hedgewars/uCollisions.pas
2012-10-18 nemo damn nots
2012-10-15 nemo Try to prevent a situation where hogs embedded in other hogs/barrels/cleavers get stuck, by checking for gears overlapping on Y
2012-10-14 nemo First pass at cleaver.
2012-08-05 nemo Also flag cases. Side effect might be some odd collision in rare cases w/ portals. Also, might cause unexpected collisions w/ cases in TestColl - although we could add a proximity check to the flag there, or simply switch to TestCollExcludingMe again. uCollisions seems mismatched w/ AI TestColl anyway. Possibly r+1+r vs r+r for gear diametre.
2012-06-27 nemo Extend TARDIS away time a bit (minimum, range) to make it a bit more useful. Remove a couple of unused variables.
2012-06-24 nemo Second part of the change. Make collision check use the new mask bit.
2012-06-24 nemo Step 1. Add current hedgehog as top bit of bottom byte.
2012-06-23 unc0rr - Fix cake bug introduced in r2ccfc93c6b5e
2012-05-02 koda marked a couple of functions as inline
2012-05-02 koda change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
2012-05-02 koda add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
2012-02-17 koda the most important commit of the year
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2011-12-30 unc0rr Fix build
2011-11-27 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
2011-11-04 sheepluva I hope this helps...
2011-10-10 sheepluva something for nemo to play around with
2011-10-10 sheepluva make slope calcs skip small gaps
2011-10-02 nemo Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
2011-09-15 sheepluva TestRectForObstacle: areas outside map borders are not passable
2011-09-14 sheepluva lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
2011-09-10 sheepluva rollin' back my silly hack ( rea4d1fe665d7 )
2011-09-09 sheepluva move hedgehogs out of walls
2011-09-03 nemo Reenable a bunch of old portal play stuff, like dropping grenade into portal on hog, jumping through portal w/ hog on other end, collecting crate w/ portal etc. Also add cooldown to cake/portal interaction. It may still not do what you expect, but it probably shouldn't spin in place.
2011-08-15 unc0rr Why so suspicious?
2011-08-15 nemo suggestion of mikade's - delete old mines if the collision array shows signs of filling up. This is kind of an edge case, esp now that array is up to 1024, but should prevent (easiest) way to crash by collision array overflow (endless mines/minestrikes).
2011-08-15 nemo bump up max collision to 1024 entries
2011-06-22 nemo This can afford to be a bit larger. Does not impact performance.
2011-03-01 koda Happy 2011 :)
2010-12-31 sheepluva fix sticky rope issue
2010-12-26 nemo ok. restore old [r + 1 + r] for gear width for a moment, and reset snowballs.
2010-12-26 nemo +2 was intended to be consistent on diametre (1px + radius *2) but screws up bullet
2010-11-21 unc0rr uDebug
2010-11-18 unC0Rr Haven't found a better place than uIO for OutError
2010-11-17 unc0rr uLand isn't that important to them
2010-11-17 unC0Rr Move variables from uMisc to uVariables
2010-11-17 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
2010-07-31 koda remove trailing spaces from end of line
2010-07-03 nemo Minor fire tweak for readability and lethalness, remove exit condition that was hanging game (identified by jaylittle)
2010-07-02 nemo Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
2010-07-01 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.
2010-06-26 sheepluva portal / slope detection:
2010-05-17 nemo Skip collision on X for barrels that aren't knocked over
2010-05-17 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.
2010-05-04 sheepluva some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
2010-05-03 sheepluva allow kicking of barrels
2010-05-03 sheepluva tweak land angle detection/portal a bit
2010-05-02 smxx Engine:
2010-05-02 sheepluva add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
2010-04-01 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
2010-03-21 unc0rr In pascal unit is a namespace
2010-03-06 unc0rr Replace tabs with spaces using 'expand -t 4' command
2010-01-26 koda complete the replacement of init/free wrappers for every unit
2009-11-20 koda revamped file access and debug display
2009-11-05 koda move compiler directives to standard pascal
2009-04-12 unc0rr nemo's patch + ropes ammo scheme hack
2009-01-25 unc0rr Apply nemo's world resize patch
2008-12-04 unc0rr More stable blowtorch:
2008-11-21 unc0rr - Some reformatting
2008-07-07 unc0rr Update copyright headers a bit
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