Sun, 28 Oct 2012 17:31:54 -0400 |
nemo |
double cleaver rotation speed, also make spin direction dX dependent.
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Fri, 26 Oct 2012 14:06:42 -0400 |
nemo |
Set minimums on a few values to avoid camera zooming out past them. partly Issue #430. Might be worth defining a new constant for this.
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Sun, 21 Oct 2012 21:15:10 -0400 |
nemo |
Disable jiggling of cleavers 'cause it just looks odd. Adding a constraint based on proximity to portal is an option too, this was just easier.
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Sun, 21 Oct 2012 10:20:48 -0400 |
nemo |
Fix knockball
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Thu, 18 Oct 2012 14:04:24 -0400 |
nemo |
damn nots
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Mon, 15 Oct 2012 22:30:20 -0400 |
nemo |
cut down on excessive checkins in some situations
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Mon, 15 Oct 2012 22:07:37 -0400 |
nemo |
Remove slot overcrowding, disable angle detection which isn't doing what I want.
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Sun, 14 Oct 2012 13:35:15 -0400 |
nemo |
First pass at cleaver.
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Fri, 12 Oct 2012 00:10:28 +0400 |
unc0rr |
Better use random number here
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Wed, 10 Oct 2012 00:14:01 -0400 |
nemo |
no. still doesn't work right
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Mon, 08 Oct 2012 21:56:24 -0400 |
nemo |
no. still doesn't work right.
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Mon, 08 Oct 2012 21:07:18 -0400 |
nemo |
Knife is still broken, but so koda can fix it...
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Mon, 08 Oct 2012 13:27:46 -0400 |
nemo |
A bit more on the knife. Also add missing files to CMakeLists
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Sun, 07 Oct 2012 16:44:16 -0400 |
nemo |
Data for copying throwing knife to Land once it hits.
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Sun, 07 Oct 2012 11:59:42 -0400 |
nemo |
Set default collision mask for gears at currenthedgehog X/Y to FF7F, expose mask to scripting as well. This should resolve the collision part of bug #420
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Mon, 01 Oct 2012 12:01:39 +0400 |
unc0rr |
- Fix warnings and hints
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Fri, 28 Sep 2012 00:51:04 +0400 |
unc0rr |
Fix some hints
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Mon, 03 Sep 2012 20:46:34 +0200 |
sheepluva |
fix for issue 376 (embedding barrels in ceiling)
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Mon, 03 Sep 2012 20:04:42 +0200 |
sheepluva |
teleport hack fixes:
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Mon, 03 Sep 2012 13:52:35 -0400 |
nemo |
adjust velocity when entering/exiting the 4x routine
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Sun, 02 Sep 2012 09:23:36 -0400 |
nemo |
Correct snow fall/rotation (matching visual gear)
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Wed, 29 Aug 2012 23:12:47 -0400 |
nemo |
preliminary creeper (not yet functional)
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Wed, 29 Aug 2012 09:58:23 -0400 |
nemo |
isZero appears to be never used. Use it in a few obvious cases and add web variant.
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Wed, 29 Aug 2012 08:40:26 -0400 |
nemo |
disable snowball damage, by request of sheepluva
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Fri, 24 Aug 2012 14:01:07 +0400 |
unc0rr |
Move rope code to separate unit
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Thu, 23 Aug 2012 19:45:36 -0400 |
nemo |
also needs exclusion here
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Wed, 22 Aug 2012 22:10:47 -0400 |
nemo |
move this section back to the connection code, and add an exclusion for air attack. probably should play a few portal games just in case
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Tue, 21 Aug 2012 13:26:26 +0400 |
unc0rr |
Cancel shotgun shot if hedgehog is moved moved (by explosion)
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Wed, 15 Aug 2012 16:25:24 +0400 |
unc0rr |
Check if hedgehog is still active instead
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Sat, 04 Aug 2012 20:47:13 -0400 |
nemo |
First pass at variable land size. For playing a small map (forced on rqLowRes), this should save 42MiB of RAM.
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Wed, 01 Aug 2012 18:35:09 -0400 |
nemo |
Toggle autoCameraOn in Findhh instead of checking FollowGear which could be set in a variety of places. Issue #404
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Wed, 25 Jul 2012 10:56:14 -0400 |
nemo |
Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
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Sun, 22 Jul 2012 00:48:48 +0400 |
unc0rr |
AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
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Fri, 20 Jul 2012 17:43:35 -0400 |
nemo |
don't need the camera following invisible stuff (maybe this should be in the general camera routine?)
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Fri, 20 Jul 2012 14:16:05 -0400 |
nemo |
Try avoiding spamming the log by retaining the gears. untested.
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Thu, 19 Jul 2012 17:34:18 -0400 |
nemo |
Fix TARDIS, make switcher work w/ the new more stringent check.
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Thu, 19 Jul 2012 17:14:02 -0400 |
nemo |
Update team health
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Mon, 16 Jul 2012 23:08:42 -0400 |
nemo |
what the heck, let's add a few more
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Mon, 16 Jul 2012 23:46:44 +0400 |
unc0rr |
- Check for harmful gear deletions
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Mon, 16 Jul 2012 23:12:59 +0400 |
unc0rr |
Use gmDestroy message instead
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Sun, 15 Jul 2012 16:56:05 -0400 |
nemo |
Fix bug in resurrector deleting graves (exists in stable too), remove some unnecessary assignments due to the fillchar 0
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Sun, 15 Jul 2012 15:35:28 -0400 |
nemo |
Apparently order of multiple getrandom in params is undefined. Also remove broken and pointless getrandom call.
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Sat, 14 Jul 2012 23:19:09 -0400 |
nemo |
Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
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Sun, 08 Jul 2012 23:14:24 +0400 |
unc0rr |
Introduce uGearsHandlers.pas, for now only part of cake handlers is moved there
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Thu, 05 Jul 2012 20:53:55 +0400 |
unc0rr |
Fix crash when hedgehog dies while switching from it
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Wed, 04 Jul 2012 12:41:47 -0400 |
nemo |
free up power for use by script
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Tue, 03 Jul 2012 22:44:50 +0400 |
unc0rr |
- Don't call Length() on variable size arrays
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Fri, 29 Jun 2012 01:23:43 +0400 |
unc0rr |
Tiny optimization + formatting fix
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Wed, 27 Jun 2012 09:16:34 -0400 |
nemo |
More efficient
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Wed, 27 Jun 2012 08:54:03 -0400 |
nemo |
oops
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Tue, 26 Jun 2012 20:05:24 -0400 |
nemo |
Extend TARDIS away time a bit (minimum, range) to make it a bit more useful. Remove a couple of unused variables.
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Tue, 26 Jun 2012 11:08:33 -0400 |
nemo |
er. this one too
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Tue, 26 Jun 2012 10:14:40 -0400 |
nemo |
Add green mask for anti-portal areas on custom maps. Flagged as Bouncy since it is intended for that general use. Needs testing.
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Sun, 24 Jun 2012 20:30:51 -0400 |
nemo |
oops
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Sun, 24 Jun 2012 18:21:12 -0400 |
nemo |
These 2 need masks now
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Sun, 24 Jun 2012 09:12:53 -0400 |
nemo |
Another take at prettier crate appearance
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Sat, 23 Jun 2012 22:39:00 -0400 |
nemo |
Second part of the change. Make collision check use the new mask bit.
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Sat, 23 Jun 2012 21:37:47 -0400 |
nemo |
Step 1. Add current hedgehog as top bit of bottom byte.
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Sat, 23 Jun 2012 22:44:11 +0400 |
unc0rr |
- Fix cake bug introduced in r2ccfc93c6b5e
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Sat, 09 Jun 2012 17:05:16 +0400 |
unc0rr |
- Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
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