Sun, 10 Jun 2012 14:36:40 -0400 |
nemo |
Ensure that Clan ammo always takes precedence over Per Hog Ammo in the flags. It'd be best for the user sake if these buttons acted more like radio buttons.
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Sun, 01 Jul 2012 17:24:04 +0300 |
belphegorr |
Removed some debugging lines I forgot to remove.
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Sat, 09 Jun 2012 17:15:45 -0400 |
nemo |
disable this debug too
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Sun, 01 Jul 2012 17:11:59 +0300 |
belphegorr |
Added mission 3: The Journey Back
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Sat, 09 Jun 2012 16:51:56 -0400 |
nemo |
Remove debug pixel draws, skip tracing on own shoved hogs. Should speed things up allowing more evaluations of stuff.
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Fri, 29 Jun 2012 14:39:05 +0300 |
belphegorr |
Fixed some bugs with Mission 2 and Animate.lua.
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Sat, 09 Jun 2012 23:35:55 +0400 |
unc0rr |
TestBaseballBat
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Tue, 26 Jun 2012 02:07:58 +0300 |
belphegorr |
Fixed a bug in Mission 2, where hidden hogs appeared before getting deleted on losing the game.
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Sat, 09 Jun 2012 21:31:26 +0400 |
unc0rr |
- Adjust some consts so whip and firepunch work perfectly
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Tue, 26 Jun 2012 01:17:04 +0300 |
belphegorr |
Changed color of the "Natives" team to make it more visible and reduced difficulty of the "easy" challenge in the first mission.
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Sat, 09 Jun 2012 10:28:45 -0400 |
nemo |
Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
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Tue, 26 Jun 2012 00:57:09 +0300 |
belphegorr |
Fixed a bug where, after finishing a campaign mission, the user needed to reselect the team in the frontend in order to see the next mission.
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Sat, 09 Jun 2012 09:53:15 -0400 |
nemo |
Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
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Mon, 25 Jun 2012 11:17:19 +0300 |
belphegorr |
Added the helper script I forgot to add last time
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Sat, 09 Jun 2012 17:05:16 +0400 |
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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Mon, 25 Jun 2012 11:16:24 +0300 |
belphegorr |
Copied the first two campaign missions and the helper script into share/hedgewars/Data/
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Sat, 09 Jun 2012 12:15:05 +0200 |
Xeli |
restore fpc 2.4.2 compatibility
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Mon, 25 Jun 2012 10:46:48 +0300 |
belphegorr |
The first campaign commit with a lot of changes...
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Fri, 08 Jun 2012 23:56:08 +0400 |
unc0rr |
New bright and shiny TestFirepunch which actually works
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Fri, 08 Jun 2012 19:25:40 +0200 |
Xeli |
fix shift key by disabling the key modifiers for now
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Fri, 08 Jun 2012 02:52:35 +0400 |
Stepan777 |
1. Add IFDEFs for video recording
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Fri, 08 Jun 2012 18:03:44 +0400 |
unc0rr |
- TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
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Fri, 08 Jun 2012 02:41:14 +0400 |
Stepan777 |
merge
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Fri, 08 Jun 2012 14:30:46 +0400 |
unc0rr |
Check for gstHHDriven instead of damage check, so ballgun stops when turn ends in multiattack mode
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Thu, 07 Jun 2012 17:42:32 +0400 |
Stepan777 |
merge
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Thu, 07 Jun 2012 22:40:28 +0200 |
Xeli |
ignore keymodifers other than ctrl/alt/shift
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Thu, 07 Jun 2012 01:28:39 +0200 |
Xeli |
removed some writelns
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Thu, 07 Jun 2012 01:10:57 +0200 |
Xeli |
first attempt at implementing support for keys with modifiers
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Wed, 06 Jun 2012 17:56:39 -0400 |
nemo |
Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
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Wed, 06 Jun 2012 22:11:55 +0400 |
unc0rr |
Not needed here
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