hedgewars/uCollisions.pas
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.
Sat, 31 Dec 2011 01:52:14 +0300 unc0rr Fix build
Sun, 27 Nov 2011 23:13:22 +0300 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
Fri, 04 Nov 2011 21:44:57 +0100 sheepluva I hope this helps...
Tue, 11 Oct 2011 01:07:37 +0200 sheepluva something for nemo to play around with
Tue, 11 Oct 2011 00:06:46 +0200 sheepluva make slope calcs skip small gaps
Sun, 02 Oct 2011 10:36:43 -0400 nemo Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
Fri, 16 Sep 2011 00:18:21 +0200 sheepluva TestRectForObstacle: areas outside map borders are not passable
Wed, 14 Sep 2011 17:17:50 +0200 sheepluva lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
Sat, 10 Sep 2011 03:27:47 +0200 sheepluva rollin' back my silly hack ( rea4d1fe665d7 )
Fri, 09 Sep 2011 20:17:50 +0200 sheepluva move hedgehogs out of walls
Sat, 03 Sep 2011 18:04:19 -0400 nemo Reenable a bunch of old portal play stuff, like dropping grenade into portal on hog, jumping through portal w/ hog on other end, collecting crate w/ portal etc. Also add cooldown to cake/portal interaction. It may still not do what you expect, but it probably shouldn't spin in place.
Mon, 15 Aug 2011 20:18:18 +0400 unc0rr Why so suspicious?
Sun, 14 Aug 2011 23:52:45 -0400 nemo suggestion of mikade's - delete old mines if the collision array shows signs of filling up. This is kind of an edge case, esp now that array is up to 1024, but should prevent (easiest) way to crash by collision array overflow (endless mines/minestrikes).
Sun, 14 Aug 2011 23:06:00 -0400 nemo bump up max collision to 1024 entries
Wed, 22 Jun 2011 18:55:58 -0400 nemo This can afford to be a bit larger. Does not impact performance.
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Fri, 31 Dec 2010 21:39:12 +0100 sheepluva fix sticky rope issue
Sun, 26 Dec 2010 15:37:43 -0500 nemo ok. restore old [r + 1 + r] for gear width for a moment, and reset snowballs.
Sat, 25 Dec 2010 22:58:35 -0500 nemo +2 was intended to be consistent on diametre (1px + radius *2) but screws up bullet
Sun, 21 Nov 2010 19:41:19 +0300 unc0rr uDebug
Thu, 18 Nov 2010 12:12:51 +0300 unC0Rr Haven't found a better place than uIO for OutError
Wed, 17 Nov 2010 22:07:03 +0300 unc0rr uLand isn't that important to them
Wed, 17 Nov 2010 17:45:55 +0300 unC0Rr Move variables from uMisc to uVariables
Wed, 17 Nov 2010 17:22:36 +0300 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
Sat, 31 Jul 2010 11:24:53 +0200 koda remove trailing spaces from end of line
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 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.
Sat, 26 Jun 2010 19:30:16 +0200 sheepluva portal / slope detection:
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.
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 18:25:25 +0000 sheepluva allow kicking of barrels
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 16:24:31 +0000 sheepluva add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
Thu, 01 Apr 2010 16:08:09 +0000 nemo Update (c) lines to 2010 as unc0rr requested - they all had varying values so I just took the first year mentioned, then tacked on -2010
Sun, 21 Mar 2010 19:02:03 +0000 unc0rr In pascal unit is a namespace
Sat, 06 Mar 2010 10:59:20 +0000 unc0rr Replace tabs with spaces using 'expand -t 4' command
Tue, 26 Jan 2010 21:55:51 +0000 koda complete the replacement of init/free wrappers for every unit
Fri, 20 Nov 2009 21:22:05 +0000 koda revamped file access and debug display
Thu, 05 Nov 2009 16:23:09 +0000 koda move compiler directives to standard pascal
Sun, 12 Apr 2009 15:24:08 +0000 unc0rr nemo's patch + ropes ammo scheme hack
Sun, 25 Jan 2009 18:10:23 +0000 unc0rr Apply nemo's world resize patch
Thu, 04 Dec 2008 21:59:25 +0000 unc0rr More stable blowtorch:
Fri, 21 Nov 2008 21:47:51 +0000 unc0rr - Some reformatting
Mon, 07 Jul 2008 13:06:25 +0000 unc0rr Update copyright headers a bit
Sun, 01 Jun 2008 12:16:24 +0000 unc0rr Don't let jumping hedgehog to move others
Tue, 06 May 2008 15:00:03 +0000 unc0rr Double increase collision array size
Sun, 27 Apr 2008 11:40:22 +0000 unc0rr Update copyright info in source files headers
Mon, 21 Apr 2008 18:43:07 +0000 unc0rr - Fix too long delay between shotgun and deagle shots
Sun, 13 Apr 2008 12:29:26 +0000 unc0rr Fix broken logic for the new parachute feature
Sat, 12 Apr 2008 18:16:12 +0000 unc0rr Remove tailing spaces in some places
Sun, 17 Jun 2007 14:48:15 +0000 unc0rr - Get rid of ammoProp_AttackInFall and gstFalling
Wed, 06 Jun 2007 21:27:12 +0000 unc0rr - Various small fixes
Mon, 04 Jun 2007 21:15:24 +0000 unc0rr - Fix some stupid bugs in collisions detecting code
Thu, 24 May 2007 20:33:07 +0000 unc0rr - Fix some collision bugs
Mon, 21 May 2007 18:07:25 +0000 unc0rr - Don't kick cases by moving hedgehog
Fri, 18 May 2007 16:40:43 +0000 unc0rr Fix firepunch regression
Mon, 14 May 2007 18:58:54 +0000 unc0rr Moving hedgehog could get another hedgehog moving forward
Wed, 09 May 2007 20:32:41 +0000 unc0rr - Further work on new collisions implementation
Fri, 04 May 2007 19:59:51 +0000 unc0rr Fix old bug with grenade(bomd, etc..) not colliding with attacking hedgehog
Wed, 02 May 2007 21:37:08 +0000 unc0rr Fix collision info artifacts in Land array when two objects intersect
Sat, 17 Mar 2007 18:17:19 +0000 unc0rr - Get rid of operator := to have GPC support
Mon, 05 Feb 2007 19:33:24 +0000 unc0rr Update copyright information
Sat, 27 Jan 2007 14:18:33 +0000 unc0rr integer -> LongInt
Sun, 21 Jan 2007 19:51:02 +0000 unc0rr Fixed-point arithmetics in engine.
Thu, 05 Oct 2006 16:33:18 +0000 unc0rr Relicense to GPL
Fri, 11 Aug 2006 16:17:50 +0000 unc0rr - Many type fixes
Sat, 08 Jul 2006 21:40:03 +0000 unc0rr - Unicode support for team and hedgehogs names
Fri, 23 Jun 2006 20:02:41 +0000 unc0rr - Many AI improvements
Tue, 20 Jun 2006 21:21:31 +0000 unc0rr Collision-related stuff
Wed, 14 Jun 2006 15:50:22 +0000 unc0rr - Start AI rewrite
Sun, 05 Feb 2006 18:51:54 +0000 unc0rr No more hedgehogs hung in air
Wed, 01 Feb 2006 20:42:53 +0000 unc0rr - Fixed compiling .)
Fri, 20 Jan 2006 19:02:50 +0000 unc0rr - Fixed game loading
Thu, 19 Jan 2006 21:12:20 +0000 unc0rr - Fixed bubble theme object
Thu, 05 Jan 2006 22:55:45 +0000 unc0rr Better Desert Eagle and Shotgun
Thu, 05 Jan 2006 15:54:22 +0000 unc0rr - Properly get seed in net game
Tue, 06 Sep 2005 19:09:39 +0000 unc0rr Fix reading out of bounds of the collisions array. This fixes flying hedgehogs and not moving after explosion
Tue, 23 Aug 2005 16:17:53 +0000 unc0rr - set svn:eol-style to native
Mon, 22 Aug 2005 13:35:41 +0000 unc0rr Add current sources.
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