Fri, 25 Jun 2010 00:41:21 -0400 nemo Extend pixel sweep to recheck neighbours if erasing on edges
Thu, 24 Jun 2010 19:52:04 +0400 unc0rr Update ukrainian translation
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.
Sat, 26 Jun 2010 04:36:04 +0200 koda moar zoom, fixed fort mode, other glitches
Thu, 24 Jun 2010 01:08:57 +0200 koda merge
Wed, 23 Jun 2010 17:12:13 -0400 nemo Erasing lowres files. Again.
Thu, 24 Jun 2010 01:08:25 +0200 koda server somewhat simplified and correct sporadic crasher
Wed, 23 Jun 2010 22:03:56 +0200 koda i <3 mercurial
Wed, 23 Jun 2010 21:49:19 +0200 koda expand -t 4 on .m as well
Wed, 23 Jun 2010 21:39:14 +0200 koda merge
Wed, 23 Jun 2010 22:25:26 +0400 unc0rr Start reimplementation of ADD_TEAM
Wed, 23 Jun 2010 22:21:13 +0400 unc0rr Reimplement TOGGLE_READY command
Wed, 23 Jun 2010 22:17:27 +0400 unc0rr - Fix a function
Wed, 23 Jun 2010 21:18:48 +0200 koda merge
Wed, 23 Jun 2010 22:13:12 +0400 unc0rr Reimplement CFG protocol command
Wed, 23 Jun 2010 13:43:56 +0200 smaxx General:
Tue, 22 Jun 2010 22:40:49 +0400 unc0rr Restore test for already used nick
Tue, 22 Jun 2010 23:08:57 -0400 nemo New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
Tue, 22 Jun 2010 22:21:44 +0400 unc0rr Partially reimplement joining rooms
Wed, 23 Jun 2010 01:00:52 +0200 koda update the project to ios4 by removing pre-3.2 references
Tue, 22 Jun 2010 18:06:55 +0200 koda ok really fix the command line utility
Tue, 22 Jun 2010 17:10:27 +0200 koda fix build and permissions problems when launching hwengine from command line
Mon, 21 Jun 2010 22:45:52 +0200 koda merge+smallupdate
Mon, 21 Jun 2010 21:41:14 +0400 unC0Rr Reimplement room creating
Mon, 21 Jun 2010 16:52:14 +0200 koda use the cmake built-in ts->qm conversion instead of keeping binary files in trunk
Mon, 21 Jun 2010 16:08:24 +0200 koda memory management for openalbridge
Sun, 20 Jun 2010 22:46:23 -0400 nemo disable uSHA, enable adler32
Mon, 21 Jun 2010 22:18:53 +0200 koda merge
Sun, 20 Jun 2010 22:35:10 -0400 nemo Replace SHA1 with adler32. For simple purposes of checking to see if players are playing the same map, this should be quite adequate and runs 15 times faster.
Sun, 20 Jun 2010 23:05:11 +0200 koda some memory caring code
Sun, 20 Jun 2010 19:31:15 -0400 nemo This reduces CheckLand ~5.5% on average over prior making the overall reduction ~77.4% instead of ~81.9%. It does skip centre pixel in odd w/h, but that really shouldn't matter much in this case. Can alter if any objects are noticeably off.
Sun, 20 Jun 2010 18:35:59 +0200 koda fix zoom smoothness
Sat, 19 Jun 2010 00:48:47 +0200 koda add initial stubs for selecting weapons in the ifrontend
Sun, 20 Jun 2010 18:26:49 -0400 nemo Remove redundant test, add some temp variables to speed up the expensive CheckLand
Fri, 18 Jun 2010 20:45:45 +0200 sheepluva add local rev number/rev count to dev version suffix
Fri, 18 Jun 2010 14:26:04 -0400 nemo rename flags
Fri, 18 Jun 2010 14:22:14 -0400 nemo Forgot to change this flag.
Fri, 18 Jun 2010 19:22:22 +0200 sheepluva testing if automatic pushes to CIA.vc work now...
Fri, 18 Jun 2010 14:45:05 +0200 koda merge
Thu, 17 Jun 2010 20:37:49 +0200 koda fix cmakefiles to work with mercurial
Thu, 17 Jun 2010 20:30:39 +0200 koda move stuff around and update iphone project
Thu, 17 Jun 2010 19:57:51 +0200 koda now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
Thu, 17 Jun 2010 11:42:23 -0400 nemo merge
Thu, 17 Jun 2010 13:56:30 +0200 sheepluva some pt_BR translation changes by arrom
Thu, 17 Jun 2010 16:28:42 +0200 koda Update repository checking code to reflect our recent Mercurial switch
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)
Wed, 16 Jun 2010 21:14:23 +0200 sheepluva correct cake sit-down animation so that it doesn't sit down in mid-air anymore
Wed, 16 Jun 2010 15:20:18 +0200 mario.liebisch General:
Wed, 16 Jun 2010 13:48:10 +0200 mario.liebisch General:
Wed, 16 Jun 2010 11:50:45 +0200 mario.liebisch Engine:
Wed, 16 Jun 2010 04:10:50 +0000 convert-repo update tags
Wed, 09 Jun 2010 01:45:44 +0000 nemo lupdate-qt4 / lrelease-qt4 since arrom was nagging me
Tue, 08 Jun 2010 18:20:49 +0000 unc0rr Some more progress
Sun, 06 Jun 2010 19:03:06 +0000 unc0rr Reimplement more core actions
Sun, 06 Jun 2010 15:29:33 +0000 unc0rr Use sockets instead of handles, use bytestrings instead of strings
Sat, 05 Jun 2010 20:49:51 +0000 smxx Engine:
Sat, 05 Jun 2010 19:50:02 +0000 smxx Frontend:
Sat, 05 Jun 2010 19:00:42 +0000 nemo Remove decrement of iterator health. Might fix weird health bug.
Sat, 05 Jun 2010 18:50:08 +0000 smxx Engine:
Sat, 05 Jun 2010 14:07:58 +0000 koda now engine can be optionally built as library, there's an example wrapper of how to use it
Fri, 04 Jun 2010 20:50:24 +0000 smxx Frontend:
Thu, 03 Jun 2010 23:02:35 +0000 koda fix iphone version for map preview
Thu, 03 Jun 2010 18:31:56 +0000 koda map preview generation reworked like nemo suggested (he was right, it's quickier in this way)
Thu, 03 Jun 2010 14:03:48 +0000 smxx Engine:
Wed, 02 Jun 2010 13:52:23 +0000 koda a bunch of minor stuff
Tue, 01 Jun 2010 19:33:45 +0000 smxx Engine:
Tue, 01 Jun 2010 18:10:06 +0000 nemo Remove rope offset
Mon, 31 May 2010 19:33:42 +0000 koda add some memory aware code
Fri, 28 May 2010 20:13:47 +0000 smxx Graphics:
Fri, 28 May 2010 20:05:22 +0000 smxx Engine (Henek):
Fri, 28 May 2010 19:48:51 +0000 smxx Engine:
Fri, 28 May 2010 16:21:54 +0000 smxx Engine:
Fri, 28 May 2010 13:04:11 +0000 smxx Engine:
Fri, 28 May 2010 12:47:17 +0000 smxx Engine:
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.
Sun, 23 May 2010 22:05:59 +0000 koda initial support for game modifiers (schemes)
Sun, 23 May 2010 19:37:31 +0000 nemo Sonic set
Wed, 19 May 2010 13:08:59 +0000 nemo claymore says that this needs to be 44.1 for some systems
Wed, 19 May 2010 02:10:28 +0000 nemo Henek adds a flamethrower, updates some translations, and tweaks how fire works.
Tue, 18 May 2010 13:09:57 +0000 smxx Engine:
Mon, 17 May 2010 15:50:48 +0000 nemo Skip collision on X for barrels that aren't knocked over
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.
Mon, 17 May 2010 09:45:46 +0000 sheepluva portal-link-bugfix: make sure deleted portals don't reset links other than those to themselves
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
Mon, 17 May 2010 02:54:56 +0000 nemo Change to just set timer to 0
Mon, 17 May 2010 00:48:16 +0000 nemo Fix for artillery mode weapon use
Sun, 16 May 2010 23:43:45 +0000 sheepluva * make portals delete each other only indirectly (by setting timer to 0)
Sun, 16 May 2010 23:18:23 +0000 nemo translation update by jose1711
Sun, 16 May 2010 23:02:49 +0000 nemo Comment out the desyncing block, with a suggestion for possible fix
Sun, 16 May 2010 19:24:38 +0000 koda unbreak stuff
Sun, 16 May 2010 18:12:10 +0000 koda unbreak build (everyone saw this coming)
Sun, 16 May 2010 17:23:30 +0000 koda update sdl functions to latest revision
Sat, 15 May 2010 09:21:25 +0000 sheepluva fix multi-round fire
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
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.
Tue, 11 May 2010 13:59:57 +0000 nemo hey sheepluva, how about just this? lets you have an anonymous one too.
Mon, 10 May 2010 17:48:06 +0000 unc0rr Make some more protocol commands work
Mon, 10 May 2010 15:31:09 +0000 unc0rr Translation update by igorko
Mon, 10 May 2010 13:56:20 +0000 nemo More translation work by arrom (restored some numerusform, lot more flavour text etc)
Mon, 10 May 2010 04:43:07 +0000 mbait Reslyling: little fix of previous commit
Mon, 10 May 2010 04:41:19 +0000 mbait Code restlyling: experimental restyling of one module
Mon, 10 May 2010 00:56:16 +0000 nemo tweak
Sun, 09 May 2010 18:47:31 +0000 unc0rr - Enable -O2 optimization for server
Sun, 09 May 2010 17:53:08 +0000 unc0rr Uses StateT monad instead of manually maintaining the state
Sat, 08 May 2010 21:50:26 +0000 nemo Fix spectator bug in health tag
Fri, 07 May 2010 20:45:03 +0000 sheepluva wait for AI thread to finish before freeing ressources (to avoid segfaults on game exit)
Fri, 07 May 2010 20:38:55 +0000 smxx Graphics:
Fri, 07 May 2010 14:41:07 +0000 sheepluva make some of the newly migrated visual gears visible in reduced quality mode
Fri, 07 May 2010 13:04:01 +0000 smxx Graphics:
Fri, 07 May 2010 10:54:07 +0000 smxx Engine:
Fri, 07 May 2010 09:57:12 +0000 sheepluva * no zooming when game is paused
Fri, 07 May 2010 06:29:46 +0000 sheepluva finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
Fri, 07 May 2010 04:52:46 +0000 unc0rr Fix list Z-order bug (not tested)
Fri, 07 May 2010 02:33:42 +0000 sheepluva some file that tried to escape...
Thu, 06 May 2010 22:02:56 +0000 sheepluva * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
Thu, 06 May 2010 20:59:15 +0000 mbait Teleport AI:
Thu, 06 May 2010 20:49:26 +0000 mbait Teleport AI:
Thu, 06 May 2010 18:01:04 +0000 unc0rr Explain a bug. Fix should be kinda trivial, but I have no time now to fix and test.
Thu, 06 May 2010 17:53:37 +0000 unc0rr Make server build again (it's still useless though)
Thu, 06 May 2010 17:39:08 +0000 unc0rr Some more steps in refactoring
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