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hedgewars/uCollisions.pas
2011-11-04
sheepluva
I hope this helps...
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2011-10-10
sheepluva
something for nemo to play around with
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2011-10-10
sheepluva
make slope calcs skip small gaps
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2011-10-02
nemo
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
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2011-09-15
sheepluva
TestRectForObstacle: areas outside map borders are not passable
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2011-09-14
sheepluva
lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
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2011-09-10
sheepluva
rollin' back my silly hack ( rea4d1fe665d7 )
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2011-09-09
sheepluva
move hedgehogs out of walls
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2011-09-03
nemo
Reenable a bunch of old portal play stuff, like dropping grenade into portal on hog, jumping through portal w/ hog on other end, collecting crate w/ portal etc. Also add cooldown to cake/portal interaction. It may still not do what you expect, but it probably shouldn't spin in place.
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2011-08-15
unc0rr
Why so suspicious?
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2011-08-15
nemo
suggestion of mikade's - delete old mines if the collision array shows signs of filling up. This is kind of an edge case, esp now that array is up to 1024, but should prevent (easiest) way to crash by collision array overflow (endless mines/minestrikes).
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2011-08-15
nemo
bump up max collision to 1024 entries
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2011-06-22
nemo
This can afford to be a bit larger. Does not impact performance.
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2011-03-01
koda
Happy 2011 :)
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2010-12-31
sheepluva
fix sticky rope issue
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2010-12-26
nemo
ok. restore old [r + 1 + r] for gear width for a moment, and reset snowballs.
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2010-12-26
nemo
+2 was intended to be consistent on diametre (1px + radius *2) but screws up bullet
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2010-11-21
unc0rr
uDebug
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2010-11-18
unC0Rr
Haven't found a better place than uIO for OutError
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2010-11-17
unc0rr
uLand isn't that important to them
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2010-11-17
unC0Rr
Move variables from uMisc to uVariables
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2010-11-17
unC0Rr
Introduce unit uTypes in order to remove some cyclic unit dependencies
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2010-07-31
koda
remove trailing spaces from end of line
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2010-07-03
nemo
Minor fire tweak for readability and lethalness, remove exit condition that was hanging game (identified by jaylittle)
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2010-07-02
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.
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2010-07-01
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.
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2010-06-26
sheepluva
portal / slope detection:
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2010-05-17
nemo
Skip collision on X for barrels that aren't knocked over
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2010-05-17
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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2010-05-04
sheepluva
some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
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