nemo [Sat, 09 Jun 2012 10:28:45 -0400] rev 7208
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
belphegorr <szabibibi@gmail.com> [Tue, 26 Jun 2012 00:57:09 +0300] rev 7207
Fixed a bug where, after finishing a campaign mission, the user needed to reselect the team in the frontend in order to see the next mission.
nemo [Sat, 09 Jun 2012 09:53:15 -0400] rev 7206
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)
belphegorr <szabibibi@gmail.com> [Mon, 25 Jun 2012 11:17:19 +0300] rev 7205
Added the helper script I forgot to add last time
unc0rr [Sat, 09 Jun 2012 17:05:16 +0400] rev 7204
- Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
- Temporarily make AI tell its expectations in chat
belphegorr <szabibibi@gmail.com> [Mon, 25 Jun 2012 11:16:24 +0300] rev 7203
Copied the first two campaign missions and the helper script into share/hedgewars/Data/
Xeli [Sat, 09 Jun 2012 12:15:05 +0200] rev 7202
restore fpc 2.4.2 compatibility
belphegorr <szabibibi@gmail.com> [Mon, 25 Jun 2012 10:46:48 +0300] rev 7201
The first campaign commit with a lot of changes...
branch 'default'
added QTfrontend/campaign.cpp
added QTfrontend/campaign.h
changed QTfrontend/CMakeLists.txt
changed QTfrontend/game.cpp
changed QTfrontend/game.h
changed QTfrontend/hwform.cpp
changed QTfrontend/hwform.h
changed QTfrontend/ui/page/pagecampaign.cpp
changed QTfrontend/ui/page/pagecampaign.h
changed QTfrontend/ui/page/pagesingleplayer.cpp
changed hedgewars/uCommandHandlers.pas
changed hedgewars/uIO.pas
changed hedgewars/uScript.pas
changed hedgewars/uVariables.pas
unc0rr [Fri, 08 Jun 2012 23:56:08 +0400] rev 7200
New bright and shiny TestFirepunch which actually works
Xeli [Fri, 08 Jun 2012 19:25:40 +0200] rev 7199
fix shift key by disabling the key modifiers for now
Stepan777 <stepik-777@mail.ru> [Fri, 08 Jun 2012 02:52:35 +0400] rev 7198
1. Add IFDEFs for video recording
2. Options for video recording were hardcoded in engine,
now they are hardcoded in frontend and passed to engine thru command line
(later it will be possible to change them in frontend)
unc0rr [Fri, 08 Jun 2012 18:03:44 +0400] rev 7197
- TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
- Also optimize TestDesertEagle a bit
- Also some formatting changes
Stepan777 <stepik-777@mail.ru> [Fri, 08 Jun 2012 02:41:14 +0400] rev 7196
merge
unc0rr [Fri, 08 Jun 2012 14:30:46 +0400] rev 7195
Check for gstHHDriven instead of damage check, so ballgun stops when turn ends in multiattack mode
Stepan777 <stepik-777@mail.ru> [Thu, 07 Jun 2012 17:42:32 +0400] rev 7194
merge
Xeli [Thu, 07 Jun 2012 22:40:28 +0200] rev 7193
ignore keymodifers other than ctrl/alt/shift
Xeli [Thu, 07 Jun 2012 01:28:39 +0200] rev 7192
removed some writelns
Xeli [Thu, 07 Jun 2012 01:10:57 +0200] rev 7191
first attempt at implementing support for keys with modifiers
to use it, the keybinding have to be of the form mod:<modkey>:..:<modkey> <function> <keycode>
for instance in an ini file change findhh=h to findhh=mod:lshift h
nemo [Wed, 06 Jun 2012 17:56:39 -0400] rev 7190
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
unc0rr [Wed, 06 Jun 2012 22:11:55 +0400] rev 7189
Not needed here
Wolfgang Steffens <WolfgangSteff@gmail.com> [Tue, 05 Jun 2012 22:37:36 +0200] rev 7188
Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
Added a seperate shader for the gradient used for water drawing.
Disabled 3D mode for GL2 codepath as this still has some FFP left.
unc0rr [Tue, 05 Jun 2012 14:07:28 +0400] rev 7187
- Allow camera movement while current hedgehog is falling
- Some tiny changes
Wolfgang Steffens <WolfgangSteff@gmail.com> [Tue, 05 Jun 2012 22:17:06 +0200] rev 7186
Merge
Xeli [Tue, 05 Jun 2012 19:36:07 +0200] rev 7185
Android: first attempt at using the density call from java
Xeli [Tue, 05 Jun 2012 19:33:49 +0200] rev 7184
only reset those keys which actually change their bindings
nemo [Mon, 04 Jun 2012 19:43:39 -0400] rev 7183
tidy flags
Medo <smaxein@googlemail.com> [Mon, 11 Jun 2012 00:02:17 +0200] rev 7182
Small improvements to the frontend lib for better debugging
nemo [Mon, 04 Jun 2012 19:36:55 -0400] rev 7181
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.
Stepan777 <stepik-777@mail.ru> [Mon, 04 Jun 2012 21:32:30 +0400] rev 7180
here it is
Medo <smaxein@googlemail.com> [Sat, 09 Jun 2012 03:28:38 +0200] rev 7179
Implemented game launching API for the frontlib.
It is still buggy though, and not all game settings can be conveniently created/modified yet.