hedgewars/uCollisions.pas
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.
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