2013-06-05 |
sheepluva |
fixed all engine compilation hints and notes (that I could see)
|
file |
diff |
annotate
|
2013-06-04 |
koda |
parsing ok, stops at uGears
webgl
|
file |
diff |
annotate
|
2013-06-04 |
koda |
update branch
webgl
|
file |
diff |
annotate
|
2013-05-29 |
unc0rr |
bump copyright year for Andrey entries
|
file |
diff |
annotate
|
2013-05-10 |
nemo |
I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
|
file |
diff |
annotate
|
2013-05-10 |
nemo |
Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
|
file |
diff |
annotate
|
2013-05-09 |
nemo |
oops
|
file |
diff |
annotate
|
2013-05-09 |
nemo |
*sigh* freakin "with"
|
file |
diff |
annotate
|
2013-05-07 |
nemo |
remove redundant abs, and some incorrect 1+ to damage
|
file |
diff |
annotate
|
2013-05-07 |
nemo |
☹
|
file |
diff |
annotate
|
2013-05-07 |
nemo |
Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
|
file |
diff |
annotate
|
2013-05-06 |
nemo |
So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
|
file |
diff |
annotate
|
2013-05-05 |
nemo |
*sigh*
|
file |
diff |
annotate
|
2013-05-05 |
nemo |
oops
|
file |
diff |
annotate
|
2013-05-04 |
nemo |
simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
|
file |
diff |
annotate
|
2013-05-04 |
nemo |
explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
|
file |
diff |
annotate
|
2013-05-04 |
nemo |
Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
|
file |
diff |
annotate
|
2013-05-04 |
nemo |
oops
|
file |
diff |
annotate
|
2013-05-04 |
nemo |
try to guess at barrel state. prob should flag it..
|
file |
diff |
annotate
|
2013-05-04 |
nemo |
ignore non-hedgies here. could be useful, but Hammer needs to be taught to consider it. (hammer + explosives on a bridge could be neat)
|
file |
diff |
annotate
|
2013-05-04 |
nemo |
trying to make AI aware of mine/explosive break point. also remove redundant test.
|
file |
diff |
annotate
|
2013-05-03 |
nemo |
only rate subs if significant. still very much need correct fall+damage esp given different knocks.
|
file |
diff |
annotate
|
2013-05-03 |
nemo |
Make hogs aware of dud mines and explosives. Still a bit more needed.
|
file |
diff |
annotate
|
2013-04-27 |
nemo |
So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
|
file |
diff |
annotate
|
2013-04-20 |
koda |
update 0.9.19 with dev branch
0.9.19
|
file |
diff |
annotate
|
2013-04-10 |
jaree |
Change collision detection with current hedgehog
|
file |
diff |
annotate
|
2013-04-07 |
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
|
file |
diff |
annotate
|
2013-04-04 |
jaree |
Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
|
file |
diff |
annotate
|
2013-04-02 |
koda |
update webgl branch
webgl
|
file |
diff |
annotate
|
2013-03-28 |
Urbertar |
Fix TestCollExcludingMe function. Now it doesn't skip test if there are more then one hog at checking pixel
|
file |
diff |
annotate
|
2013-03-26 |
nemo |
merge. hate the fact that "unsynced remote changes" is just a "note" now.
|
file |
diff |
annotate
|
2013-03-18 |
nemo |
More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
|
file |
diff |
annotate
|
2013-03-17 |
nemo |
Add some flags for a few of the magic Land values
|
file |
diff |
annotate
|
2012-11-11 |
koda |
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
webgl
|
file |
diff |
annotate
|
2012-11-08 |
unc0rr |
Various tweaks to recent AI change
|
file |
diff |
annotate
|
2012-11-07 |
unc0rr |
Try to beat AI in Mutant!
|
file |
diff |
annotate
|
2012-10-28 |
koda |
cleanup in initEverything and freeEverything
|
file |
diff |
annotate
|
2012-10-22 |
unc0rr |
Track targets better in multiattack mode
|
file |
diff |
annotate
|
2012-09-29 |
unc0rr |
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
|
file |
diff |
annotate
|
2012-09-27 |
unc0rr |
Fix some hints
|
file |
diff |
annotate
|
2012-09-02 |
nemo |
perf tweak
|
file |
diff |
annotate
|
2012-08-03 |
unc0rr |
TestKamikaze, needs polishing
|
file |
diff |
annotate
|
2012-07-25 |
unc0rr |
merge
|
file |
diff |
annotate
|
2012-07-25 |
unc0rr |
Commit commented out code which I used to debug AI walking
|
file |
diff |
annotate
|
2012-07-25 |
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)
|
file |
diff |
annotate
|
2012-07-25 |
unc0rr |
Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
|
file |
diff |
annotate
|
2012-07-25 |
unc0rr |
Some tiny improvements to AI walking algorythm
|
file |
diff |
annotate
|
2012-07-25 |
nemo |
Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
|
file |
diff |
annotate
|
2012-07-12 |
unc0rr |
Don't consider moving hedgehogs in place rating in after attack mode
|
file |
diff |
annotate
|
2012-07-12 |
nemo |
Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
|
file |
diff |
annotate
|
2012-07-12 |
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.
|
file |
diff |
annotate
|
2012-07-08 |
nemo |
Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
|
file |
diff |
annotate
|
2012-06-25 |
unc0rr |
oops
|
file |
diff |
annotate
|
2012-06-24 |
unc0rr |
Fix completely broken RateHammer
|
file |
diff |
annotate
|
2012-06-24 |
nemo |
Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
|
file |
diff |
annotate
|
2012-06-09 |
nemo |
Remove debug pixel draws, skip tracing on own shoved hogs. Should speed things up allowing more evaluations of stuff.
|
file |
diff |
annotate
|
2012-06-09 |
unc0rr |
- Adjust some consts so whip and firepunch work perfectly
|
file |
diff |
annotate
|
2012-06-09 |
nemo |
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.
|
file |
diff |
annotate
|
2012-06-01 |
unc0rr |
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
|
file |
diff |
annotate
|
2012-05-31 |
nemo |
Name the flags for fall tracking and indicating whether the explosion erases terrain.
|
file |
diff |
annotate
|