Wed, 07 Aug 2019 00:54:42 +0300 |
alfadur |
fix check for static gears
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Tue, 06 Aug 2019 23:33:08 +0200 |
Wuzzy |
Restrict girder placement in other land objects, too
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Tue, 06 Aug 2019 23:47:02 +0300 |
alfadur |
disallow placing girders over airmines and moving hogs
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Tue, 06 Aug 2019 23:28:14 +0300 |
alfadur |
add helper to find if a spite intersects gears
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Wed, 09 Jan 2019 16:27:57 -0500 |
nemo |
fix incorrect mask set in r7b4643ff60ea - this causes ghost hog collisions and odd hog jumps on overlap with active hog
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Fri, 23 Nov 2018 15:54:23 -0500 |
nemo |
overall, using LongInt for leftX/rightX results in fewer casts, since most comparisons are against ints.
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Sat, 27 Oct 2018 07:20:07 +0300 |
alfadur |
make firepunch hit moving gears (airmines are not amused)
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Tue, 10 Jul 2018 18:35:31 +0200 |
Wuzzy |
Refactor collision mask checks, remove hardcoded numbers
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Tue, 10 Jul 2018 18:00:04 +0200 |
Wuzzy |
Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
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Mon, 12 Mar 2018 00:59:47 +0100 |
alfadur |
Fix minigun bullets sometimes failing to hit when shooting same thing twice in row
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Wed, 31 Jan 2018 13:42:52 -0500 |
alfadur |
Machinegun. also tweaked ignore
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Thu, 03 Mar 2016 16:36:05 -0500 |
nemo |
Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
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