Tue, 19 Feb 2013 22:45:02 +0400 |
unc0rr |
Fix sources so pas2c written in haskell could render them again
webgl
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Tue, 25 Dec 2012 04:45:22 +0100 |
koda |
update branch with default
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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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Sun, 11 Nov 2012 17:15:19 +0100 |
koda |
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
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Wed, 24 Oct 2012 12:41:46 +0400 |
unc0rr |
Make explosion look depend less on fps
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Sat, 01 Sep 2012 21:36:57 +0200 |
unc0rr |
hide health bars of dead teams
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Wed, 11 Jul 2012 22:18:43 -0400 |
nemo |
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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Sat, 09 Jun 2012 09:53:15 -0400 |
nemo |
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
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Sun, 22 Apr 2012 13:58:53 -0400 |
nemo |
Make clouds/flakes change direction smoothly
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Fri, 17 Feb 2012 18:23:36 +0100 |
koda |
the most important commit of the year
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Tue, 17 Jan 2012 09:01:31 -0500 |
lovelacer |
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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Mon, 09 Jan 2012 00:50:39 -0500 |
nemo |
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
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Sun, 06 Nov 2011 12:40:35 -0500 |
nemo |
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
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Sat, 05 Nov 2011 17:24:09 -0400 |
nemo |
A bit less WTF of ice, ice chutes now work. Also tweak flake respawn positions a bit
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Sat, 22 Oct 2011 00:49:55 -0400 |
nemo |
Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
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Tue, 18 Oct 2011 05:43:16 +0200 |
sheepluva |
backport of c90f50e6dd8e (eggshell vgt related segfault)
0.9.16
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Mon, 12 Sep 2011 07:27:34 +0200 |
sheepluva |
nemo's molotov burst effect; with a slight color modification added
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Sun, 11 Sep 2011 10:22:09 -0400 |
nemo |
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
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Sat, 10 Sep 2011 11:40:37 -0400 |
nemo |
tone flash waaaaay down when zoomed out
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Wed, 07 Sep 2011 20:53:45 -0400 |
nemo |
Since shakes are still proving unsafe until camera is reworked, try a mild flash instead
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Wed, 07 Sep 2011 20:35:24 -0400 |
nemo |
Revert camera shake. Now to make sure we don't desync anymore.
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Wed, 07 Sep 2011 20:12:20 -0400 |
nemo |
NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
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Thu, 18 Aug 2011 23:33:39 -0400 |
nemo |
oops
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Mon, 15 Aug 2011 16:57:36 -0400 |
nemo |
Check for dX too
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Mon, 15 Aug 2011 16:50:09 -0400 |
nemo |
I'll learn to build first eventually...
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Mon, 15 Aug 2011 16:49:15 -0400 |
nemo |
oops
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Mon, 15 Aug 2011 16:48:39 -0400 |
nemo |
Move HealthTag dY init into AddGear
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Sun, 14 Aug 2011 17:42:26 -0400 |
nemo |
Use same visual gear for health tags and hearts.
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Sun, 14 Aug 2011 16:59:55 -0400 |
nemo |
Seduction animation. New visual gear type.
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Mon, 01 Aug 2011 16:45:45 -0400 |
nemo |
minor tweak since health tag was being retinted anyway. make it fade out. also disable unneeded tinted flag, save a handful of ops
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