Wed, 24 Oct 2012 12:41:46 +0400 |
unc0rr |
Make explosion look depend less on fps
|
file |
diff |
annotate
|
Sat, 01 Sep 2012 21:36:57 +0200 |
unc0rr |
hide health bars of dead teams
|
file |
diff |
annotate
|
Wed, 11 Jul 2012 22:18:43 -0400 |
nemo |
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
|
file |
diff |
annotate
|
Sat, 09 Jun 2012 09:53:15 -0400 |
nemo |
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
|
file |
diff |
annotate
|
Sun, 22 Apr 2012 13:58:53 -0400 |
nemo |
Make clouds/flakes change direction smoothly
|
file |
diff |
annotate
|
Fri, 17 Feb 2012 18:23:36 +0100 |
koda |
the most important commit of the year
|
file |
diff |
annotate
|
Tue, 17 Jan 2012 09:01:31 -0500 |
lovelacer |
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
|
file |
diff |
annotate
|
Mon, 09 Jan 2012 00:50:39 -0500 |
nemo |
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
|
file |
diff |
annotate
|
Sun, 06 Nov 2011 12:40:35 -0500 |
nemo |
Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
|
file |
diff |
annotate
|
Sat, 05 Nov 2011 17:24:09 -0400 |
nemo |
A bit less WTF of ice, ice chutes now work. Also tweak flake respawn positions a bit
|
file |
diff |
annotate
|
Sat, 22 Oct 2011 00:49:55 -0400 |
nemo |
Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
|
file |
diff |
annotate
|
Tue, 18 Oct 2011 05:43:16 +0200 |
sheepluva |
backport of c90f50e6dd8e (eggshell vgt related segfault)
0.9.16
|
file |
diff |
annotate
|
Mon, 12 Sep 2011 07:27:34 +0200 |
sheepluva |
nemo's molotov burst effect; with a slight color modification added
|
file |
diff |
annotate
|
Sun, 11 Sep 2011 10:22:09 -0400 |
nemo |
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
|
file |
diff |
annotate
|
Sat, 10 Sep 2011 11:40:37 -0400 |
nemo |
tone flash waaaaay down when zoomed out
|
file |
diff |
annotate
|
Wed, 07 Sep 2011 20:53:45 -0400 |
nemo |
Since shakes are still proving unsafe until camera is reworked, try a mild flash instead
|
file |
diff |
annotate
|
Wed, 07 Sep 2011 20:35:24 -0400 |
nemo |
Revert camera shake. Now to make sure we don't desync anymore.
|
file |
diff |
annotate
|
Wed, 07 Sep 2011 20:12:20 -0400 |
nemo |
NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
|
file |
diff |
annotate
|
Thu, 18 Aug 2011 23:33:39 -0400 |
nemo |
oops
|
file |
diff |
annotate
|
Mon, 15 Aug 2011 16:57:36 -0400 |
nemo |
Check for dX too
|
file |
diff |
annotate
|
Mon, 15 Aug 2011 16:50:09 -0400 |
nemo |
I'll learn to build first eventually...
|
file |
diff |
annotate
|
Mon, 15 Aug 2011 16:49:15 -0400 |
nemo |
oops
|
file |
diff |
annotate
|
Mon, 15 Aug 2011 16:48:39 -0400 |
nemo |
Move HealthTag dY init into AddGear
|
file |
diff |
annotate
|
Sun, 14 Aug 2011 17:42:26 -0400 |
nemo |
Use same visual gear for health tags and hearts.
|
file |
diff |
annotate
|
Sun, 14 Aug 2011 16:59:55 -0400 |
nemo |
Seduction animation. New visual gear type.
|
file |
diff |
annotate
|
Mon, 01 Aug 2011 16:45:45 -0400 |
nemo |
minor tweak since health tag was being retinted anyway. make it fade out. also disable unneeded tinted flag, save a handful of ops
|
file |
diff |
annotate
|
Fri, 01 Jul 2011 10:38:00 +0400 |
unc0rr |
Merge
|
file |
diff |
annotate
|
Thu, 30 Jun 2011 15:09:10 +0400 |
unc0rr |
Tiny optimization: convert smooth wind indicator change gear into visual gear
|
file |
diff |
annotate
|
Tue, 28 Jun 2011 23:32:42 -0400 |
nemo |
match snow to visual gear
|
file |
diff |
annotate
|
Sun, 12 Jun 2011 10:33:55 -0400 |
nemo |
Make flakes respond to wind a bit more strongly
|
file |
diff |
annotate
|
Sun, 12 Jun 2011 10:16:38 -0400 |
nemo |
Skip droplets if plain splash is enabled, add a sanity check just in case.
|
file |
diff |
annotate
|
Thu, 28 Apr 2011 01:01:07 +0200 |
koda |
fix some more warnings
|
file |
diff |
annotate
|
Wed, 27 Apr 2011 15:57:23 +0400 |
unc0rr |
Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
|
file |
diff |
annotate
|
Sun, 17 Apr 2011 12:48:32 -0400 |
nemo |
An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
|
file |
diff |
annotate
|
Thu, 07 Apr 2011 23:54:09 +0200 |
sheepluva |
added some comments in order to confuse the GSoC students as much as possible ;D
|
file |
diff |
annotate
|
Wed, 02 Mar 2011 00:27:20 +0100 |
koda |
Happy 2011 :)
|
file |
diff |
annotate
|
Thu, 13 Jan 2011 16:01:16 -0500 |
nemo |
Force a bunch of images to RGBA that were either RGB or indexed, strip
|
file |
diff |
annotate
|
Sat, 01 Jan 2011 23:10:57 +0100 |
Henek |
added flake configuration also in sudden death and SDClouds for underwater
|
file |
diff |
annotate
|
Mon, 06 Dec 2010 21:15:41 -0500 |
nemo |
rendering optimisations. remove the recursive flames in explosions (might need more due to the gravity change in the new flames) but more usefully, eliminate a number of redundant Tint calls
|
file |
diff |
annotate
|
Mon, 06 Dec 2010 13:07:36 -0500 |
nemo |
try this mikade
|
file |
diff |
annotate
|
Thu, 02 Dec 2010 20:29:46 -0500 |
nemo |
make Tint(longword) use RGBA
|
file |
diff |
annotate
|
Fri, 26 Nov 2010 10:21:53 -0500 |
nemo |
corrected steps
|
file |
diff |
annotate
|
Thu, 25 Nov 2010 22:56:28 -0500 |
nemo |
Add a visual gear for drawing circles. Intent is to allow specifying areas on map for lua scripts (such as to indicate a location to go to). Could also be used to, say, circle a hog in CTF. Also add a "Critical" flag for visual gears so a gear flagges as such will always be created.
|
file |
diff |
annotate
|
Thu, 18 Nov 2010 15:55:02 +0300 |
unC0Rr |
No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
|
file |
diff |
annotate
|
Wed, 17 Nov 2010 20:58:23 +0300 |
unc0rr |
Remove ugly PHedgehog(Gear^.Hedgehog) cast
|
file |
diff |
annotate
|
Sun, 14 Nov 2010 12:57:01 +0100 |
Palewolf |
Small animation on bullet impact
|
file |
diff |
annotate
|
Fri, 12 Nov 2010 22:38:05 +0100 |
Palewolf |
Light trails for bullets
|
file |
diff |
annotate
|
Sun, 07 Nov 2010 19:49:16 +0300 |
unc0rr |
Don't use operator /=
|
file |
diff |
annotate
|
Sun, 07 Nov 2010 17:02:04 +0300 |
unc0rr |
Remove more int64 casts
|
file |
diff |
annotate
|
Sat, 06 Nov 2010 23:07:20 +0300 |
unc0rr |
Prevent vgtFlake's rotation angle to grow too high in its absolute value
|
file |
diff |
annotate
|
Sun, 31 Oct 2010 18:04:02 +0100 |
koda |
add some phone rumbling to big explosions, airbomb and sinegun
|
file |
diff |
annotate
|
Mon, 25 Oct 2010 17:39:50 +0200 |
sheepluva |
SmokeTrace: animation got aborted before last animation frame was displayed
|
file |
diff |
annotate
|
Sun, 24 Oct 2010 22:00:36 +0200 |
sheepluva |
fix/tweak let clouds reflect wind speed and direction again + stronger
|
file |
diff |
annotate
|
Thu, 14 Oct 2010 22:01:33 +0200 |
koda |
less warning, no rotation glitch, more comments
|
file |
diff |
annotate
|
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
|
file |
diff |
annotate
|
Tue, 24 Aug 2010 17:03:44 +0200 |
smaxx |
Engine:
|
file |
diff |
annotate
|
Sun, 22 Aug 2010 16:31:57 +0200 |
smaxx |
Engine:
|
file |
diff |
annotate
|
Mon, 02 Aug 2010 01:07:51 +0200 |
smaxx |
Engine:
|
file |
diff |
annotate
|
Mon, 02 Aug 2010 00:48:15 +0200 |
smaxx |
Engine:
|
file |
diff |
annotate
|
Sun, 01 Aug 2010 09:17:59 -0400 |
nemo |
Let's try this instead.
|
file |
diff |
annotate
|
Fri, 30 Jul 2010 18:20:42 +0200 |
smaxx |
Engine:
|
file |
diff |
annotate
|
Wed, 14 Jul 2010 00:43:36 +0200 |
koda |
save the gl client state to get a nice 80% fps boost
|
file |
diff |
annotate
|
Sat, 03 Jul 2010 00:11:23 +0200 |
koda |
interpret parameters before initializing everything
|
file |
diff |
annotate
|
Wed, 30 Jun 2010 22:20:52 +0200 |
sheepluva |
visual gears: fixing nemo's c-style assignment/multiplications
|
file |
diff |
annotate
|
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.
|
file |
diff |
annotate
|
Wed, 30 Jun 2010 03:26:15 +0200 |
sheepluva |
clouds: up-and-down-bouncing now without evil loop
|
file |
diff |
annotate
|
Tue, 29 Jun 2010 22:16:26 +0200 |
sheepluva |
explosions: cache rounded X,Y values
|
file |
diff |
annotate
|
Tue, 29 Jun 2010 15:50:34 -0400 |
nemo |
Optimise vgtSmokeTrace/vgtEvilTrace handler
|
file |
diff |
annotate
|
Sun, 16 May 2010 23:02:49 +0000 |
nemo |
Comment out the desyncing block, with a suggestion for possible fix
|
file |
diff |
annotate
|
Tue, 11 May 2010 13:59:57 +0000 |
nemo |
hey sheepluva, how about just this? lets you have an anonymous one too.
|
file |
diff |
annotate
|
Fri, 07 May 2010 06:29:46 +0000 |
sheepluva |
finishing the gtHealthTag -> vgtHealthTag, no segfaults and hogzombies no more, hopefully
|
file |
diff |
annotate
|
Fri, 07 May 2010 02:33:42 +0000 |
sheepluva |
some file that tried to escape...
|
file |
diff |
annotate
|