Sun, 01 Dec 2013 13:22:06 -0500 |
nemo |
don't abort changeammo on attacking/attacked in infattack mode, keep scrolling through slot after setweap even if a multishoot was aborted triggering gstattacked, to ensure proper ammo gets set for next turn
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Sat, 30 Nov 2013 22:34:39 -0500 |
nemo |
Make sticky mine respect lfBouncy, make hogs do same, kinda... make uCollisions return land w/ mask, restrict bouncy to advbounce gears only, which means piano doesn't bounce anymore
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Tue, 19 Nov 2013 22:15:40 -0500 |
nemo |
return land word from uCollisions to make decisions based on it. Should be handy for trampoline.
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Fri, 08 Nov 2013 23:11:13 -0500 |
nemo |
Tweak trophyrace to work better w/ skip (probably, needs testing), drop Invulnerable in favour of effects - heInvulnerable is already in effects,
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Mon, 04 Nov 2013 22:41:55 -0500 |
nemo |
cleanup of timer accidentally exposed prob w/ timebox
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Sun, 03 Nov 2013 14:45:07 -0500 |
nemo |
this should prevent sliding when game clock isn't running. sorry unc0rr, not going to bother encapsulating. maybe later. short on time right now/lazy
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Sun, 03 Nov 2013 22:39:00 +0400 |
unc0rr |
Quick and simple implementation of afk mode (toggled by /pause)
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Thu, 31 Oct 2013 21:04:39 -0400 |
nemo |
ok. this should avoid calling switch inappropriately. also, add skip to trophyrace and add the per-team achievement reporting.
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Sat, 26 Oct 2013 13:58:49 -0400 |
nemo |
Remove this looping past F10. causes infinite loop with no weapons. Besides, should always have skip in last slot unless a script is screwing with it.
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Mon, 14 Oct 2013 00:33:10 -0400 |
nemo |
don't kill rope if not extended
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Sun, 13 Oct 2013 13:14:32 -0400 |
nemo |
make wrapping nicer when there's collision
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Fri, 11 Oct 2013 17:43:13 +0200 |
koda |
merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang
webgl
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Wed, 09 Oct 2013 20:25:16 -0400 |
nemo |
skip kill for bounce
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Wed, 09 Oct 2013 20:23:06 -0400 |
nemo |
kill rope on wrap
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Tue, 08 Oct 2013 10:28:57 +0400 |
unc0rr |
boo, nemo, boo
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Mon, 07 Oct 2013 21:31:47 -0400 |
nemo |
make this a tiny bit less aggressive
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Sun, 29 Sep 2013 19:03:15 -0400 |
nemo |
Make a few more gears honour world edge checks
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Sun, 29 Sep 2013 16:10:32 -0400 |
nemo |
partial implementation of non-infinite world (edge wrap/warp/bounce)
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Thu, 27 Jun 2013 14:01:43 -0400 |
nemo |
Make add/delete consistent (this has bugged me for so long)
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Thu, 27 Jun 2013 15:33:02 +0400 |
unc0rr |
Refactoring: get rid of GSHandlers.inc
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Thu, 27 Jun 2013 14:37:03 +0400 |
unc0rr |
Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
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Sun, 09 Jun 2013 12:22:53 +0200 |
koda |
update with default
webgl
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Wed, 05 Jun 2013 12:47:33 -0400 |
nemo |
Restore CurAmmoType check as well, that was removed in r8f317ba10675 when trying to fix aiming during alt attack.
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Tue, 04 Jun 2013 22:28:12 +0200 |
koda |
update branch
webgl
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Wed, 29 May 2013 15:12:06 -0400 |
unc0rr |
bump copyright year for Andrey entries
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Mon, 27 May 2013 16:56:44 -0400 |
nemo |
don't resurrect frozen
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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
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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
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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
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Thu, 02 May 2013 21:56:24 +0400 |
unc0rr |
CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes bug 620.
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Tue, 02 Apr 2013 21:00:57 +0200 |
koda |
update webgl branch
webgl
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Fri, 29 Mar 2013 10:54:12 -0400 |
nemo |
This should ensure rope can still be aimed quickly when an alt weapon is active.
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Wed, 27 Mar 2013 11:18:00 +0100 |
koda |
merge correction, also what's with all those trailing whitespaces?
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Tue, 26 Mar 2013 17:47:06 -0400 |
nemo |
Try to document TGear a bit, so people know what is commonly overridden, and what stuff is used for. Remove gtIceGun-specific values from TGear and abuse a couple of commonly abused members instead.
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Tue, 19 Mar 2013 22:19:28 +0100 |
sheepluva |
fix ancient issue with hedgehogs sliding through/into think gaps; fixes issue 542; could and should be optimized (also to make sure that hogs can't slide through little pixel turds) - feel free to do so =P
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Sun, 17 Mar 2013 14:09:54 -0400 |
nemo |
Add some flags for a few of the magic Land values
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Tue, 05 Mar 2013 20:28:33 -0500 |
nemo |
oups
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Tue, 05 Mar 2013 16:04:22 -0500 |
nemo |
At multiple requests, change ice to be turn based. This is a more modest adjustment of existing code, that can be fairly easily flagged or reverted if desired. It also allows scripts to extend freezing, and preserves fire melting.
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Sun, 03 Mar 2013 20:08:55 -0500 |
nemo |
keep hogs from sliding while they are being frozen
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Sun, 03 Mar 2013 19:43:01 -0500 |
nemo |
Make hogs thaw only on enemy turns, make timebox counter decrement only on your turn, adjust knock for frozen hogs, increase damage on frozen hogs, make freezer fuel only reduce when not adjusting angle.
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Sun, 03 Mar 2013 14:58:58 -0500 |
nemo |
Call act as if attack ended on last shot if switching while in mid multi-shoot. Thanks to AI for discovering this.
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Thu, 28 Feb 2013 22:10:49 -0500 |
nemo |
Safety check. The main place this can be a problem is on a mild bowl w/ multiple hogs. Could possibly add a hog collision check in here.
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Tue, 26 Feb 2013 20:37:58 -0500 |
nemo |
merge w/ default
icegun
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Mon, 25 Feb 2013 12:54:50 -0500 |
nemo |
workaround for frequent AllHH active call in hedgehog step
icegun
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Mon, 25 Feb 2013 12:29:39 -0500 |
nemo |
More fiddling w/ sliding
icegun
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Sat, 23 Feb 2013 23:01:50 -0500 |
nemo |
This and the "retain freezing" stuff could probably use a flag.
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Sun, 24 Feb 2013 23:07:46 -0500 |
nemo |
Trying to improve rendering, sliding and thawing. Messing around w/ making fire thaw faster.
icegun
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Fri, 22 Feb 2013 19:24:59 -0500 |
nemo |
Restore freezing hedgehog for shotgun, sniper rifle and deagle to make unc0rr happy. You'll still be able to get away after throwing cleaver and sticky bomb tho.
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Sun, 24 Feb 2013 21:44:40 -0500 |
nemo |
Messing around w/ Freezer
icegun
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Sun, 24 Feb 2013 21:40:06 +0200 |
Urbertar |
Add freezing hogs with icegun
icegun
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Fri, 22 Feb 2013 14:33:21 -0500 |
nemo |
Allow switching away from any weapon when during multishoot.
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Sun, 10 Feb 2013 09:50:09 -0500 |
nemo |
Cleaver tweaks based on feedback. Nerf damage, shrink radius. This means cleaver will embed into ground quite a bit further.
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Sun, 10 Feb 2013 09:22:29 -0500 |
nemo |
oops. more specific ammo tests. maybe could use a few more properties
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Sat, 09 Feb 2013 20:28:05 -0500 |
nemo |
Allow moving after firing cleaver. This changes multishoot behaviour quite a bit. Needs a lot of testing.
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Sun, 27 Jan 2013 00:28:57 +0100 |
koda |
update branch
webgl
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Sun, 20 Jan 2013 20:42:20 -0500 |
nemo |
Start piano higher (piano on maps that matched land_height was really weird before). Experiment w/ trying to make birdy shrink into distance to avoid odd birdy vanishes if tracking it.
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Tue, 25 Dec 2012 04:45:22 +0100 |
koda |
update branch with default
webgl
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Sat, 01 Dec 2012 02:12:10 +0100 |
deepdog |
GCI2012: Remove Structure Weapon Code
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Thu, 22 Nov 2012 00:41:53 +0100 |
koda |
updated branch
webgl
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Sat, 17 Nov 2012 09:03:47 -0500 |
nemo |
oft-requested, should make the shoppa guys happy, probably, but, knowing them, I'm sure someone will complain
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