Sat, 05 Jul 2014 20:15:56 +0200 |
sheepluva |
WIP: weSea tweaks, functional and visual
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Fri, 28 Feb 2014 13:55:16 +0400 |
unc0rr |
AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
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Fri, 14 Feb 2014 13:55:13 +0400 |
unc0rr |
What about exact value?
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Tue, 04 Feb 2014 19:45:22 +0100 |
sheepluva |
update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
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Tue, 21 Jan 2014 22:38:13 +0100 |
koda |
partial merge of the webgl branch
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Fri, 17 Jan 2014 01:06:54 +0100 |
sheepluva |
update copyright to 2014
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Sat, 04 Jan 2014 23:55:54 +0400 |
unc0rr |
merge default
webgl
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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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Sun, 09 Jun 2013 12:22:53 +0200 |
koda |
update with default
webgl
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Wed, 05 Jun 2013 16:28:30 +0200 |
sheepluva |
fixed all engine compilation hints and notes (that I could see)
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Tue, 04 Jun 2013 23:56:17 +0200 |
koda |
parsing ok, stops at uGears
webgl
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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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Thu, 09 May 2013 23:21:06 -0400 |
nemo |
I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
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Thu, 09 May 2013 23:11:56 -0400 |
nemo |
Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
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Thu, 09 May 2013 18:19:17 -0400 |
nemo |
oops
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Thu, 09 May 2013 09:02:06 -0400 |
nemo |
*sigh* freakin "with"
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Tue, 07 May 2013 15:43:34 -0400 |
nemo |
remove redundant abs, and some incorrect 1+ to damage
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Tue, 07 May 2013 15:34:36 -0400 |
nemo |
☹
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Tue, 07 May 2013 14:59:30 -0400 |
nemo |
Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
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Sun, 05 May 2013 22:50:17 -0400 |
nemo |
So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
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Sat, 04 May 2013 21:58:42 -0400 |
nemo |
*sigh*
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Sat, 04 May 2013 21:56:04 -0400 |
nemo |
oops
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Sat, 04 May 2013 14:46:29 -0400 |
nemo |
simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
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Sat, 04 May 2013 13:58:18 -0400 |
nemo |
explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
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Sat, 04 May 2013 08:16:50 -0400 |
nemo |
Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
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Fri, 03 May 2013 23:46:15 -0400 |
nemo |
oops
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Fri, 03 May 2013 22:18:23 -0400 |
nemo |
try to guess at barrel state. prob should flag it..
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Fri, 03 May 2013 21:38:16 -0400 |
nemo |
ignore non-hedgies here. could be useful, but Hammer needs to be taught to consider it. (hammer + explosives on a bridge could be neat)
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Fri, 03 May 2013 21:36:01 -0400 |
nemo |
trying to make AI aware of mine/explosive break point. also remove redundant test.
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