Fri, 11 Nov 2011 14:13:25 -0500 nemo flip some flames
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.
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
Fri, 11 Nov 2011 01:40:23 +0100 koda further engine interaction refactoring
Fri, 11 Nov 2011 01:18:19 +0100 koda minor updates to ServerProtocolNetwork class
Fri, 11 Nov 2011 00:23:09 +0100 koda restore a lost view message
Thu, 10 Nov 2011 17:37:24 -0500 nemo unsquash the rescaled clouds
Thu, 10 Nov 2011 23:14:40 +0300 unc0rr Improve parsing of complex references like "a^[b[c], d]"
Wed, 09 Nov 2011 21:36:20 +0300 unc0rr Fix inifinite loops
Wed, 09 Nov 2011 21:28:52 +0300 unc0rr Rearrange token types
Thu, 10 Nov 2011 15:12:44 -0500 nemo Add more border checks
Thu, 10 Nov 2011 12:20:01 -0500 nemo Make mazes filter use same variable as template filter
Wed, 09 Nov 2011 22:21:05 -0500 nemo fix map/template override, remove some pointless command calls
Wed, 09 Nov 2011 18:40:12 +0300 unc0rr Less precision - less confusion
Tue, 08 Nov 2011 22:05:33 +0300 unc0rr Improve type declarations parsing
Mon, 07 Nov 2011 17:37:00 -0500 nemo Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
Sun, 06 Nov 2011 16:21:07 -0500 nemo Might as well make the air attack team coloured too
Sun, 06 Nov 2011 23:36:02 +0300 unc0rr Even more improvements to the parser and converter
Sun, 06 Nov 2011 14:15:43 -0500 nemo tweak % again
Sun, 06 Nov 2011 13:53:25 -0500 nemo Set default water colours in greyscale mode in case the theme does not define them, decrement piano weapon on use
Sun, 06 Nov 2011 13:17:42 -0500 nemo Set CurrentAmmoGear on piano (should fix notes again). Also disable focus on current hog if unplaced.
Sun, 06 Nov 2011 13:00:25 -0500 nemo Add missing grayscale conversions
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
Sun, 06 Nov 2011 17:43:57 +0100 koda engine interaction class refactoring, round 4 or 5, can't remember: this time use the class methods to create an instance object and operates on that, reducing the number of arguments between methods and simplifying memory management
Sun, 06 Nov 2011 16:41:14 +0100 koda move two class files in a correct directory
Sun, 06 Nov 2011 10:26:12 -0500 nemo exclude hogs from density check
Sat, 05 Nov 2011 21:51:50 -0400 nemo too game breaking I think
Sat, 05 Nov 2011 21:24:54 -0400 nemo Include density in gear kick
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