unc0rr |
- Check for harmful gear deletions
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Sun, 15 Jul 2012 15:35:28 -0400 |
nemo |
Apparently order of multiple getrandom in params is undefined. Also remove broken and pointless getrandom call.
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Sat, 14 Jul 2012 23:19:09 -0400 |
nemo |
Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
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Sun, 08 Jul 2012 23:14:24 +0400 |
unc0rr |
Introduce uGearsHandlers.pas, for now only part of cake handlers is moved there
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Wed, 04 Jul 2012 10:56:42 -0400 |
nemo |
Allow script to set number of ammo in a crate. untested.
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Tue, 03 Jul 2012 22:44:50 +0400 |
unc0rr |
- Don't call Length() on variable size arrays
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Sat, 21 Jul 2012 01:47:34 +0300 |
belphegorr |
Modified DrawGear so that it doesn't draw the gear when it has message gmRemoveFromList (it was causing havoc when I used HideHog as it could not access the position of the hog)
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Mon, 04 Jun 2012 19:36:55 -0400 |
nemo |
Welp. We have a bit of a problem here. Reverting the move of nextturn. But this causes a desync in scripting unless we can find a better fix.
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Sun, 03 Jun 2012 23:04:21 -0400 |
nemo |
Workaround for bug #144. This workaround had occurred to me a while ago, but wasn't sure if placing them unfairly was better than not placing them at all. Argument for not placing at all is people should probably abort the game when they notice it. Argument for placing unfairly is people can still abort, and if we really wanted them to abort, we should probably just have halted launch if all hogs failed to spawn. This way at least play can continue.
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Sat, 02 Jun 2012 16:25:13 -0400 |
nemo |
add onGameTick20 to basic training, extend laser sight out way more (it was visible at top when completely zoomed out), move call of new turn to after AfterSwitchHedgehog to avoid lua issues in onNewTurn - if this causes problems, lua can do delayed actions in onGameTick
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Thu, 31 May 2012 18:02:30 +0400 |
unc0rr |
Improve TestWhip
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Mon, 28 May 2012 01:51:50 -0400 |
nemo |
Add onGameTick20 to try and encourage lua to be a bit more efficient. Rewrite Space Invasion to use it. Top speed of aliens is 25% higher now, although that could be changed, I kinda liked it. Change parameter order of div().
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