2015-11-11 |
sheepluva |
add pchar casts to make pas2c happy
sdl2transition
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2015-11-10 |
sheepluva |
merge default
sdl2transition
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2015-11-10 |
sheepluva |
drop support for SDL 1.2
sdl2transition
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2015-08-10 |
sheepluva |
more copyright fixes
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2014-11-17 |
sheepluva |
some whitespace fixes
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2014-04-28 |
unc0rr |
Don't activate invulnerability/vampirism between shots of multiattack weapon
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2014-02-28 |
unc0rr |
AI doesn't skip till action on the map stops (mostly dedicated to highlander) + various small tweaks
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2014-02-04 |
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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2014-02-03 |
unc0rr |
- Cut actions array instead of performing full copy, when it is possible
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2014-01-28 |
unc0rr |
AI always activates invulnerability and extra damage if it has them
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2014-01-21 |
koda |
partial merge of the webgl branch
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2014-01-17 |
sheepluva |
update copyright to 2014
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2014-01-04 |
unc0rr |
merge default
webgl
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2013-12-24 |
nemo |
quick sanity change for AI + zerog
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2013-10-11 |
koda |
merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang
webgl
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2013-10-07 |
unc0rr |
- AI quickly shoots with desert eagle till hits the target
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2013-07-06 |
koda |
use SDL2 as ifdef symbol because we're not really sdl1.3 compatible, change the compatibility layer, drop unused code, add some documentation
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2013-06-04 |
koda |
update branch
webgl
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2013-05-29 |
unc0rr |
bump copyright year for Andrey entries
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2013-05-16 |
unc0rr |
Best level AI should maximize the score at all costs.
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2013-05-07 |
unc0rr |
IFDEF that score expectation logging
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2013-05-05 |
nemo |
pass the target
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2013-05-02 |
unc0rr |
Make AI more active in multiattack game mode
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2013-04-26 |
unc0rr |
Don't use writeln in ai thread (from rdd4035ee0f12), this causes crashes. Fixes issue 617.
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2013-04-14 |
koda |
let's go with what nemo suggests
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2013-04-13 |
koda |
let's try to kill the thread right away and protect the thread variable with a mutex
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2013-04-07 |
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
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2013-04-05 |
koda |
use SDL_Threads everywhere
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2013-04-02 |
koda |
update webgl branch
webgl
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2013-03-06 |
nemo |
skip frozen hogs in switch
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2012-11-21 |
koda |
updated branch
webgl
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2012-11-15 |
unc0rr |
Don't rely on hedgehog facing direction, check intentions instead. Should fix excessive turns around and weird jumps to water
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2012-11-11 |
koda |
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
webgl
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2012-11-13 |
unc0rr |
Some tweaks to AI
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2012-10-22 |
unc0rr |
- Fix desyncs triggered by AI
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2012-10-22 |
unc0rr |
Check cake and air attack again if walked far from initial position (not tested)
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2012-10-22 |
unc0rr |
Mark places where tried to jump, avoid too much of thinking
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2012-07-27 |
unc0rr |
oops
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2012-07-27 |
unc0rr |
Fix edge case problems with sniper rifle
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2012-07-26 |
unc0rr |
No more AI jumping lulz
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2012-07-25 |
unc0rr |
merge
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2012-07-25 |
unc0rr |
- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
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2012-07-25 |
nemo |
Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
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2012-07-21 |
unc0rr |
AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
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2012-07-12 |
nemo |
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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2012-06-14 |
unc0rr |
AI loves to jump
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2012-06-09 |
nemo |
disable this debug too
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2012-06-09 |
unc0rr |
- Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
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2012-06-08 |
unc0rr |
- TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
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2012-06-04 |
unc0rr |
Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
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2012-06-01 |
unc0rr |
Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
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2012-05-25 |
unc0rr |
- Fix some AI stupidness factors
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2012-05-13 |
nemo |
AI can't use cWindSpeedf since it now does a smooth transition
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2012-05-05 |
koda |
old typed const moved to their proper unit
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2012-05-05 |
koda |
split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
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2012-05-02 |
koda |
marked a couple of functions as inline
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2012-05-01 |
koda |
breaking news, we don't support typed consts anymore
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2012-03-12 |
nemo |
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
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2012-02-26 |
nemo |
don't use currenthedgehog
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2012-02-17 |
koda |
the most important commit of the year
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2012-01-17 |
lovelacer |
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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2011-11-28 |
Xeli |
typo... >,<
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2011-11-28 |
Xeli |
added a switch USE_SDLTHREADS
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2011-11-24 |
Xeli |
removed extra endif
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2011-11-24 |
koda |
GSoC 2011: Android port - merged mainstream
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2011-11-18 |
unc0rr |
Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
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2011-11-17 |
unc0rr |
Make AI use switcher when:
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2011-11-17 |
unc0rr |
- Move actions stack out of Walk procedure
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2011-11-14 |
Xeli |
merge
hedgeroid
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2011-11-14 |
Xeli |
first part of the new downloader implementation
hedgeroid
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2011-11-12 |
koda |
slight cleanup, fix compiling with sdl-1.2
hedgeroid
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2011-11-12 |
Xeli |
and now it even works for sdl12 \o/
hedgeroid
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2011-11-12 |
Xeli |
use the new SDL_CreateThread call
hedgeroid
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2011-11-12 |
Xeli |
merge...i think
hedgeroid
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2011-11-10 |
unc0rr |
Improve parsing of complex references like "a^[b[c], d]"
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2011-09-25 |
koda |
code working on ios now
hedgeroid
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2011-09-25 |
koda |
reviewed the build system and parts of the previous merge, performed some code cleanup
hedgeroid
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2011-08-19 |
Xeli |
merge
hedgeroid
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2011-08-19 |
unc0rr |
Remove PosInStack function, as bots behave better (they search more positions) without it
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2011-08-09 |
Xeli |
removed prints
hedgeroid
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2011-08-09 |
Xeli |
AI thread is now an SDL_Thread rather than pthread
hedgeroid
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2011-08-04 |
Xeli |
merge
hedgeroid
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2011-07-05 |
Xeli |
merge
hedgeroid
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2011-07-07 |
unc0rr |
This seems to be a much better place
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2011-07-05 |
unc0rr |
This should improve performance on singlecore computers
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2011-07-04 |
unc0rr |
Remove logging (was added for debugging, could lead to a crash due to lack of synchronization)
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2011-06-21 |
Xeli |
First commit..
hedgeroid
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2011-04-19 |
unc0rr |
Fix test for water in airstrike handler
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2011-04-19 |
unc0rr |
Fix AI trying to turn around in targeting mode
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2011-04-16 |
unc0rr |
Make AI switch to amNothing before trying to walk if it holds weapon which needs targeting (not tested)
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2011-03-01 |
koda |
Happy 2011 :)
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2011-02-01 |
koda |
addfilelog <3 debugfile
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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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2010-11-18 |
unC0Rr |
Move some stuff from uMisc to uUtils
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2010-11-18 |
unC0Rr |
Introduce uCommands.pas
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2010-11-18 |
nemo |
remove some more PHedgehog casts
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2010-11-17 |
unc0rr |
uTeams
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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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2010-11-09 |
nemo |
Revert yet again for breaking stuff. No more chances on this. If there'd been a release, this would have been twice with serious breakage. P.S. - as per koda's complaint last time, only reverted the non-iphone, probably means iphone is now broken. Oh well.
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2010-11-08 |
koda |
this time i got it right, i'm sure of it; TEST ANYWAYS
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2010-11-07 |
nemo |
revert 4200:dd54999c2822 - it was breaking schemes. koda. just leave this alone until next release
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2010-11-07 |
koda |
revamp gamemodes section in the ifrontend and update ios game modes
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2010-11-07 |
koda |
err better wait after relase for this one
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2010-11-07 |
koda |
move turnstime and minestime * 1000 outside frontend and place it in engine
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2010-09-22 |
smaxx |
Engine:
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2010-09-06 |
nemo |
Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
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2010-07-03 |
koda |
a couple of fixes i missed previously
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2010-07-03 |
koda |
further code cleanup and less redundancy
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2010-05-02 |
smxx |
Engine:
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2010-04-01 |
nemo |
Update (c) lines to 2010 as unc0rr requested - they all had varying values so I just took the first year mentioned, then tacked on -2010
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2010-03-21 |
unc0rr |
In pascal unit is a namespace
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2010-03-06 |
unc0rr |
Replace tabs with spaces using 'expand -t 4' command
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2010-01-26 |
koda |
complete the replacement of init/free wrappers for every unit
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2010-01-14 |
koda |
makes freepascal code compatible with OBJFPC mode
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2009-11-20 |
koda |
revamped file access and debug display
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2009-11-09 |
unc0rr |
- Formatting changes
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2009-11-06 |
unc0rr |
AI knows what artillery mode is
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2009-11-05 |
koda |
move compiler directives to standard pascal
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