hedgewars/uTeams.pas
Thu, 29 Nov 2012 23:23:19 -0500 Joe Doyle (Ginto8) Move global variables to units that use them
Thu, 22 Nov 2012 00:41:53 +0100 koda updated branch webgl
Sat, 17 Nov 2012 20:27:49 -0500 nemo oops
Sun, 11 Nov 2012 17:15:19 +0100 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
Tue, 06 Nov 2012 23:59:58 +0400 unc0rr Don't zero TeamHealth, only show empty health bar
Tue, 06 Nov 2012 08:38:37 -0500 nemo Remove duplicate files from voices (add a fallback check in uSound). Add JustYouWait as an alternate to IllGetYou. Note that IllGetYou being called every turn seems awkward. IMO they probably should be reserved for significant enemy action. Maybe played by team of heavily damaged or killed hog.
Sat, 27 Oct 2012 14:50:38 +0200 koda minor macro cleanup
Sat, 27 Oct 2012 01:16:35 +0400 unc0rr Clear hedgehog's gear Power value when switching. Should fix issue 446 (not tested, but looks obvious).
Sun, 14 Oct 2012 20:24:08 -0400 nemo Also shove using shotgun, switch off hat when not active hog
Tue, 04 Sep 2012 13:18:26 +0200 sheepluva I didn't want to do this since it seems less clean, but...
Thu, 26 Jul 2012 21:56:47 +0400 Stepan777 merge
Wed, 25 Jul 2012 10:56:14 -0400 nemo Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
Sun, 24 Jun 2012 20:31:26 +0400 Stepan777 merge
Sat, 23 Jun 2012 21:37:47 -0400 nemo Step 1. Add current hedgehog as top bit of bottom byte.
Thu, 07 Jun 2012 17:42:32 +0400 Stepan777 merge
Thu, 07 Jun 2012 01:10:57 +0200 Xeli first attempt at implementing support for keys with modifiers
Tue, 05 Jun 2012 19:33:49 +0200 Xeli only reset those keys which actually change their bindings
Mon, 04 Jun 2012 21:32:30 +0400 Stepan777 here it is
Thu, 31 May 2012 15:14:39 +0400 unc0rr pas2c stuff
Wed, 23 May 2012 23:24:03 +0400 unc0rr Don't remove already removed team
Thu, 10 May 2012 23:21:56 +0200 koda the ios port runs again, although with a few things to sort out
Sat, 05 May 2012 19:04:59 +0100 koda old typed const moved to their proper unit
Thu, 03 May 2012 00:20:58 -0400 nemo Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
Wed, 02 May 2012 22:12:58 +0400 unc0rr GetRandom -> GetRandomf
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)
Tue, 01 May 2012 19:56:55 +0200 koda breaking news, we don't support typed consts anymore
Sun, 29 Apr 2012 21:17:27 +0200 Xeli wops
Sun, 29 Apr 2012 18:08:46 +0200 Xeli hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Sat, 28 Apr 2012 15:03:52 +0200 Xeli changed uKeys to uInputHandler to better reflect its function
Tue, 24 Apr 2012 23:50:40 +0400 unc0rr Get rid of overloaded functions in uAmmo
Sun, 22 Apr 2012 13:58:53 -0400 nemo Make clouds/flakes change direction smoothly
Sat, 21 Apr 2012 18:11:24 -0400 nemo *sigh*
Sat, 21 Apr 2012 18:05:42 -0400 nemo Seems to me placing hogs does not need 5s since it is a fixed interval now. Maybe if placing hogs was ever 0 seconds or something.
Sat, 21 Apr 2012 19:51:13 +0400 unc0rr - Remove support for variables in command handlers
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Thu, 16 Feb 2012 21:32:19 +0100 Xeli move the aim buttons to be above the jump button
Thu, 16 Feb 2012 17:48:03 +0100 Xeli added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Sat, 04 Feb 2012 16:22:46 +0100 Xeli Rewrote the Ammomenu:
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 14:46:57 +0300 unc0rr - Improvement to the parser
Wed, 26 Oct 2011 01:50:08 +0200 sheepluva move (prematurely) finishing game by removing all teams into engine since that's where it should happen
Sun, 16 Oct 2011 21:03:30 +0200 koda merge the changes applied to 0.9.16
Sun, 25 Sep 2011 10:48:18 -0400 nemo merge from default. Pulls in sheepluva's frontend work, and unbreaks engine cmake. 0.9.16
Thu, 22 Sep 2011 17:19:39 +0400 unc0rr Fix sheepluva's merge
Mon, 19 Sep 2011 23:25:13 +0200 sheepluva merge the 2 heads. I hope I did it right. also I increased proto and ver number
Mon, 19 Sep 2011 23:55:52 +0400 unc0rr - Unset hhdriven flag for gone hedgehog
Sat, 17 Sep 2011 13:40:54 -0400 nemo Revert 3ec95dc2b249 - causes hogs to be trapped in the teleport animation. bad breakage
Mon, 12 Sep 2011 07:38:16 +0200 sheepluva don't load key binds for AI hedgehogs
Fri, 09 Sep 2011 18:30:40 -0400 nemo Remove some unused variables and options.inc which uFloat doesn't use, probably should never use, and was getting in the way of my testcase - but most importantly, remove the inline on hwSqrt which was causing very bad math on my compiler/machine. We may have to remove more inlining. A pity.
Fri, 09 Sep 2011 22:04:40 +0400 unc0rr Don't test for hasGone in unapproved places. Now any possibility of desync on player quit is ruled out. Not tested at all.
Thu, 08 Sep 2011 21:18:44 -0400 nemo There. Push this back on to unc0rr. This effect can still desync, 'cause it always could, but at least now the two are linked w/o argument I think.
Thu, 08 Sep 2011 13:01:20 -0400 nemo Restore hog on team gone
Sun, 21 Aug 2011 19:29:04 -0400 nemo Try to avoid overlapping voices for major statements (not things like byebye or oof)
Thu, 30 Jun 2011 15:09:10 +0400 unc0rr Tiny optimization: convert smooth wind indicator change gear into visual gear
Thu, 21 Apr 2011 07:41:24 +0200 koda Clean Augean stables 2 (pascal has classnames available)
Mon, 28 Mar 2011 21:44:17 +0400 unc0rr - Use LastDamage in CheckHHDamage
Sat, 26 Mar 2011 22:49:38 +0100 koda fix a couple of loose ends
Sat, 19 Mar 2011 16:19:50 +0100 Henek some final work and buggfix for Tag Team, it is now playable
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