Sun, 27 Nov 2011 23:13:22 +0300 |
unc0rr |
Countless imporvements to the parser and countless help to the parser in sources.
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Mon, 14 Nov 2011 18:08:36 -0500 |
nemo |
Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
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Fri, 11 Nov 2011 14:05:39 -0500 |
nemo |
Dir should not be 0, but set it to 1 if 0 in case I missed some other place this was done. Also correct cloud scaling.
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Thu, 10 Nov 2011 21:11:57 -0500 |
nemo |
If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
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Thu, 10 Nov 2011 17:37:24 -0500 |
nemo |
unsquash the rescaled clouds
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Sun, 06 Nov 2011 14:15:43 -0500 |
nemo |
tweak % again
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Sun, 06 Nov 2011 12:40:35 -0500 |
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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Sat, 05 Nov 2011 17:24:09 -0400 |
nemo |
A bit less WTF of ice, ice chutes now work. Also tweak flake respawn positions a bit
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Sat, 05 Nov 2011 12:10:49 -0400 |
nemo |
Increase rarity of near flakes (don't want them intruding in game much). Also fix stereo. Near flakes were being drawn far.
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Sat, 05 Nov 2011 11:41:56 -0400 |
nemo |
Flatten flakes for halloween theme, based on feedback from sheepluva
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Sat, 22 Oct 2011 11:50:55 -0400 |
nemo |
Tweak ratios to deemphasise foreground flakes further
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Sat, 22 Oct 2011 00:49:55 -0400 |
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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Mon, 10 Oct 2011 14:13:35 -0400 |
nemo |
Experiment in making ice more treacherous. also tweak to snow/christmas flake spawn
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Thu, 15 Sep 2011 20:39:04 -0400 |
nemo |
Tweak sparkles, glass. Left glass commented out in case he prefers old behaviour.
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Mon, 12 Sep 2011 07:27:34 +0200 |
sheepluva |
nemo's molotov burst effect; with a slight color modification added
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Sun, 11 Sep 2011 10:22:09 -0400 |
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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Fri, 09 Sep 2011 18:30:40 -0400 |
nemo |
Remove some unused variables and options.inc which uFloat doesn't use, probably should never use, and was getting in the way of my testcase - but most importantly, remove the inline on hwSqrt which was causing very bad math on my compiler/machine. We may have to remove more inlining. A pity.
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Wed, 07 Sep 2011 20:12:20 -0400 |
nemo |
NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
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Sat, 03 Sep 2011 14:01:52 -0400 |
nemo |
Just for fun. Flowers! Also, use a less blatant image in ammo menu.
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Fri, 26 Aug 2011 22:15:09 -0400 |
nemo |
Allow vgtSmoke to scale. Scale it down 50% for mines, so smoke doesn't seem so oversized
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Thu, 18 Aug 2011 23:33:39 -0400 |
nemo |
oops
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Wed, 17 Aug 2011 00:11:57 -0400 |
nemo |
Break visual gears list up into 4, to avoid iterating over entire list to draw a single layer. Also fix error in tag zoom.
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Tue, 16 Aug 2011 21:37:10 -0400 |
nemo |
At mikade's request, expose screenheight/screenwidth and allow setting tag zoom level
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Mon, 15 Aug 2011 16:48:39 -0400 |
nemo |
Move HealthTag dY init into AddGear
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Mon, 15 Aug 2011 12:47:53 -0400 |
nemo |
Use Frame instead of State for the health flag
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Mon, 15 Aug 2011 10:16:18 -0400 |
nemo |
forgot scale
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Sun, 14 Aug 2011 21:49:04 -0400 |
nemo |
draw health tag relative to screen if State <> 0
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Sun, 14 Aug 2011 17:49:12 -0400 |
nemo |
For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
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Sun, 14 Aug 2011 17:42:26 -0400 |
nemo |
Use same visual gear for health tags and hearts.
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Sun, 14 Aug 2011 16:59:55 -0400 |
nemo |
Seduction animation. New visual gear type.
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