hedgewars/uCollisions.pas
Wed, 29 May 2013 15:12:06 -0400 unc0rr bump copyright year for Andrey entries
Tue, 21 May 2013 22:56:31 -0400 nemo Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
Mon, 18 Mar 2013 12:13:46 -0400 nemo More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
Sun, 17 Mar 2013 14:09:54 -0400 nemo Add some flags for a few of the magic Land values
Thu, 18 Oct 2012 14:04:24 -0400 nemo damn nots
Mon, 15 Oct 2012 10:10:54 -0400 nemo Try to prevent a situation where hogs embedded in other hogs/barrels/cleavers get stuck, by checking for gears overlapping on Y
Sun, 14 Oct 2012 13:35:15 -0400 nemo First pass at cleaver.
Sat, 04 Aug 2012 22:26:51 -0400 nemo Also flag cases. Side effect might be some odd collision in rare cases w/ portals. Also, might cause unexpected collisions w/ cases in TestColl - although we could add a proximity check to the flag there, or simply switch to TestCollExcludingMe again. uCollisions seems mismatched w/ AI TestColl anyway. Possibly r+1+r vs r+r for gear diametre.
Tue, 26 Jun 2012 20:05:24 -0400 nemo Extend TARDIS away time a bit (minimum, range) to make it a bit more useful. Remove a couple of unused variables.
Sat, 23 Jun 2012 22:39:00 -0400 nemo Second part of the change. Make collision check use the new mask bit.
Sat, 23 Jun 2012 21:37:47 -0400 nemo Step 1. Add current hedgehog as top bit of bottom byte.
Sat, 23 Jun 2012 22:44:11 +0400 unc0rr - Fix cake bug introduced in r2ccfc93c6b5e
Wed, 02 May 2012 11:43:43 +0100 koda marked a couple of functions as inline
Wed, 02 May 2012 10:53:13 +0100 koda change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
Wed, 02 May 2012 08:07:17 +0100 koda add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
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.
Sat, 31 Dec 2011 01:52:14 +0300 unc0rr Fix build
Sun, 27 Nov 2011 23:13:22 +0300 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
Fri, 04 Nov 2011 21:44:57 +0100 sheepluva I hope this helps...
Tue, 11 Oct 2011 01:07:37 +0200 sheepluva something for nemo to play around with
Tue, 11 Oct 2011 00:06:46 +0200 sheepluva make slope calcs skip small gaps
Sun, 02 Oct 2011 10:36:43 -0400 nemo Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
Fri, 16 Sep 2011 00:18:21 +0200 sheepluva TestRectForObstacle: areas outside map borders are not passable
Wed, 14 Sep 2011 17:17:50 +0200 sheepluva lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
Sat, 10 Sep 2011 03:27:47 +0200 sheepluva rollin' back my silly hack ( rea4d1fe665d7 )
Fri, 09 Sep 2011 20:17:50 +0200 sheepluva move hedgehogs out of walls
Sat, 03 Sep 2011 18:04:19 -0400 nemo Reenable a bunch of old portal play stuff, like dropping grenade into portal on hog, jumping through portal w/ hog on other end, collecting crate w/ portal etc. Also add cooldown to cake/portal interaction. It may still not do what you expect, but it probably shouldn't spin in place.
Mon, 15 Aug 2011 20:18:18 +0400 unc0rr Why so suspicious?
Sun, 14 Aug 2011 23:52:45 -0400 nemo suggestion of mikade's - delete old mines if the collision array shows signs of filling up. This is kind of an edge case, esp now that array is up to 1024, but should prevent (easiest) way to crash by collision array overflow (endless mines/minestrikes).
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