2012-12-03 |
Rowan D |
GCI2012: Convert uMobile into a Callback Record
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2012-11-11 |
koda |
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
webgl
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2012-10-24 |
unc0rr |
Make explosion look depend less on fps
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2012-09-01 |
unc0rr |
hide health bars of dead teams
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2012-07-12 |
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.
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2012-06-09 |
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)
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2012-04-22 |
nemo |
Make clouds/flakes change direction smoothly
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2012-02-17 |
koda |
the most important commit of the year
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2012-01-17 |
lovelacer |
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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2012-01-09 |
nemo |
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
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2011-11-06 |
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
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2011-11-05 |
nemo |
A bit less WTF of ice, ice chutes now work. Also tweak flake respawn positions a bit
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2011-10-22 |
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
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2011-10-18 |
sheepluva |
backport of c90f50e6dd8e (eggshell vgt related segfault)
0.9.16
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2011-09-12 |
sheepluva |
nemo's molotov burst effect; with a slight color modification added
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2011-09-11 |
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.
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2011-09-10 |
nemo |
tone flash waaaaay down when zoomed out
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2011-09-08 |
nemo |
Since shakes are still proving unsafe until camera is reworked, try a mild flash instead
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2011-09-08 |
nemo |
Revert camera shake. Now to make sure we don't desync anymore.
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2011-09-08 |
nemo |
NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
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2011-08-19 |
nemo |
oops
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2011-08-15 |
nemo |
Check for dX too
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2011-08-15 |
nemo |
I'll learn to build first eventually...
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2011-08-15 |
nemo |
oops
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2011-08-15 |
nemo |
Move HealthTag dY init into AddGear
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2011-08-14 |
nemo |
Use same visual gear for health tags and hearts.
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2011-08-14 |
nemo |
Seduction animation. New visual gear type.
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2011-08-01 |
nemo |
minor tweak since health tag was being retinted anyway. make it fade out. also disable unneeded tinted flag, save a handful of ops
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2011-07-01 |
unc0rr |
Merge
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2011-06-30 |
unc0rr |
Tiny optimization: convert smooth wind indicator change gear into visual gear
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2011-06-29 |
nemo |
match snow to visual gear
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2011-06-12 |
nemo |
Make flakes respond to wind a bit more strongly
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2011-06-12 |
nemo |
Skip droplets if plain splash is enabled, add a sanity check just in case.
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2011-04-27 |
koda |
fix some more warnings
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2011-04-27 |
unc0rr |
Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
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2011-04-17 |
nemo |
An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
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2011-04-07 |
sheepluva |
added some comments in order to confuse the GSoC students as much as possible ;D
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2011-03-01 |
koda |
Happy 2011 :)
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2011-01-13 |
nemo |
Force a bunch of images to RGBA that were either RGB or indexed, strip
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2011-01-01 |
Henek |
added flake configuration also in sudden death and SDClouds for underwater
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2010-12-07 |
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
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2010-12-06 |
nemo |
try this mikade
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2010-12-03 |
nemo |
make Tint(longword) use RGBA
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2010-11-26 |
nemo |
corrected steps
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2010-11-26 |
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.
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2010-11-18 |
unC0Rr |
No need for Extended data type just to draw some visual gears. It's a shame we have Math unit dependency
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2010-11-17 |
unc0rr |
Remove ugly PHedgehog(Gear^.Hedgehog) cast
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2010-11-14 |
Palewolf |
Small animation on bullet impact
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2010-11-12 |
Palewolf |
Light trails for bullets
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2010-11-07 |
unc0rr |
Don't use operator /=
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2010-11-07 |
unc0rr |
Remove more int64 casts
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2010-11-06 |
unc0rr |
Prevent vgtFlake's rotation angle to grow too high in its absolute value
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2010-10-31 |
koda |
add some phone rumbling to big explosions, airbomb and sinegun
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2010-10-25 |
sheepluva |
SmokeTrace: animation got aborted before last animation frame was displayed
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2010-10-24 |
sheepluva |
fix/tweak let clouds reflect wind speed and direction again + stronger
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2010-10-14 |
koda |
less warning, no rotation glitch, more comments
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2010-09-26 |
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
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2010-08-24 |
smaxx |
Engine:
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2010-08-22 |
smaxx |
Engine:
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2010-08-01 |
smaxx |
Engine:
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