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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