hedgewars/uAIMisc.pas
Sat, 04 May 2013 13:58:18 -0400 nemo explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
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.
Fri, 03 May 2013 23:46:15 -0400 nemo oops
Fri, 03 May 2013 22:18:23 -0400 nemo try to guess at barrel state. prob should flag it..
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)
Fri, 03 May 2013 21:36:01 -0400 nemo trying to make AI aware of mine/explosive break point. also remove redundant test.
Fri, 03 May 2013 07:52:57 -0400 nemo only rate subs if significant. still very much need correct fall+damage esp given different knocks.
Fri, 03 May 2013 07:28:08 -0400 nemo Make hogs aware of dud mines and explosives. Still a bit more needed.
Sat, 27 Apr 2013 16:56:50 -0400 nemo So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
Sat, 20 Apr 2013 02:20:15 +0200 koda update 0.9.19 with dev branch 0.9.19
Wed, 10 Apr 2013 07:44:51 +0300 jaree Change collision detection with current hedgehog
Sun, 07 Apr 2013 16:35:48 -0400 nemo set translucency on fruit theme water, clamp size to even number (same sdl window resize) and honouring min size, reduce calls to dmgmod a bit
Thu, 04 Apr 2013 10:44:03 +0300 jaree Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
Tue, 02 Apr 2013 21:00:57 +0200 koda update webgl branch webgl
Thu, 28 Mar 2013 18:34:53 +0200 Urbertar Fix TestCollExcludingMe function. Now it doesn't skip test if there are more then one hog at checking pixel
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