Wed, 29 May 2013 15:12:06 -0400 |
unc0rr |
bump copyright year for Andrey entries
|
file |
diff |
annotate
|
Wed, 29 May 2013 07:45:00 -0400 |
nemo |
Waddaya think. Add it for iced up water and mines/cases/explosives
|
file |
diff |
annotate
|
Wed, 29 May 2013 06:51:12 -0400 |
nemo |
cancel on slide
|
file |
diff |
annotate
|
Wed, 29 May 2013 10:43:40 +0200 |
koda |
add hog freeze sound
|
file |
diff |
annotate
|
Tue, 28 May 2013 21:30:02 -0400 |
nemo |
add ice beam sound
|
file |
diff |
annotate
|
Mon, 27 May 2013 14:41:48 -0400 |
nemo |
should unfreeze on your turn
|
file |
diff |
annotate
|
Wed, 22 May 2013 09:46:42 -0400 |
nemo |
sheepluva suggestion for frozen barrel behaviour. untested.
|
file |
diff |
annotate
|
Tue, 21 May 2013 23:17:28 -0400 |
nemo |
fix dud mine explosion
|
file |
diff |
annotate
|
Tue, 21 May 2013 22:56:31 -0400 |
nemo |
Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
|
file |
diff |
annotate
|
Tue, 21 May 2013 16:13:32 -0400 |
nemo |
Add gstFrozen state to mines/gears in range on frozen land creation, and set the mines to dud state. gstFrozen does nothing yet. Visually or otherwise.
|
file |
diff |
annotate
|
Tue, 14 May 2013 09:25:53 -0400 |
nemo |
use bubbles underwater
|
file |
diff |
annotate
|
Tue, 14 May 2013 08:57:30 -0400 |
nemo |
Rename submersible state, increase getaway time for attack underwater, slow down gear dx/dy underwater to simulate water resistance
|
file |
diff |
annotate
|
Tue, 14 May 2013 07:14:41 -0400 |
nemo |
more drowning fixes
|
file |
diff |
annotate
|
Mon, 13 May 2013 22:40:32 -0400 |
nemo |
some saucer thing for firing weps underwater and aiming and such. bit drunk and sleepy so testing I guess
|
file |
diff |
annotate
|
Fri, 10 May 2013 12:00:51 -0400 |
nemo |
cases have no health
|
file |
diff |
annotate
|
Thu, 09 May 2013 23:11:56 -0400 |
nemo |
Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
|
file |
diff |
annotate
|
Sun, 05 May 2013 22:50:17 -0400 |
nemo |
So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
|
file |
diff |
annotate
|
Sat, 04 May 2013 14:46:29 -0400 |
nemo |
simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
|
file |
diff |
annotate
|
Fri, 03 May 2013 21:36:01 -0400 |
nemo |
trying to make AI aware of mine/explosive break point. also remove redundant test.
|
file |
diff |
annotate
|
Thu, 02 May 2013 13:09:12 -0400 |
nemo |
this should improve consistency of mortar cluster spread and snowball knocks
|
file |
diff |
annotate
|
Sun, 21 Apr 2013 16:39:36 -0400 |
nemo |
So. This should fix ammo delays being off on a team that is resurrected later in the game, even up freezing delays a bit, prevent an infinite loop in freezing, and reduces fuel burn when adjusting freezer to one-fourth.
|
file |
diff |
annotate
|
Sat, 20 Apr 2013 02:20:15 +0200 |
koda |
update 0.9.19 with dev branch
0.9.19
|
file |
diff |
annotate
|
Fri, 12 Apr 2013 12:44:14 -0400 |
nemo |
I see no reason why a visual effect needs Distance. IMO square should look just fine. Untested. Oh. Also reduced flake count at Randi's request.
|
file |
diff |
annotate
|
Tue, 16 Apr 2013 19:53:52 +0200 |
sheepluva |
whoops, unbreak build. how come that cmake doesn't stop anymore on engine build error?
0.9.19
|
file |
diff |
annotate
|
Tue, 16 Apr 2013 17:31:39 +0200 |
sheepluva |
fix for Issue 611: Engine crash in portal code
0.9.19
|
file |
diff |
annotate
|
Thu, 04 Apr 2013 01:38:30 +0200 |
koda |
engine to c now compiles with some manual intervention (as of bug 596)
webgl
|
file |
diff |
annotate
|
Thu, 04 Apr 2013 00:32:57 +0200 |
koda |
update branch again
webgl
|
file |
diff |
annotate
|
Wed, 03 Apr 2013 00:03:46 +0400 |
unc0rr |
Fixes to make pas2c parse this
webgl
|
file |
diff |
annotate
|
Wed, 03 Apr 2013 23:56:59 +0200 |
koda |
strip PAS2C, old WEB symbols and outdated pas2c sources from default branch, all c-related development is done on the webgl branch
|
file |
diff |
annotate
|
Tue, 02 Apr 2013 21:00:57 +0200 |
koda |
update webgl branch
webgl
|
file |
diff |
annotate
|