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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Tue, 05 Jun 2012 22:37:36 +0200 |
Wolfgang Steffens |
Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
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Tue, 05 Jun 2012 14:07:28 +0400 |
unc0rr |
- Allow camera movement while current hedgehog is falling
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Tue, 05 Jun 2012 22:17:06 +0200 |
Wolfgang Steffens |
Merge
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Tue, 05 Jun 2012 19:36:07 +0200 |
Xeli |
Android: first attempt at using the density call from java
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Tue, 05 Jun 2012 19:33:49 +0200 |
Xeli |
only reset those keys which actually change their bindings
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Mon, 04 Jun 2012 19:43:39 -0400 |
nemo |
tidy flags
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Mon, 11 Jun 2012 00:02:17 +0200 |
Medo |
Small improvements to the frontend lib for better debugging
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Mon, 04 Jun 2012 19:36:55 -0400 |
nemo |
Welp. We have a bit of a problem here. Reverting the move of nextturn. But this causes a desync in scripting unless we can find a better fix.
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Mon, 04 Jun 2012 21:32:30 +0400 |
Stepan777 |
here it is
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Sat, 09 Jun 2012 03:28:38 +0200 |
Medo |
Implemented game launching API for the frontlib.
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Mon, 04 Jun 2012 22:43:56 +0400 |
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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Fri, 08 Jun 2012 19:52:24 +0200 |
Medo |
Implemented public API for letting the engine render maps
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Mon, 04 Jun 2012 08:11:47 -0400 |
nemo |
Make watching AI v AI on ai survival a bit more entertaining
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Thu, 07 Jun 2012 02:45:18 +0200 |
Medo |
Added ini reading/writing for game schemes to the frontend lib
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Sun, 03 Jun 2012 23:04:21 -0400 |
nemo |
Workaround for bug #144. This workaround had occurred to me a while ago, but wasn't sure if placing them unfairly was better than not placing them at all. Argument for not placing at all is people should probably abort the game when they notice it. Argument for placing unfairly is people can still abort, and if we really wanted them to abort, we should probably just have halted launch if all hogs failed to spawn. This way at least play can continue.
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Mon, 04 Jun 2012 21:12:20 +0200 |
Medo |
Frontlib: Work on the callback mechanisms for IPC
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Sun, 03 Jun 2012 22:56:30 -0400 |
nemo |
After experimenting with a long running average at maxed out FPS and a variety of map sizes, 128 seems to actually be a good size to use if only drawing bits of world with stuff in it. 64 actually did even better in some situations, but significantly worse in others (lots of land, zoomed out).
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Sun, 03 Jun 2012 01:24:18 +0200 |
Medo |
frontlib refactoring
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Sun, 03 Jun 2012 18:52:22 -0400 |
nemo |
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
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Sat, 02 Jun 2012 22:54:09 +0200 |
Medo |
Merge
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Sun, 03 Jun 2012 11:02:12 -0400 |
nemo |
warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
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Sat, 02 Jun 2012 22:31:41 +0200 |
Xeli |
Android: added a callback to java to determine dpi/dip how much we should scale the ui
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Sat, 02 Jun 2012 14:27:09 +0200 |
Medo |
Merge
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Sat, 02 Jun 2012 16:25:13 -0400 |
nemo |
add onGameTick20 to basic training, extend laser sight out way more (it was visible at top when completely zoomed out), move call of new turn to after AfterSwitchHedgehog to avoid lua issues in onNewTurn - if this causes problems, lua can do delayed actions in onGameTick
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Fri, 01 Jun 2012 12:42:44 +0400 |
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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Fri, 01 Jun 2012 00:19:30 +0200 |
mikade |
merge
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Sat, 02 Jun 2012 14:26:52 +0200 |
Medo |
Demo recording for the frontend library
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Thu, 31 May 2012 12:52:31 -0400 |
nemo |
Name the flags for fall tracking and indicating whether the explosion erases terrain.
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Thu, 31 May 2012 18:54:40 +0200 |
Medo |
Moved frontlib into project_files
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Thu, 31 May 2012 20:07:40 +0400 |
unc0rr |
merge
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Thu, 31 May 2012 18:32:01 +0200 |
Medo |
Further work on the frontend library, restructuring, ...
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Thu, 31 May 2012 20:07:17 +0400 |
unc0rr |
merge
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Thu, 31 May 2012 15:50:25 +0200 |
mikade |
Add a GetTag method so that SetTag doesn't feel lonely.
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Thu, 31 May 2012 00:35:06 +0200 |
Medo |
Started work on the frontend networking library
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Thu, 31 May 2012 18:02:30 +0400 |
unc0rr |
Improve TestWhip
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Thu, 31 May 2012 00:11:42 +0200 |
sheepluva |
minor tweaks for options page; should improve readability at small window size... a bit...
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Tue, 29 May 2012 23:04:03 +0200 |
Medo |
Removed dead/deprecated code and comments
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Thu, 31 May 2012 15:14:39 +0400 |
unc0rr |
pas2c stuff
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Wed, 30 May 2012 22:45:30 +0400 |
unc0rr |
This should make drawn maps rendering even more faster
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Tue, 29 May 2012 22:33:10 +0200 |
Medo |
Merge
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Wed, 30 May 2012 19:01:19 +0400 |
unc0rr |
merge
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Wed, 30 May 2012 18:00:29 +0400 |
unc0rr |
Render drawn maps 10-500 times faster
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Tue, 29 May 2012 22:21:19 +0400 |
unc0rr |
Oops, forgot to set 'erasing' flag on decoding
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Mon, 28 May 2012 22:42:59 +0400 |
unc0rr |
Fix a bug with wrong state of teams list when color isn't changed manually
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Mon, 28 May 2012 14:20:51 -0400 |
nemo |
Remove a couple more timers, should mean alpha matches old pulse time now
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Mon, 28 May 2012 14:11:50 -0400 |
nemo |
also change specialists
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Mon, 28 May 2012 14:01:23 -0400 |
nemo |
Set air attack to active by default, make time look a bit nicer, avoid plane buzz activating.
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Mon, 28 May 2012 19:33:57 +0200 |
Xeli |
change the array which represents the keyboard state to be a boolean array rather than byte array
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Mon, 28 May 2012 19:15:51 +0200 |
Xeli |
Don't allow for multiple key up(or down) events, it will ignore the excess events
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Mon, 28 May 2012 12:21:54 -0400 |
nemo |
Also change Highlander and Racer
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Mon, 28 May 2012 10:38:27 +0200 |
Wolfgang Steffens |
moved generic matrix code to uMatrix.pas
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Mon, 28 May 2012 20:04:49 +0400 |
unc0rr |
merge
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Mon, 28 May 2012 10:34:33 +0200 |
Wolfgang Steffens |
merge
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Mon, 28 May 2012 01:51:50 -0400 |
nemo |
Add onGameTick20 to try and encourage lua to be a bit more efficient. Rewrite Space Invasion to use it. Top speed of aliens is 25% higher now, although that could be changed, I kinda liked it. Change parameter order of div().
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Mon, 28 May 2012 17:54:23 +0400 |
unc0rr |
Some improvements to pas2c
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Mon, 28 May 2012 00:44:51 +0400 |
unc0rr |
Fix a remote crasher
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Fri, 25 May 2012 15:35:48 +0400 |
unc0rr |
- Fix some AI stupidness factors
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Mon, 28 May 2012 00:43:36 +0400 |
unc0rr |
Make frontend compile with clang
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Sun, 27 May 2012 23:42:43 +0400 |
unc0rr |
- Allow switching colors with mouse wheel
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Fri, 25 May 2012 09:00:54 +0200 |
Wolfgang Steffens |
initial GLSL1.2 test version
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Sat, 26 May 2012 16:50:51 -0400 |
nemo |
Minor freezer changes, allow snow to accumulate on indestructible terrain too.
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Fri, 25 May 2012 08:51:54 +0200 |
Wolfgang Steffens |
Removed lazy update: workaround for R7103
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Sat, 26 May 2012 22:27:57 +0400 |
unc0rr |
Bring leftTeams back (with a fix) as it is apparently needed for spectators.
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Fri, 25 May 2012 08:42:26 +0200 |
Wolfgang Steffens |
merge
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Fri, 25 May 2012 00:06:42 +0400 |
unc0rr |
- Restore pre-r9257cf8e7af2 behavior
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Wed, 23 May 2012 22:46:37 +0200 |
Medo |
Merge
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Wed, 23 May 2012 16:51:37 -0400 |
nemo |
Fix reported in bug #327, comment #3 - untested but seems reasonable/safe.
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Wed, 23 May 2012 16:34:12 -0400 |
nemo |
http://www.demoties.com/wp-content/uploads/2011/03/mar-01-6.jpg
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Wed, 23 May 2012 23:30:50 +0400 |
unc0rr |
Mark team for deletion when letting others know it has left during game. Should help with quitters problem.
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Wed, 23 May 2012 23:24:03 +0400 |
unc0rr |
Don't remove already removed team
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Wed, 23 May 2012 21:19:15 +0200 |
Xeli |
wops add this too
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Wed, 23 May 2012 21:16:44 +0200 |
Xeli |
reimplemented ResetKbd and calling it when exiting gsChat status, this restores behavior from.17: You can now walk -> press t/chat -> type some stuff while still walking -> exit gsChat and stop walking at that moment
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Wed, 23 May 2012 19:56:14 +0200 |
Xeli |
android: fix the default make target
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Wed, 23 May 2012 19:54:53 +0200 |
Xeli |
Android: add freezer commit message
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Wed, 23 May 2012 02:39:30 +0200 |
koda |
add NOPNG to cmake to explicitly disable PNG dependency
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Wed, 23 May 2012 01:53:25 +0200 |
koda |
add GHC and GHFLAGS from cmake too
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Wed, 23 May 2012 01:39:31 +0200 |
koda |
rename a few internal cmake variables (for consistency and readability)
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Tue, 22 May 2012 09:25:03 +0200 |
Wolfgang Steffens |
Replaced matrix related FFP code with explicit matrix calculations.
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Tue, 22 May 2012 11:19:32 +0200 |
Medo |
Merge
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Wed, 23 May 2012 00:45:37 +0200 |
koda |
there a libSDLMain.a in the bundled SDL framework
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Tue, 22 May 2012 09:18:46 +0200 |
Wolfgang Steffens |
Merge
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Tue, 22 May 2012 00:41:26 +0200 |
Xeli |
android: possible fix for bitmap recycle errors
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Tue, 22 May 2012 00:40:43 +0200 |
Xeli |
fixed wheelup/down
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