Fri, 20 Oct 2017 21:35:26 +0200 Fix first ammo row being invisible when there's only one weapon in the first row
Wuzzy <almikes@aol.com> [Fri, 20 Oct 2017 21:35:26 +0200] rev 12724
Fix first ammo row being invisible when there's only one weapon in the first row
Fri, 20 Oct 2017 21:02:43 +0200 Fix a few German typos and weird grammar
Wuzzy <almikes@aol.com> [Fri, 20 Oct 2017 21:02:43 +0200] rev 12723
Fix a few German typos and weird grammar
Fri, 20 Oct 2017 20:10:34 +0200 Update German Lua and campaign translations
Wuzzy <almikes@aol.com> [Fri, 20 Oct 2017 20:10:34 +0200] rev 12722
Update German Lua and campaign translations
Fri, 20 Oct 2017 18:51:12 +0200 Run update_lua_locale_files.sh
Wuzzy <almikes@aol.com> [Fri, 20 Oct 2017 18:51:12 +0200] rev 12721
Run update_lua_locale_files.sh
Fri, 20 Oct 2017 18:44:41 +0200 Turn loc_gen.txt into an executable Shell script
Wuzzy <almikes@aol.com> [Fri, 20 Oct 2017 18:44:41 +0200] rev 12720
Turn loc_gen.txt into an executable Shell script Still clunky and slow, however. :(
Fri, 20 Oct 2017 14:17:56 +0200 Fix bubbles drawn on the wrong side when hog drowns and faces right
Wuzzy <almikes@aol.com> [Fri, 20 Oct 2017 14:17:56 +0200] rev 12719
Fix bubbles drawn on the wrong side when hog drowns and faces right
Fri, 20 Oct 2017 13:34:05 +0200 Increase chance for AI to use tardis over skip
Wuzzy <almikes@aol.com> [Fri, 20 Oct 2017 13:34:05 +0200] rev 12718
Increase chance for AI to use tardis over skip
Fri, 20 Oct 2017 13:27:48 +0200 AI player checks if it can use tardis before selecting it
Wuzzy <almikes@aol.com> [Fri, 20 Oct 2017 13:27:48 +0200] rev 12717
AI player checks if it can use tardis before selecting it
Wed, 18 Oct 2017 20:33:20 -0400 extend land digest to all surfaces that could possibly be loaded into Land[] - i.e. ones that impact sync
nemo [Wed, 18 Oct 2017 20:33:20 -0400] rev 12716
extend land digest to all surfaces that could possibly be loaded into Land[] - i.e. ones that impact sync
Wed, 18 Oct 2017 05:28:22 +0200 AI hogs use timebox instead of skip if clueless what to do
Wuzzy <almikes@aol.com> [Wed, 18 Oct 2017 05:28:22 +0200] rev 12715
AI hogs use timebox instead of skip if clueless what to do
Wed, 18 Oct 2017 03:39:01 +0200 AI doesn't use extra damage/vampirism/invulnerable again if already active
Wuzzy <almikes@aol.com> [Wed, 18 Oct 2017 03:39:01 +0200] rev 12714
AI doesn't use extra damage/vampirism/invulnerable again if already active
Wed, 18 Oct 2017 03:19:43 +0200 Move amNothing from F1 slot to new special hidden weapon slot. Move amDuck to F1
Wuzzy <almikes@aol.com> [Wed, 18 Oct 2017 03:19:43 +0200] rev 12713
Move amNothing from F1 slot to new special hidden weapon slot. Move amDuck to F1
Wed, 18 Oct 2017 02:17:03 +0200 Add air mine, cleaver to Highlander ammo scheme, and remove resurrector
Wuzzy <almikes@aol.com> [Wed, 18 Oct 2017 02:17:03 +0200] rev 12712
Add air mine, cleaver to Highlander ammo scheme, and remove resurrector
Wed, 18 Oct 2017 02:08:24 +0200 Fix rubber duck not being used in Highlander
Wuzzy <almikes@aol.com> [Wed, 18 Oct 2017 02:08:24 +0200] rev 12711
Fix rubber duck not being used in Highlander
Mon, 16 Oct 2017 16:45:19 +0200 Also drop air mine and rubber duck from Construction Mode crates
Wuzzy <almikes@aol.com> [Mon, 16 Oct 2017 16:45:19 +0200] rev 12710
Also drop air mine and rubber duck from Construction Mode crates
Sun, 15 Oct 2017 13:15:39 +0200 Highlander: Mention the "max. 1 ammo per type" rule in mission panel
Wuzzy <almikes@aol.com> [Sun, 15 Oct 2017 13:15:39 +0200] rev 12709
Highlander: Mention the "max. 1 ammo per type" rule in mission panel
Sun, 15 Oct 2017 12:30:31 +0200 Loyal Highlander: loyal=true in Highlander script param, you only get stuff for *enemy* kills
Wuzzy <almikes@aol.com> [Sun, 15 Oct 2017 12:30:31 +0200] rev 12708
Loyal Highlander: loyal=true in Highlander script param, you only get stuff for *enemy* kills Normal Highlander is of course not affected by this. This setting is optional.
Fri, 13 Oct 2017 23:39:36 +0200 Fix failure to update all cloud layers properly when entering Sudden Death
Wuzzy <almikes@aol.com> [Fri, 13 Oct 2017 23:39:36 +0200] rev 12707
Fix failure to update all cloud layers properly when entering Sudden Death
Fri, 13 Oct 2017 16:37:56 -0400 mark up sprites for uStore loading. critical is for ones needed for proper gameplay, checksum is for ones where the game will desync if they don't match. will add checksumming next...
nemo [Fri, 13 Oct 2017 16:37:56 -0400] rev 12706
mark up sprites for uStore loading. critical is for ones needed for proper gameplay, checksum is for ones where the game will desync if they don't match. will add checksumming next...
Fri, 13 Oct 2017 17:09:45 +0200 Don't switch back to rope/chute/jetpack if selected ammo is not ammoprop_AltUse
Wuzzy <almikes@aol.com> [Fri, 13 Oct 2017 17:09:45 +0200] rev 12705
Don't switch back to rope/chute/jetpack if selected ammo is not ammoprop_AltUse This fixes a regression like that you can't shoryuken after rope.
Thu, 12 Oct 2017 20:30:39 +0200 Explain TropyRace's knockout rule in the mission panel
Wuzzy <almikes@aol.com> [Thu, 12 Oct 2017 20:30:39 +0200] rev 12704
Explain TropyRace's knockout rule in the mission panel
Thu, 12 Oct 2017 20:17:00 +0200 QTfrontend: Fix flickering and bad offset of control config popup
Wuzzy <almikes@aol.com> [Thu, 12 Oct 2017 20:17:00 +0200] rev 12703
QTfrontend: Fix flickering and bad offset of control config popup If you opened the pop-up to change a key, there was a very short flicker at the left side and the pop-up had a bad offset which sometimes caused entries to be out of screen bounds.
Thu, 12 Oct 2017 19:04:30 +0200 Add missing variable in uWorld.pas in videorec builds
Wuzzy <almikes@aol.com> [Thu, 12 Oct 2017 19:04:30 +0200] rev 12702
Add missing variable in uWorld.pas in videorec builds
Thu, 12 Oct 2017 16:30:12 +0200 Fix incorrect hints about molotov cocktail insta-booming barrels
Wuzzy <almikes@aol.com> [Thu, 12 Oct 2017 16:30:12 +0200] rev 12701
Fix incorrect hints about molotov cocktail insta-booming barrels
Wed, 11 Oct 2017 23:41:25 +0200 Rope: Keep rope selected if sliding on ground and secondary weapon selected
Wuzzy <almikes@aol.com> [Wed, 11 Oct 2017 23:41:25 +0200] rev 12700
Rope: Keep rope selected if sliding on ground and secondary weapon selected For consistency w/ previous rope commit
Wed, 11 Oct 2017 23:14:29 +0200 Remove unused variable in uWorld.pas
Wuzzy <almikes@aol.com> [Wed, 11 Oct 2017 23:14:29 +0200] rev 12699
Remove unused variable in uWorld.pas
Wed, 11 Oct 2017 17:05:35 -0400 wind blowing around mines off-turn was too annoying.
nemo [Wed, 11 Oct 2017 17:05:35 -0400] rev 12698
wind blowing around mines off-turn was too annoying.
Wed, 11 Oct 2017 23:01:07 +0200 Keep rope/jetpack/parachute selected when destroyed and having secondary ammo selected
Wuzzy <almikes@aol.com> [Wed, 11 Oct 2017 23:01:07 +0200] rev 12697
Keep rope/jetpack/parachute selected when destroyed and having secondary ammo selected Assumption: You rope with secondary ammo selected. You miss a shot, destroying the rope gear. Previous behaviour: Rope gets deselected and the secondary ammo gets selected, you can no longer rope. Very annoying, reason of many Shoppa fails! New behaviour: Rope stays selected, but selection of secondary ammo is cleared (because rope gear got destroyed). Makes much more sense overall. Analog for jetpack and parachute.
Wed, 11 Oct 2017 20:16:00 +0200 Fix rope angle possible to go below 0° if having secondary weapon selected
Wuzzy <almikes@aol.com> [Wed, 11 Oct 2017 20:16:00 +0200] rev 12696
Fix rope angle possible to go below 0° if having secondary weapon selected
Wed, 11 Oct 2017 18:52:50 +0200 Fix faulty stats screen translation in English locale
Wuzzy <almikes@aol.com> [Wed, 11 Oct 2017 18:52:50 +0200] rev 12695
Fix faulty stats screen translation in English locale
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