hedgewars/GSHandlers.inc
Sat, 20 Nov 2010 23:19:52 +0300 unc0rr no way
Wed, 17 Nov 2010 22:09:07 -0500 nemo remove some more PHedgehog casts
Wed, 17 Nov 2010 20:58:23 +0300 unc0rr Remove ugly PHedgehog(Gear^.Hedgehog) cast
Sun, 14 Nov 2010 15:06:02 -0500 nemo merge 0.9.14.1 to trunk
Sun, 14 Nov 2010 12:57:01 +0100 Palewolf Small animation on bullet impact
Sun, 14 Nov 2010 02:38:05 -0500 nemo sorry bout that guys.
Sat, 13 Nov 2010 23:08:33 +0100 Henek clean up and lua update, very minor
Sat, 13 Nov 2010 15:32:53 -0500 nemo merge 0.9.14 back into trunk
Sat, 13 Nov 2010 23:03:17 +0300 unc0rr merge
Sat, 13 Nov 2010 17:19:18 +0100 Henek made napalm use napalmbombs instead of just dropping fire
Sat, 13 Nov 2010 20:42:26 +0300 unc0rr Optimization fail fixed
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
Fri, 12 Nov 2010 23:29:11 -0500 nemo Apply wind while roping too (with the game flag set)
Sat, 13 Nov 2010 23:13:21 +0300 unc0rr Apply 2610ad7c6d6c to branch too 0.9.14
Fri, 12 Nov 2010 21:30:00 -0500 nemo tweak more wind mode
Sat, 13 Nov 2010 03:26:14 +0100 koda merge
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
Sat, 13 Nov 2010 00:51:55 +0100 Henek makes drill attack drills weaker and not affected by wind
Fri, 12 Nov 2010 23:40:08 +0100 Henek fancy dust when the drill is drilling
Fri, 12 Nov 2010 22:47:13 +0100 koda redo once again file updating, moving stuff around
Fri, 12 Nov 2010 22:38:05 +0100 Palewolf Light trails for bullets
Fri, 12 Nov 2010 16:06:06 -0500 nemo copypasta fail
Fri, 12 Nov 2010 16:00:28 -0500 nemo off by 1 error in resurrector index
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
Fri, 12 Nov 2010 13:54:22 -0500 nemo distribute health evenly amongst graves instead of randomly - avoid situation where a grave stays dead
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
Fri, 12 Nov 2010 12:30:22 -0500 nemo Also switch saucer from updating every N ticks to updating as-needed.
Fri, 12 Nov 2010 12:25:38 -0500 nemo Switch to Damage - Tag is already in use
Fri, 12 Nov 2010 12:21:40 -0500 nemo remove floating point/rounding
Fri, 12 Nov 2010 12:20:50 -0500 nemo only update flamethrower texture when the percentage changes
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
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
Fri, 12 Nov 2010 14:54:53 +0100 koda drillstrike! might require the drill patch to improve behavior
Tue, 09 Nov 2010 22:40:38 -0500 nemo make weapons on rope/parachute/UFO inherit momentum of the hog. needs testing of course
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
Sun, 07 Nov 2010 19:00:41 +0100 koda remove last warnings from xcodeproj
Sun, 07 Nov 2010 12:37:29 -0500 nemo fix stray offset in resurrector, make resurrector use time
Sun, 07 Nov 2010 20:36:16 +0300 unc0rr Fix rev dec8aafc6414 (not tested)
Sun, 07 Nov 2010 19:24:37 +0300 Henek renaming gtAmmo_Bomb and gtAmmo_Grenade
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.
Sat, 06 Nov 2010 22:03:12 -0400 nemo Prevent escape
Sat, 06 Nov 2010 17:56:24 -0400 henek 2 more variables to control water rise and health loss during sudden death.
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.
Wed, 03 Nov 2010 20:16:31 +0100 sheepluva copypasta(TM) saves the day (nemo's bugfix part2)
Wed, 03 Nov 2010 15:03:24 -0400 nemo clear gmAttack on attach to prevent a particularly nasty abuse found by the shoppa users.
Tue, 02 Nov 2010 13:17:01 +0100 sheepluva more portal tweaks (closer exit position, cake stuff, etc)
Mon, 01 Nov 2010 03:05:44 +0100 sheepluva we had it with you intolerant portals\!
Sun, 31 Oct 2010 19:16:54 +0100 sheepluva various portal tweaks, also: nemo's gear jiggling is back
Sun, 31 Oct 2010 18:04:21 +0100 koda merge
Sun, 31 Oct 2010 00:32:41 -0400 nemo Cancel out dX/dY to handle the invulnerability case
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
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
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.
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!
Sun, 31 Oct 2010 18:04:02 +0100 koda add some phone rumbling to big explosions, airbomb and sinegun
Sat, 30 Oct 2010 23:25:41 +0200 sheepluva Portal: don't port RCPlanes for now, they are too wide anyway :P
Sat, 30 Oct 2010 21:57:54 +0200 Tobias Neumann Resurrector: respect modified Gear position for resurrection range circle
Sat, 30 Oct 2010 21:43:41 +0200 Tobias Neumann Resurrector: Levitate hog + show cross
Sat, 30 Oct 2010 20:01:34 +0200 Tobias Neumann Resurrector: Use zombie-hat for resurrected hogs
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.
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
Wed, 27 Oct 2010 11:39:05 -0400 nemo Only FollowGear for the pilot.
Sat, 23 Oct 2010 14:10:23 +0200 Tobias Neumann Resurrector Weapon: Add ammo icon, sound, hedgehog picture (from Tiy).
Tue, 19 Oct 2010 21:12:53 -0400 nemo Remove this - doesn't seem to do anything useful after all.
Tue, 19 Oct 2010 19:47:17 -0400 nemo merge
Thu, 14 Oct 2010 22:01:33 +0200 koda less warning, no rotation glitch, more comments
Thu, 14 Oct 2010 16:01:43 +0200 Tobias Neumann Resurrector weapon: do not make it end turn, add description,
Tue, 19 Oct 2010 19:46:43 -0400 nemo Rope optimisation. Remove a space in sdl keys that seems like a bug - issue #70
Tue, 12 Oct 2010 05:06:30 +0200 koda minor stuff
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
Mon, 11 Oct 2010 20:34:21 +0200 Tobias Neumann New Weapon: Resurrector (TODO: ammo icon + sprites)
Mon, 11 Oct 2010 11:36:47 -0400 nemo Don't use AfterAttack in saucer - CurAmmoType is switched at this point
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.
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)
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 -
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
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.
Wed, 22 Sep 2010 21:53:29 +0200 smaxx Engine:
Sun, 12 Sep 2010 17:56:41 -0400 nemo Fix kamikaze portal loop
Sun, 12 Sep 2010 23:43:20 +0200 smaxx Sounds:
Thu, 09 Sep 2010 23:13:11 -0400 nemo Fix swapped x/y in drill rocket test
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.
Fri, 03 Sep 2010 01:41:51 +0200 smaxx Engine:
Wed, 01 Sep 2010 19:31:32 -0400 nemo Fix for issue #20
Wed, 25 Aug 2010 21:06:34 +0100 tiyuri Some survival mode changes by burp
Tue, 24 Aug 2010 13:24:37 +0200 smaxx Engine:
Sun, 22 Aug 2010 16:31:57 +0200 smaxx Engine:
Fri, 06 Aug 2010 11:45:20 +0200 smaxx Engine:
Tue, 03 Aug 2010 15:13:32 +0200 smaxx Engine:
Tue, 03 Aug 2010 14:19:47 +0200 smaxx Engine:
Tue, 03 Aug 2010 02:33:57 +0200 smaxx Engine:
Tue, 03 Aug 2010 01:33:20 +0200 smaxx Engine:
Tue, 03 Aug 2010 00:36:36 +0200 smaxx Engine:
Mon, 02 Aug 2010 18:19:55 +0200 smaxx Engine:
Mon, 02 Aug 2010 01:07:51 +0200 smaxx Engine:
Mon, 02 Aug 2010 00:48:15 +0200 smaxx Engine:
Thu, 29 Jul 2010 13:43:57 +0200 smaxx Engine:
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
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 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.
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.
Tue, 29 Jun 2010 23:25:42 +0200 sheepluva bee:
Tue, 29 Jun 2010 18:06:50 +0200 sheepluva rope: another, small optimization
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 08:52:17 +0200 sheepluva portal: angle preservation tweaking
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:
Sat, 26 Jun 2010 09:59:53 +0200 sheepluva portal:
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)
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.
Fri, 18 Jun 2010 14:26:04 -0400 nemo rename flags
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 11:50:45 +0200 mario.liebisch Engine:
Sat, 05 Jun 2010 19:00:42 +0000 nemo Remove decrement of iterator health. Might fix weird health bug.
Fri, 28 May 2010 20:05:22 +0000 smxx Engine (Henek):
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