Sat, 06 Jul 2013 19:29:18 +0200 |
koda |
use SDL2 as ifdef symbol because we're not really sdl1.3 compatible, change the compatibility layer, drop unused code, add some documentation
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Tue, 04 Jun 2013 22:28:12 +0200 |
koda |
update branch
webgl
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Wed, 29 May 2013 15:12:06 -0400 |
unc0rr |
bump copyright year for Andrey entries
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Fri, 17 May 2013 00:06:01 +0400 |
unc0rr |
Best level AI should maximize the score at all costs.
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Tue, 07 May 2013 23:37:03 +0400 |
unc0rr |
IFDEF that score expectation logging
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Sat, 04 May 2013 21:40:52 -0400 |
nemo |
pass the target
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Thu, 02 May 2013 21:55:03 +0400 |
unc0rr |
Make AI more active in multiattack game mode
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Sat, 27 Apr 2013 00:09:50 +0400 |
unc0rr |
Don't use writeln in ai thread (from rdd4035ee0f12), this causes crashes. Fixes issue 617.
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Sun, 14 Apr 2013 22:57:13 +0200 |
koda |
let's go with what nemo suggests
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Sat, 13 Apr 2013 20:34:30 +0200 |
koda |
let's try to kill the thread right away and protect the thread variable with a mutex
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Sun, 07 Apr 2013 16:35:48 -0400 |
nemo |
set translucency on fruit theme water, clamp size to even number (same sdl window resize) and honouring min size, reduce calls to dmgmod a bit
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Fri, 05 Apr 2013 18:25:23 +0200 |
koda |
use SDL_Threads everywhere
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Tue, 02 Apr 2013 21:00:57 +0200 |
koda |
update webgl branch
webgl
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Wed, 06 Mar 2013 13:03:11 -0500 |
nemo |
skip frozen hogs in switch
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Thu, 22 Nov 2012 00:41:53 +0100 |
koda |
updated branch
webgl
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Thu, 15 Nov 2012 13:58:49 +0400 |
unc0rr |
Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
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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
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Tue, 13 Nov 2012 13:50:04 +0400 |
unc0rr |
Some tweaks to AI
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Mon, 22 Oct 2012 23:35:12 +0400 |
unc0rr |
- Fix desyncs triggered by AI
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Mon, 22 Oct 2012 21:24:38 +0400 |
unc0rr |
Check cake and air attack again if walked far from initial position (not tested)
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Mon, 22 Oct 2012 14:16:10 +0400 |
unc0rr |
Mark places where tried to jump, avoid too much of thinking
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Fri, 27 Jul 2012 11:41:16 +0400 |
unc0rr |
oops
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Fri, 27 Jul 2012 10:29:37 +0400 |
unc0rr |
Fix edge case problems with sniper rifle
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Thu, 26 Jul 2012 11:56:58 +0400 |
unc0rr |
No more AI jumping lulz
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Wed, 25 Jul 2012 22:46:03 +0400 |
unc0rr |
merge
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Wed, 25 Jul 2012 16:24:30 +0400 |
unc0rr |
- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
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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.
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Sun, 22 Jul 2012 00:48:48 +0400 |
unc0rr |
AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
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Wed, 11 Jul 2012 22:18:43 -0400 |
nemo |
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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Thu, 14 Jun 2012 16:35:36 +0400 |
unc0rr |
AI loves to jump
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