Mon, 12 Jul 2010 01:42:43 +0200 koda use a button instead of label and simplify a lot touch interaction
Sun, 11 Jul 2010 18:39:01 +0200 koda touch overlay reworked, improvements to zoom and confirmation
Sun, 11 Jul 2010 03:23:26 +0200 koda implement the check on the type of ammo requiring a second tap to confirm
Sat, 10 Jul 2010 18:43:28 +0200 koda merge
Sat, 10 Jul 2010 18:42:47 +0200 koda improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
Sat, 10 Jul 2010 15:39:07 +0200 koda cWeaponTooltips -> rqTooltipsOff
Fri, 09 Jul 2010 20:09:46 -0400 nemo Updated Island theme.
Sat, 10 Jul 2010 02:02:37 +0200 koda fix land check fo' real
Thu, 08 Jul 2010 23:34:25 +0200 koda fix land check
Thu, 08 Jul 2010 23:06:21 +0200 koda fix static land loading on desktop
Thu, 08 Jul 2010 02:23:10 +0200 koda redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
Wed, 07 Jul 2010 03:16:12 +0200 koda enable tooltips on ipad (todo: disable them on iphone)
Wed, 07 Jul 2010 03:03:59 +0200 koda the game now respects the orientation of the frontend
Wed, 07 Jul 2010 02:52:11 +0200 koda fix the multitouch shooting and moving
Tue, 06 Jul 2010 03:33:01 +0200 koda icons \o/
Mon, 05 Jul 2010 22:42:43 +0200 koda button to open ammomenu
Sun, 04 Jul 2010 01:27:41 +0200 koda graphics applied and fixes here and there
Sun, 04 Jul 2010 00:48:39 +0200 Tiy add other lobby graphics
Sun, 04 Jul 2010 00:33:59 +0200 koda initial support for customizing weaponset
Sat, 03 Jul 2010 15:31:36 +0200 koda szczur updated locale
Sat, 03 Jul 2010 15:30:52 +0200 koda partially apply new graphics to code
Sat, 03 Jul 2010 15:30:33 +0200 Tiy new graphics for ipad frontend
Sat, 03 Jul 2010 05:51:24 +0200 koda a couple of fixes i missed previously
Sat, 03 Jul 2010 04:42:29 +0200 koda tackling the iphoneos todo (another trial for the beginning sporadic bug, remove curl animation, don't need to go to detail page)
Sat, 03 Jul 2010 04:09:27 +0200 koda further code cleanup and less redundancy
Fri, 02 Jul 2010 21:20:38 -0400 nemo merge
Sat, 03 Jul 2010 02:01:24 +0200 koda make runtime quality check for iDevices
Sat, 03 Jul 2010 01:31:18 +0200 koda land arrays are allocated dynamically, so DOWNSCALE and LOWRES macros are now removed and replaced by run time flags rqBlurryLand and rqLowRes
Sat, 03 Jul 2010 00:11:23 +0200 koda interpret parameters before initializing everything
Fri, 02 Jul 2010 17:46:53 +0200 koda small cleanup
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)
Thu, 01 Jul 2010 23:41:10 -0400 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.
Thu, 01 Jul 2010 19:05:29 -0400 nemo Initialise to 0
Thu, 01 Jul 2010 18:29:57 -0400 nemo Rename city to earthrise, replace old "earthrise" music w/ new City music on City/Planes
Thu, 01 Jul 2010 18:26:44 -0400 HSR New music for City theme
Thu, 01 Jul 2010 17:16:13 -0400 nemo New Rock themed music for Stage by HSR
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.
Thu, 01 Jul 2010 14:17:22 -0400 nemo Restore prior optimisation with the wildly out-of-bounds tx in LandDirty removed
Thu, 01 Jul 2010 00:34:39 -0400 nemo Revert most of optimisation except for some obvious fixes to errors someone or other introduced.
Wed, 30 Jun 2010 23:21:46 -0400 nemo merge (I'll get it next time)
Wed, 30 Jun 2010 23:27:18 +0200 koda sheepluva's inline patch, fix a crash in overlay
Wed, 30 Jun 2010 22:42:55 +0200 koda tiy new overlay graphics
Wed, 30 Jun 2010 22:20:52 +0200 sheepluva visual gears: fixing nemo's c-style assignment/multiplications
Wed, 30 Jun 2010 23:15:14 -0400 nemo Store some calcs to speed up uLandGraphics a tad
Wed, 30 Jun 2010 14:52:48 +0200 koda partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
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)
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.
Wed, 30 Jun 2010 03:26:15 +0200 sheepluva clouds: up-and-down-bouncing now without evil loop
Tue, 29 Jun 2010 23:25:42 +0200 sheepluva bee:
Tue, 29 Jun 2010 22:16:26 +0200 sheepluva explosions: cache rounded X,Y values
Tue, 29 Jun 2010 15:52:13 -0400 nemo Dammit. Forgot to pull/rebase before making the VG change
Tue, 29 Jun 2010 18:06:50 +0200 sheepluva rope: another, small optimization
Tue, 29 Jun 2010 15:50:34 -0400 nemo Optimise vgtSmokeTrace/vgtEvilTrace handler
Tue, 29 Jun 2010 10:18:51 -0400 nemo Default ammo set was horribly unbalanced - you want to test portal, play "crazy" :)
Tue, 29 Jun 2010 07:09:55 +0200 sheepluva rope: optimization, should save up to ~3 million hwFloat multiplications per second
Tue, 29 Jun 2010 06:27:59 +0200 sheepluva rope: another small optimization
Tue, 29 Jun 2010 05:22:25 +0200 sheepluva rope: tiny optimisation
Mon, 28 Jun 2010 21:52:00 +0200 sheepluva fix segfault on HH-gear being 0 (e.g. after drowning) in cursor/target selection mode, thanks "ivze" for the heads-up!
Mon, 28 Jun 2010 21:49:59 +0400 unc0rr merge
Mon, 28 Jun 2010 09:33:10 +0200 sheepluva engine: apply weapon offset to charge animation
Mon, 28 Jun 2010 21:43:19 +0400 unc0rr Engine Message command
Mon, 28 Jun 2010 08:52:17 +0200 sheepluva portal: angle preservation tweaking
Mon, 28 Jun 2010 21:41:45 +0400 unc0rr START_GAME command
Sun, 27 Jun 2010 21:28:28 +0400 unc0rr merge
Sun, 27 Jun 2010 18:34:47 +0200 koda merge
Sun, 27 Jun 2010 18:34:17 +0200 koda insert a default name when a void string is used
Sun, 27 Jun 2010 16:44:24 +0200 koda complete configuration for schemes
Sun, 27 Jun 2010 18:17:34 +0200 sheepluva portal: I accidentally flipped the exit angle in last commit
Sun, 27 Jun 2010 05:32:11 +0200 sheepluva portal: some moar tweaks
Sun, 27 Jun 2010 02:11:31 +0200 sheepluva portal: entry angle is now affecting exit angle
Sat, 26 Jun 2010 19:30:16 +0200 sheepluva portal / slope detection:
Sun, 27 Jun 2010 21:27:26 +0400 unc0rr A bunch of reimplemented commands
Sat, 26 Jun 2010 16:00:40 +0200 sheepluva adding install_manifest.txt to .hgignore ...
Sun, 27 Jun 2010 21:06:41 +0400 unc0rr Properly handle client exit
Sat, 26 Jun 2010 16:58:19 +0400 unc0rr merge
Sat, 26 Jun 2010 16:57:43 +0400 unc0rr Reimplement REMOVE_TEAM
Sat, 26 Jun 2010 16:56:02 +0400 unc0rr merge
Sat, 26 Jun 2010 09:59:53 +0200 sheepluva portal:
Fri, 25 Jun 2010 17:02:30 +0400 unc0rr Reimplement REMOVE_TEAM
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)
Fri, 25 Jun 2010 11:54:07 +0400 unc0rr Ignore this file too
Fri, 25 Jun 2010 22:59:31 -0400 nemo Flag dimensions with booleans instead of using 0.
Fri, 25 Jun 2010 11:53:35 +0400 unc0rr Add ignoring
Sat, 26 Jun 2010 04:36:28 +0200 koda merge
Fri, 25 Jun 2010 10:05:42 +0400 unc0rr Reimplement ADD_TEAM
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
Thu, 06 May 2010 15:26:14 +0000 nemo Henek makes AmmoMenu more flexible
Thu, 06 May 2010 11:33:25 +0000 mbait Teleport AI:
Thu, 06 May 2010 09:25:13 +0000 sheepluva * get rid of some fpc hints (redundant/superfluous includes)
Thu, 06 May 2010 03:12:42 +0000 nemo trying to unbreak what I broke
Thu, 06 May 2010 02:00:39 +0000 nemo Cheating
Thu, 06 May 2010 01:43:56 +0000 sheepluva removed debug string I thought I deleted already.. wth...
Thu, 06 May 2010 01:41:07 +0000 sheepluva portal:
Wed, 05 May 2010 22:03:10 +0000 nemo unneeded
Wed, 05 May 2010 15:40:44 +0000 nemo buf needs to be used in IFDEF if declared in IFDEF
Wed, 05 May 2010 08:01:37 +0000 unc0rr Start the server refactoring
Tue, 04 May 2010 21:30:25 +0000 nemo Add back in earlier lines, commented out
Tue, 04 May 2010 19:51:27 +0000 nemo erase useless junk
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
Tue, 04 May 2010 17:03:38 +0000 smxx Frontend:
Tue, 04 May 2010 16:31:15 +0000 smxx Engine:
Tue, 04 May 2010 16:30:41 +0000 nemo Add drown-the-playing-hog check for case of piano falling off the landscape.
Tue, 04 May 2010 15:43:31 +0000 smxx Engine:
Tue, 04 May 2010 03:04:07 +0000 sheepluva on portal death: make sure that the linked portal know it has been unlinked
Tue, 04 May 2010 02:46:23 +0000 sheepluva fix segfault on destroyed portal
Tue, 04 May 2010 02:34:23 +0000 nemo TEMPORARY
Tue, 04 May 2010 00:44:32 +0000 sheepluva some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
Mon, 03 May 2010 23:56:18 +0000 nemo tweak
Mon, 03 May 2010 22:03:17 +0000 nemo Palewolf draws a version with easier to manipulate shapes
Mon, 03 May 2010 18:25:25 +0000 sheepluva allow kicking of barrels
Mon, 03 May 2010 14:59:42 +0000 nemo Armagon's new sounds for piano
Mon, 03 May 2010 14:44:00 +0000 nemo Updated pt_BR by Albert. He chose to not use numerusform.
Mon, 03 May 2010 02:32:17 +0000 sheepluva tweak land angle detection/portal a bit
Sun, 02 May 2010 22:00:50 +0000 smxx Engine:
Sun, 02 May 2010 20:30:23 +0000 nemo Minor tweak. Still needs a lot of work.
Sun, 02 May 2010 18:42:19 +0000 koda js' patch that restores Vsync on snow leopard
Sun, 02 May 2010 18:25:13 +0000 nemo hax
Sun, 02 May 2010 16:53:19 +0000 nemo Revert switch behaviour (can't use AfterAttack here) remove unneeded value from jetpack definition
Sun, 02 May 2010 16:28:06 +0000 nemo Clear IntersectGear if there is no portal link. Portals don't need it and it blocks shots straight down on first portal.
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
Sun, 02 May 2010 16:16:00 +0000 nemo A basic hedgehog svg trace, for convenience when generating a hedgehog likeness, since repo lacks a high-res hedgehog
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