Mon, 06 Dec 2010 13:07:36 -0500 |
nemo |
try this mikade
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Thu, 02 Dec 2010 18:45:16 -0500 |
nemo |
Add an extra pass in FindPlace for AI resurrection mode to try to make it unwinnable, add DeleteGear, DeleteVisualGear, AddVisualGear, GetVisualGearValues, SetVisualGearValues to Lua
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Sun, 21 Nov 2010 12:11:50 -0500 |
nemo |
detach rope if the Land[] vanishes
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Sun, 21 Nov 2010 10:53:50 -0500 |
nemo |
fix rope test
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Sun, 21 Nov 2010 09:37:48 -0500 |
nemo |
Disable rope attach to hogs/crates/barrels etc. Should fix a bug in collision according to unc0rr
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Sun, 21 Nov 2010 09:12:44 -0500 |
nemo |
After repeated requests, variable length rope. Intended for the infinite rope folks, but values less than 100 make rope more interesting IMO.
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Sat, 20 Nov 2010 23:19:52 +0300 |
unc0rr |
no way
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Wed, 17 Nov 2010 22:09:07 -0500 |
nemo |
remove some more PHedgehog casts
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Wed, 17 Nov 2010 20:58:23 +0300 |
unc0rr |
Remove ugly PHedgehog(Gear^.Hedgehog) cast
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Sun, 14 Nov 2010 15:06:02 -0500 |
nemo |
merge 0.9.14.1 to trunk
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Sun, 14 Nov 2010 12:57:01 +0100 |
Palewolf |
Small animation on bullet impact
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Sun, 14 Nov 2010 02:38:05 -0500 |
nemo |
sorry bout that guys.
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Sat, 13 Nov 2010 23:08:33 +0100 |
Henek |
clean up and lua update, very minor
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Sat, 13 Nov 2010 15:32:53 -0500 |
nemo |
merge 0.9.14 back into trunk
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Sat, 13 Nov 2010 23:03:17 +0300 |
unc0rr |
merge
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Sat, 13 Nov 2010 17:19:18 +0100 |
Henek |
made napalm use napalmbombs instead of just dropping fire
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Sat, 13 Nov 2010 20:42:26 +0300 |
unc0rr |
Optimization fail fixed
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Sun, 14 Nov 2010 11:10:25 -0500 |
nemo |
2 of the fixes for 0.9.14.1 - still need to fix the frontend desync and config-dir
0.9.14.1
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Fri, 12 Nov 2010 23:29:11 -0500 |
nemo |
Apply wind while roping too (with the game flag set)
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Sat, 13 Nov 2010 23:13:21 +0300 |
unc0rr |
Apply 2610ad7c6d6c to branch too
0.9.14
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Fri, 12 Nov 2010 21:30:00 -0500 |
nemo |
tweak more wind mode
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Sat, 13 Nov 2010 03:26:14 +0100 |
koda |
merge
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Fri, 12 Nov 2010 18:57:36 -0500 |
nemo |
This revision should, in theory, correctly merge 0.9.14 and tip, so that future merges of 0.9.14 should work properly
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Sat, 13 Nov 2010 00:51:55 +0100 |
Henek |
makes drill attack drills weaker and not affected by wind
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Fri, 12 Nov 2010 23:40:08 +0100 |
Henek |
fancy dust when the drill is drilling
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Fri, 12 Nov 2010 22:47:13 +0100 |
koda |
redo once again file updating, moving stuff around
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Fri, 12 Nov 2010 22:38:05 +0100 |
Palewolf |
Light trails for bullets
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Fri, 12 Nov 2010 16:06:06 -0500 |
nemo |
copypasta fail
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Fri, 12 Nov 2010 16:00:28 -0500 |
nemo |
off by 1 error in resurrector index
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Fri, 12 Nov 2010 15:57:30 -0500 |
nemo |
engine side of a more wind patch. no frontend hook. just want to check it in to pull it from another machine
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Fri, 12 Nov 2010 13:54:22 -0500 |
nemo |
distribute health evenly amongst graves instead of randomly - avoid situation where a grave stays dead
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Fri, 12 Nov 2010 12:35:30 -0500 |
nemo |
ok... combine a tick check with texture percentage check. this should be a lot less frequent
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Fri, 12 Nov 2010 12:30:22 -0500 |
nemo |
Also switch saucer from updating every N ticks to updating as-needed.
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Fri, 12 Nov 2010 12:25:38 -0500 |
nemo |
Switch to Damage - Tag is already in use
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Fri, 12 Nov 2010 12:21:40 -0500 |
nemo |
remove floating point/rounding
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Fri, 12 Nov 2010 12:20:50 -0500 |
nemo |
only update flamethrower texture when the percentage changes
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Fri, 12 Nov 2010 17:54:49 -0500 |
nemo |
improve behaviour of resurrection. pull in 4254 and 4259 which replace random with index
0.9.14
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Fri, 12 Nov 2010 17:53:35 -0500 |
nemo |
pull bugfix into 0.9.14 avoid major performance hit when using flamethrower
0.9.14
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Fri, 12 Nov 2010 14:54:53 +0100 |
koda |
drillstrike! might require the drill patch to improve behavior
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Tue, 09 Nov 2010 22:40:38 -0500 |
nemo |
make weapons on rope/parachute/UFO inherit momentum of the hog. needs testing of course
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Mon, 08 Nov 2010 22:11:46 -0500 |
nemo |
No point in leaving hogs at 0, since shotgun triggers death anyway. Also, add some audio cues to extra damage / time
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Sun, 07 Nov 2010 19:00:41 +0100 |
koda |
remove last warnings from xcodeproj
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Sun, 07 Nov 2010 12:37:29 -0500 |
nemo |
fix stray offset in resurrector, make resurrector use time
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Sun, 07 Nov 2010 20:36:16 +0300 |
unc0rr |
Fix rev dec8aafc6414 (not tested)
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Sun, 07 Nov 2010 19:24:37 +0300 |
Henek |
renaming gtAmmo_Bomb and gtAmmo_Grenade
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Sun, 07 Nov 2010 17:01:48 +0300 |
unc0rr |
Don't call getrandom() from parameters to a function. The order of calls is undefined, so desyncs are probable.
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Sat, 06 Nov 2010 22:03:12 -0400 |
nemo |
Prevent escape
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Sat, 06 Nov 2010 17:56:24 -0400 |
henek |
2 more variables to control water rise and health loss during sudden death.
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Fri, 05 Nov 2010 17:27:14 -0400 |
nemo |
This should make bee and other targetted things behave more reliably in infinite attack mode. Blocks switching of weps if a target point is active.
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Wed, 03 Nov 2010 20:16:31 +0100 |
sheepluva |
copypasta(TM) saves the day (nemo's bugfix part2)
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Wed, 03 Nov 2010 15:03:24 -0400 |
nemo |
clear gmAttack on attach to prevent a particularly nasty abuse found by the shoppa users.
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Tue, 02 Nov 2010 13:17:01 +0100 |
sheepluva |
more portal tweaks (closer exit position, cake stuff, etc)
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Mon, 01 Nov 2010 03:05:44 +0100 |
sheepluva |
we had it with you intolerant portals\!
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Sun, 31 Oct 2010 19:16:54 +0100 |
sheepluva |
various portal tweaks, also: nemo's gear jiggling is back
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Sun, 31 Oct 2010 18:04:21 +0100 |
koda |
merge
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Sun, 31 Oct 2010 00:32:41 -0400 |
nemo |
Cancel out dX/dY to handle the invulnerability case
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Sat, 30 Oct 2010 23:50:49 -0400 |
nemo |
Check for collision with surfaces above when levitating hog, use more typical drawing syntax for the resurrector wep, restore typical indentation
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Sun, 31 Oct 2010 02:50:15 +0100 |
sheepluva |
potential fix for Issue #86: 'Objects behind a portal will sometimes go through the portal.' please test
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Sat, 30 Oct 2010 21:39:50 -0400 |
nemo |
make aura match cross colour, add a faint aura to resurrected hogs. basically mucking about w/ burp's weapon again.
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Sat, 30 Oct 2010 21:06:55 -0400 |
nemo |
Only set zombie hat if the hog didn't have a hat. I'm keeping my dinos dammit!
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Sun, 31 Oct 2010 18:04:02 +0100 |
koda |
add some phone rumbling to big explosions, airbomb and sinegun
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Sat, 30 Oct 2010 23:25:41 +0200 |
sheepluva |
Portal: don't port RCPlanes for now, they are too wide anyway :P
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Sat, 30 Oct 2010 21:57:54 +0200 |
Tobias Neumann |
Resurrector: respect modified Gear position for resurrection range circle
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Sat, 30 Oct 2010 21:43:41 +0200 |
Tobias Neumann |
Resurrector: Levitate hog + show cross
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Sat, 30 Oct 2010 20:01:34 +0200 |
Tobias Neumann |
Resurrector: Use zombie-hat for resurrected hogs
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Fri, 29 Oct 2010 20:35:17 -0400 |
nemo |
burp can always remove this if he doesn't like it. just making it a bit more interesting.
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Fri, 29 Oct 2010 20:05:19 -0400 |
nemo |
Kill off hog immediately on using up health, use more common formatting, call render less often
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Wed, 27 Oct 2010 11:39:05 -0400 |
nemo |
Only FollowGear for the pilot.
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Sat, 23 Oct 2010 14:10:23 +0200 |
Tobias Neumann |
Resurrector Weapon: Add ammo icon, sound, hedgehog picture (from Tiy).
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Tue, 19 Oct 2010 21:12:53 -0400 |
nemo |
Remove this - doesn't seem to do anything useful after all.
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Tue, 19 Oct 2010 19:47:17 -0400 |
nemo |
merge
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Thu, 14 Oct 2010 22:01:33 +0200 |
koda |
less warning, no rotation glitch, more comments
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Thu, 14 Oct 2010 16:01:43 +0200 |
Tobias Neumann |
Resurrector weapon: do not make it end turn, add description,
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Tue, 19 Oct 2010 19:46:43 -0400 |
nemo |
Rope optimisation. Remove a space in sdl keys that seems like a bug - issue #70
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Tue, 12 Oct 2010 05:06:30 +0200 |
koda |
minor stuff
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Mon, 11 Oct 2010 14:55:13 -0400 |
nemo |
Call OnUsedAmmo *after* doing the normal CurAmmoType stuff so CurAmmoType actually points to the right bloody weapon
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Mon, 11 Oct 2010 20:34:21 +0200 |
Tobias Neumann |
New Weapon: Resurrector (TODO: ammo icon + sprites)
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Mon, 11 Oct 2010 11:36:47 -0400 |
nemo |
Don't use AfterAttack in saucer - CurAmmoType is switched at this point
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Sun, 10 Oct 2010 21:14:58 -0400 |
nemo |
Hopefully fix the last of the more obvious weapon bugs w/ infinite attack mode, add a depixeling sweep every 5s too.
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Sun, 10 Oct 2010 20:34:48 -0400 |
nemo |
Hopefully fix bee/air attacks w/o screwing anything else up. Set mines to trigger immediately in infinite attack mode (better not use 0s mines)
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Wed, 29 Sep 2010 16:16:25 -0400 |
nemo |
Correct bug in flight ceiling for birdy as well, increase clip on velocity to 1.9 (shouldn't cause problems with most collision checks still), apply clip to both + and -
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Sun, 26 Sep 2010 19:06:59 -0400 |
nemo |
remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
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Sun, 26 Sep 2010 15:40:59 -0400 |
nemo |
Allow UFO to go underwater. Keep UFO active if it runs out of fuel in the air/water, just disable controls.
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Wed, 22 Sep 2010 21:53:29 +0200 |
smaxx |
Engine:
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Sun, 12 Sep 2010 17:56:41 -0400 |
nemo |
Fix kamikaze portal loop
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Sun, 12 Sep 2010 23:43:20 +0200 |
smaxx |
Sounds:
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Thu, 09 Sep 2010 23:13:11 -0400 |
nemo |
Fix swapped x/y in drill rocket test
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Mon, 06 Sep 2010 16:23:47 -0400 |
nemo |
Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
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Fri, 03 Sep 2010 01:41:51 +0200 |
smaxx |
Engine:
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Wed, 01 Sep 2010 19:31:32 -0400 |
nemo |
Fix for issue #20
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Wed, 25 Aug 2010 21:06:34 +0100 |
tiyuri |
Some survival mode changes by burp
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Tue, 24 Aug 2010 13:24:37 +0200 |
smaxx |
Engine:
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Sun, 22 Aug 2010 16:31:57 +0200 |
smaxx |
Engine:
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Fri, 06 Aug 2010 11:45:20 +0200 |
smaxx |
Engine:
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Tue, 03 Aug 2010 15:13:32 +0200 |
smaxx |
Engine:
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Tue, 03 Aug 2010 14:19:47 +0200 |
smaxx |
Engine:
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Tue, 03 Aug 2010 02:33:57 +0200 |
smaxx |
Engine:
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Tue, 03 Aug 2010 01:33:20 +0200 |
smaxx |
Engine:
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Tue, 03 Aug 2010 00:36:36 +0200 |
smaxx |
Engine:
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Mon, 02 Aug 2010 18:19:55 +0200 |
smaxx |
Engine:
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Mon, 02 Aug 2010 01:07:51 +0200 |
smaxx |
Engine:
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Mon, 02 Aug 2010 00:48:15 +0200 |
smaxx |
Engine:
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Thu, 29 Jul 2010 13:43:57 +0200 |
smaxx |
Engine:
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Tue, 13 Jul 2010 17:39:00 -0400 |
nemo |
Reduce calls to expensive operations in fire. Slightly alters fire behaviour, but should still be reasonable
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Fri, 02 Jul 2010 21:19:22 -0400 |
nemo |
Minor fire tweak for readability and lethalness, remove exit condition that was hanging game (identified by jaylittle)
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Thu, 01 Jul 2010 17:00:14 -0400 |
nemo |
Grid the landscape, and shortcircuit checks on the collision array if there are no nearby checked in collisions to be collided with. This is a big win for fire's ammoshove in particular. Also add a +2 that seemed missing in the check, and update fire accordingly.
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Wed, 30 Jun 2010 12:55:33 +0200 |
koda |
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
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Tue, 29 Jun 2010 23:30:49 -0400 |
nemo |
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
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Tue, 29 Jun 2010 23:25:42 +0200 |
sheepluva |
bee:
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Tue, 29 Jun 2010 18:06:50 +0200 |
sheepluva |
rope: another, small optimization
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Tue, 29 Jun 2010 07:09:55 +0200 |
sheepluva |
rope: optimization, should save up to ~3 million hwFloat multiplications per second
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Tue, 29 Jun 2010 06:27:59 +0200 |
sheepluva |
rope: another small optimization
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Tue, 29 Jun 2010 05:22:25 +0200 |
sheepluva |
rope: tiny optimisation
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Mon, 28 Jun 2010 08:52:17 +0200 |
sheepluva |
portal: angle preservation tweaking
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Sun, 27 Jun 2010 18:17:34 +0200 |
sheepluva |
portal: I accidentally flipped the exit angle in last commit
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Sun, 27 Jun 2010 05:32:11 +0200 |
sheepluva |
portal: some moar tweaks
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Sun, 27 Jun 2010 02:11:31 +0200 |
sheepluva |
portal: entry angle is now affecting exit angle
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Sat, 26 Jun 2010 19:30:16 +0200 |
sheepluva |
portal / slope detection:
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Sat, 26 Jun 2010 09:59:53 +0200 |
sheepluva |
portal:
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Sat, 26 Jun 2010 08:14:53 +0200 |
sheepluva |
portal: make shot 2 times faster, add hog movement speed to shot speed (only the part in shot direction, so that aiming is not messed up)
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Wed, 23 Jun 2010 22:12:06 -0400 |
nemo |
Workaround for cakes and portals. Also disable something that always seems to screw up my portal games.
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Fri, 18 Jun 2010 14:26:04 -0400 |
nemo |
rename flags
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Thu, 17 Jun 2010 11:41:38 -0400 |
nemo |
Make land types flagged (to allow stacking future attributes such as indestructible ice, but also for a damaged flag)
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Wed, 16 Jun 2010 11:50:45 +0200 |
mario.liebisch |
Engine:
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Sat, 05 Jun 2010 19:00:42 +0000 |
nemo |
Remove decrement of iterator health. Might fix weird health bug.
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Fri, 28 May 2010 20:05:22 +0000 |
smxx |
Engine (Henek):
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Fri, 28 May 2010 19:48:51 +0000 |
smxx |
Engine:
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Fri, 28 May 2010 16:21:54 +0000 |
smxx |
Engine:
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Sun, 23 May 2010 23:51:54 +0000 |
nemo |
Prevent all portal loops the guaranteed way, at least until sheepluva's tests yield something reliable.
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Wed, 19 May 2010 02:10:28 +0000 |
nemo |
Henek adds a flamethrower, updates some translations, and tweaks how fire works.
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Tue, 18 May 2010 13:09:57 +0000 |
smxx |
Engine:
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Mon, 17 May 2010 15:42:48 +0000 |
nemo |
Increase minimum threshold for barrel damage to reduce likelihood of blowing one up on jumping out, increase damage to compensate (may need tweaking). Only apply dX for collision w/ kick if barrel is rolling.
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Mon, 17 May 2010 06:26:06 +0000 |
sheepluva |
remove all portal specific code from EndTurnCleanup(), instead have portals self destruct if "CurrentHedgehog" is not the portal's creator
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Sun, 16 May 2010 23:43:45 +0000 |
sheepluva |
* make portals delete each other only indirectly (by setting timer to 0)
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Sat, 15 May 2010 09:21:25 +0000 |
sheepluva |
fix multi-round fire
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Fri, 14 May 2010 23:42:56 +0000 |
nemo |
revert the restoration of non-vgt health gears. desyncs continued with it, and furthermore, occur in r3489 too
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Fri, 14 May 2010 16:02:27 +0000 |
nemo |
sheepluva adds back non-vgt health tag due to desyncs. we should still see about solving the desync though.
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Mon, 10 May 2010 04:43:07 +0000 |
mbait |
Reslyling: little fix of previous commit
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Mon, 10 May 2010 04:41:19 +0000 |
mbait |
Code restlyling: experimental restyling of one module
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Thu, 06 May 2010 22:02:56 +0000 |
sheepluva |
* gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
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Thu, 06 May 2010 03:12:42 +0000 |
nemo |
trying to unbreak what I broke
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Thu, 06 May 2010 01:41:07 +0000 |
sheepluva |
portal:
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Tue, 04 May 2010 21:30:25 +0000 |
nemo |
Add back in earlier lines, commented out
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Tue, 04 May 2010 19:51:27 +0000 |
nemo |
erase useless junk
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Tue, 04 May 2010 19:40:57 +0000 |
sheepluva |
* some changes/cleanups to portal, still much to do :/ * reverted nemo's temporary loop fix * notice: small loops possible again, so take care :P, bigger onces should be interrupted
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Tue, 04 May 2010 16:30:41 +0000 |
nemo |
Add drown-the-playing-hog check for case of piano falling off the landscape.
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Tue, 04 May 2010 03:04:07 +0000 |
sheepluva |
on portal death: make sure that the linked portal know it has been unlinked
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Tue, 04 May 2010 02:46:23 +0000 |
sheepluva |
fix segfault on destroyed portal
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Tue, 04 May 2010 02:34:23 +0000 |
nemo |
TEMPORARY
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Tue, 04 May 2010 00:44:32 +0000 |
sheepluva |
some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
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Mon, 03 May 2010 23:56:18 +0000 |
nemo |
tweak
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Mon, 03 May 2010 02:32:17 +0000 |
sheepluva |
tweak land angle detection/portal a bit
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Sun, 02 May 2010 22:00:50 +0000 |
smxx |
Engine:
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Sun, 02 May 2010 20:30:23 +0000 |
nemo |
Minor tweak. Still needs a lot of work.
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Sun, 02 May 2010 18:25:13 +0000 |
nemo |
hax
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Sun, 02 May 2010 16:53:19 +0000 |
nemo |
Revert switch behaviour (can't use AfterAttack here) remove unneeded value from jetpack definition
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Sun, 02 May 2010 16:24:31 +0000 |
sheepluva |
add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
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Sun, 02 May 2010 14:38:46 +0000 |
nemo |
Drown the hog using the piano
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Sun, 02 May 2010 04:51:29 +0000 |
nemo |
Avoid checking in log spam.
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Sun, 02 May 2010 04:49:07 +0000 |
nemo |
Revert removal of CurAmmoGear from shotgun/deagle (was a silly idea of speeding up the shots)
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Sun, 02 May 2010 02:58:59 +0000 |
nemo |
More portal changes. Allows for a multishoot utility. Hopefully not breaking anything.
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Sat, 01 May 2010 20:15:10 +0000 |
nemo |
Minor change, so sheepluva can comment
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Sat, 01 May 2010 18:44:25 +0000 |
nemo |
Fix portal graphic name, continuing work on portal movement
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Sat, 01 May 2010 05:15:16 +0000 |
sheepluva |
* added some comments
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Fri, 30 Apr 2010 12:19:25 +0000 |
mbait |
Gas grenade:
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Thu, 29 Apr 2010 19:21:40 +0000 |
sheepluva |
let players affect in which direction their teleported hedgehog will look
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Mon, 19 Apr 2010 13:31:08 +0000 |
smxx |
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Mon, 19 Apr 2010 12:47:36 +0000 |
smxx |
Engine:
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Sun, 18 Apr 2010 23:19:15 +0000 |
koda |
add missing controller stubs
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Sat, 17 Apr 2010 23:03:52 +0000 |
palewolf |
cWindSpeed recalculation assumed GetRandom returns a value between 0.0-1.0 while in fact is in the 0.0-0.5 range; Halve cMaxWindSpeed to compensate.
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Fri, 16 Apr 2010 17:17:43 +0000 |
smxx |
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Fri, 16 Apr 2010 16:04:41 +0000 |
smxx |
Engine:
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Thu, 15 Apr 2010 20:46:34 +0000 |
nemo |
Some initial stubs for portal just so Tiy will quit nagging. Also let folks know what approximation of physics I plan to try, here.
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Wed, 07 Apr 2010 12:15:49 +0000 |
smxx |
Engine:
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Mon, 05 Apr 2010 17:22:54 +0000 |
nemo |
These don't belong here.
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Sun, 04 Apr 2010 15:51:19 +0000 |
unc0rr |
with this patch I'm unable to make rope stuck in land
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Sat, 03 Apr 2010 16:32:48 +0000 |
nemo |
try this instead
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Sat, 03 Apr 2010 06:39:17 +0000 |
nemo |
Add ApplyAmmoChanges to get text/animation/crosshairs
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Thu, 01 Apr 2010 16:08:09 +0000 |
nemo |
Update (c) lines to 2010 as unc0rr requested - they all had varying values so I just took the first year mentioned, then tacked on -2010
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Wed, 31 Mar 2010 20:44:38 +0000 |
nemo |
Only require a minimum speed if object is descending.
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Wed, 31 Mar 2010 11:34:58 +0000 |
sheepluva |
make use of Smaxx latest commit(s) when playing ImpactSounds
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Tue, 30 Mar 2010 16:01:12 +0000 |
sheepluva |
fix fpc 2.2.4 type related warning with unclear origin
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Tue, 30 Mar 2010 13:20:04 +0000 |
smxx |
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Tue, 30 Mar 2010 00:02:40 +0000 |
nemo |
prophylactic removal of some Integer references, raise a few of the template islands up a bit so they work inverted without triggering border
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Mon, 29 Mar 2010 20:32:35 +0000 |
palewolf |
- Add HH dX/dY to Birdy disappearing animation
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Sun, 28 Mar 2010 23:41:58 +0000 |
palewolf |
AfterAttack was issued twice
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Sun, 28 Mar 2010 23:40:49 +0000 |
palewolf |
Return control as soon as Birdy begins to disappear
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Sun, 28 Mar 2010 23:37:28 +0000 |
palewolf |
Birdy appears from off-screen
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Sun, 28 Mar 2010 23:11:16 +0000 |
mbait |
Feather: wrong constant fix
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Sun, 28 Mar 2010 23:10:33 +0000 |
mbait |
Birdy's falling feathers
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Sun, 28 Mar 2010 21:53:03 +0000 |
sheepluva |
* tweaked some random stuff in GSHandlers.inc
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Sun, 28 Mar 2010 18:26:31 +0000 |
smxx |
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Sun, 28 Mar 2010 16:35:44 +0000 |
sheepluva |
* removed old hellishimpact.ogg
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Sat, 27 Mar 2010 20:51:53 +0000 |
smxx |
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Sat, 27 Mar 2010 17:32:46 +0000 |
smxx |
Engine:
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Sat, 27 Mar 2010 17:32:04 +0000 |
nemo |
New impact sounds for HHG
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Sat, 27 Mar 2010 17:22:33 +0000 |
smxx |
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Sat, 27 Mar 2010 14:03:30 +0000 |
smxx |
Engine:
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Sat, 27 Mar 2010 11:59:03 +0000 |
palewolf |
- Bee sprites for target and HH hand
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Sat, 27 Mar 2010 08:59:42 +0000 |
mbait |
Wind does not affect of eggs
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Sat, 27 Mar 2010 08:59:10 +0000 |
mbait |
Added poisoned eggs
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Sat, 27 Mar 2010 03:55:12 +0000 |
nemo |
Remove Distance from flake kick, reduce calls to Random() in flame replacing w/ checks on game tick and a little randomness.
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Sat, 27 Mar 2010 02:55:35 +0000 |
sheepluva |
making collision/impact sounds a gear property + adding random melon+hellish sound, feel free to hate me :D
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Sat, 27 Mar 2010 00:03:29 +0000 |
sheepluva |
doStepBomb: cache rounded values of Gear^.X/Y instead of recalculating the exact same values up to 512 times
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Fri, 26 Mar 2010 16:02:47 +0000 |
smxx |
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Fri, 26 Mar 2010 15:59:21 +0000 |
smxx |
Engine:
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Fri, 26 Mar 2010 12:34:18 +0000 |
smxx |
Engine:
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Fri, 26 Mar 2010 03:04:19 +0000 |
nemo |
I don't know why I'm bothering. Sheepluva has a whole new approach in the works.
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Fri, 26 Mar 2010 00:53:31 +0000 |
nemo |
Add more dY checks to allow greater 45 deg bouncing, simplify check for stopped gear in interests of perf.
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Thu, 25 Mar 2010 23:03:21 +0000 |
mbait |
Birdy egg added
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Sun, 21 Mar 2010 16:51:33 +0000 |
nemo |
Make barrels a little more likely to blow up. 25% more damage in fall
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Sun, 21 Mar 2010 15:50:38 +0000 |
palewolf |
Insert commit message here
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Thu, 18 Mar 2010 17:52:56 +0000 |
nemo |
use cWaterLine for steam, splashes and droplets
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Thu, 18 Mar 2010 09:55:22 +0000 |
smxx |
Frontend:
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Tue, 16 Mar 2010 21:39:55 +0000 |
smxx |
Engine:
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Tue, 16 Mar 2010 04:46:29 +0000 |
nemo |
More semi-arbitrary tweaking.
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Tue, 16 Mar 2010 04:43:01 +0000 |
nemo |
Still fiddling with bouncing, hoping to make it work
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Mon, 15 Mar 2010 02:23:40 +0000 |
nemo |
Slightly better behaved bounce, assuming we can make this 45 deg thing work, calcs could stand some optimisation.
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Sun, 14 Mar 2010 20:48:13 +0000 |
smxx |
Engine:
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Sun, 14 Mar 2010 20:46:29 +0000 |
nemo |
Palewolf adds bubbles and splashes when firing bullets into the water
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Sun, 14 Mar 2010 17:04:36 +0000 |
nemo |
Add back sheepluva's 45° patch for some weapons. Rescale Tiy's latest icons to his specifications.
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Sun, 14 Mar 2010 14:18:31 +0000 |
smxx |
Engine:
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Sat, 13 Mar 2010 14:30:41 +0000 |
nemo |
Palewolf adds droplets to his splashes
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Thu, 11 Mar 2010 17:56:26 +0000 |
smxx |
Engine:
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Sun, 07 Mar 2010 16:40:21 +0000 |
nemo |
Updated pl from szczur/nerihsa. Reduce dX requirement for high dY to allow batting tighter angles, try grenade impact sound for barrels
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Sat, 06 Mar 2010 21:32:04 +0000 |
nemo |
This might be all it takes to prevent the desync. needs local/remote testing. Also toggle 2nd barrel state on 0 movement
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Sat, 06 Mar 2010 13:49:55 +0000 |
nemo |
Tweak to joke in french locale (everyone always fixes the spelling) updated explosive frames from Palewolf, increase explosive fall damage from 30 to 40
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Sat, 06 Mar 2010 10:59:20 +0000 |
unc0rr |
Replace tabs with spaces using 'expand -t 4' command
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Sat, 06 Mar 2010 01:19:58 +0000 |
nemo |
Adjust fall damage again, zero out X/Y to avoid sinking/shivering barrels.
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Fri, 05 Mar 2010 17:32:13 +0000 |
nemo |
White/Black smoke, break out rolling barrel into its own routine, adjust rolling barrel impact damage. NEEDS TESTING
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Fri, 05 Mar 2010 02:57:34 +0000 |
nemo |
... or I would have been if svn hadn't locked up and made me try my luck at one more...
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Fri, 05 Mar 2010 02:51:12 +0000 |
nemo |
ok. I think I'm finally done burning revisions
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Fri, 05 Mar 2010 02:28:03 +0000 |
nemo |
More tweaking, make blowtorch interact badly w/ explosives
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Fri, 05 Mar 2010 02:23:57 +0000 |
nemo |
Only trigger on dX to allow dropping straight down
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Fri, 05 Mar 2010 02:21:10 +0000 |
nemo |
tweak
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Fri, 05 Mar 2010 02:19:42 +0000 |
nemo |
Try not to hang the simulation :)
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Fri, 05 Mar 2010 02:17:03 +0000 |
nemo |
Experiment with barrels. Add rolling.
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Thu, 04 Mar 2010 19:35:27 +0000 |
nemo |
Activate hedgehogs if explosives are falling. They could be sitting on top.
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Wed, 03 Mar 2010 02:56:18 +0000 |
nemo |
Add spinner for explosives, add dust on crate impact, crank up explosives a bit
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Tue, 02 Mar 2010 17:22:36 +0000 |
smxx |
Engine:
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