hedgewars/uGearsHedgehog.pas
Mon, 04 Nov 2013 22:41:55 -0500 nemo cleanup of timer accidentally exposed prob w/ timebox
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
Sun, 03 Nov 2013 22:39:00 +0400 unc0rr Quick and simple implementation of afk mode (toggled by /pause)
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.
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.
Mon, 14 Oct 2013 00:33:10 -0400 nemo don't kill rope if not extended
Sun, 13 Oct 2013 13:14:32 -0400 nemo make wrapping nicer when there's collision
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
Wed, 09 Oct 2013 20:25:16 -0400 nemo skip kill for bounce
Wed, 09 Oct 2013 20:23:06 -0400 nemo kill rope on wrap
Tue, 08 Oct 2013 10:28:57 +0400 unc0rr boo, nemo, boo
Mon, 07 Oct 2013 21:31:47 -0400 nemo make this a tiny bit less aggressive
Sun, 29 Sep 2013 19:03:15 -0400 nemo Make a few more gears honour world edge checks
Sun, 29 Sep 2013 16:10:32 -0400 nemo partial implementation of non-infinite world (edge wrap/warp/bounce)
Thu, 27 Jun 2013 14:01:43 -0400 nemo Make add/delete consistent (this has bugged me for so long)
Thu, 27 Jun 2013 15:33:02 +0400 unc0rr Refactoring: get rid of GSHandlers.inc
Thu, 27 Jun 2013 14:37:03 +0400 unc0rr Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
Sun, 09 Jun 2013 12:22:53 +0200 koda update with default webgl
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.
Tue, 04 Jun 2013 22:28:12 +0200 koda update branch webgl
Wed, 29 May 2013 15:12:06 -0400 unc0rr bump copyright year for Andrey entries
Mon, 27 May 2013 16:56:44 -0400 nemo don't resurrect frozen
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
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
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
Thu, 02 May 2013 21:56:24 +0400 unc0rr CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes bug 620.
Tue, 02 Apr 2013 21:00:57 +0200 koda update webgl branch webgl
Fri, 29 Mar 2013 10:54:12 -0400 nemo This should ensure rope can still be aimed quickly when an alt weapon is active.
Wed, 27 Mar 2013 11:18:00 +0100 koda merge correction, also what's with all those trailing whitespaces?
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.
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
Sun, 17 Mar 2013 14:09:54 -0400 nemo Add some flags for a few of the magic Land values
Tue, 05 Mar 2013 20:28:33 -0500 nemo oups
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.
Sun, 03 Mar 2013 20:08:55 -0500 nemo keep hogs from sliding while they are being frozen
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.
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.
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.
Tue, 26 Feb 2013 20:37:58 -0500 nemo merge w/ default icegun
Mon, 25 Feb 2013 12:54:50 -0500 nemo workaround for frequent AllHH active call in hedgehog step icegun
Mon, 25 Feb 2013 12:29:39 -0500 nemo More fiddling w/ sliding icegun
Sat, 23 Feb 2013 23:01:50 -0500 nemo This and the "retain freezing" stuff could probably use a flag.
Sun, 24 Feb 2013 23:07:46 -0500 nemo Trying to improve rendering, sliding and thawing. Messing around w/ making fire thaw faster. icegun
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.
Sun, 24 Feb 2013 21:44:40 -0500 nemo Messing around w/ Freezer icegun
Sun, 24 Feb 2013 21:40:06 +0200 Urbertar Add freezing hogs with icegun icegun
Fri, 22 Feb 2013 14:33:21 -0500 nemo Allow switching away from any weapon when during multishoot.
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.
Sun, 10 Feb 2013 09:22:29 -0500 nemo oops. more specific ammo tests. maybe could use a few more properties
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.
Sun, 27 Jan 2013 00:28:57 +0100 koda update branch webgl
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.
Tue, 25 Dec 2012 04:45:22 +0100 koda update branch with default webgl
Sat, 01 Dec 2012 02:12:10 +0100 deepdog GCI2012: Remove Structure Weapon Code
Thu, 22 Nov 2012 00:41:53 +0100 koda updated branch webgl
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
Wed, 14 Nov 2012 23:23:56 -0500 nemo Call fallers less often. Should hopefully still be about as effective at the intended purpose. Should help loads quite a bit.
Sun, 11 Nov 2012 17:15:19 +0100 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
Wed, 07 Nov 2012 14:02:10 -0500 nemo LongInt Land width/height, mouse coords
Sun, 04 Nov 2012 17:24:14 -0500 nemo Causes AI fail. Needs testing 'cause at some point, I thought this was needed for portal, I don't remember *why*
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