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Also flag cases. Side effect might be some odd collision in rare cases w/ portals. Also, might cause unexpected collisions w/ cases in TestColl - although we could add a proximity check to the flag there, or simply switch to TestCollExcludingMe again. uCollisions seems mismatched w/ AI TestColl anyway. Possibly r+1+r vs r+r for gear diametre.
2012-08-04, by nemo
Removed useless cast in cmdlineClient
2012-08-12, by Medo
Silly add to facilitate transplant
2012-08-30, by nemo
oops
2012-08-04, by nemo
Hedgeroid:
2012-08-12, by Medo
Mission 7: changed enemy health, ammos, fixed crashes, princess no longer hidden
2012-08-19, by belphegorr
unbreak AI. remove inits from uLand
2012-08-04, by nemo
frontlib improvements:
2012-08-12, by Medo
Forgot to add mission 10
2012-08-19, by belphegorr
An experimental template to abuse this ability. A quick doubling of the "Islands" crazy template
2012-08-04, by nemo
frontlib: Added functions to query important constants from the library
2012-08-12, by Medo
Added a story ending mission/cut-scene
2012-08-19, by belphegorr
First pass at variable land size. For playing a small map (forced on rqLowRes), this should save 42MiB of RAM.
2012-08-04, by nemo
Hedgeroid: Start using the frontlib for more operations
2012-08-06, by Medo
Added a FollowGear to the leaderDead animation in mission 9
2012-08-18, by belphegorr
Fix kamikaze crasher. Handle overlapping hogs case.
2012-08-04, by nemo
frontlib: Brought commandline client (almost) up to date with the frontlib changes
2012-08-06, by Medo
Fixed a few bugs in mission 7
2012-08-18, by belphegorr
TestKamikaze, needs polishing
2012-08-03, by unc0rr
frontlib: prevent writing a "binds" section of the team file when there are no binds
2012-08-06, by Medo
Fixed a typo in mission 6
2012-08-18, by belphegorr
Toggle autoCameraOn in Findhh instead of checking FollowGear which could be set in a variety of places. Issue #404
2012-08-01, by nemo
frontlib: fixed ini writing failing because of an inverted condition
2012-08-06, by Medo
Fixed bug in mission 5 with invisible obstacles
2012-08-18, by belphegorr
Okay, this is workaround over ping timeouts problem on the server. Could make server crash if recieve thread wakes up after second ping timeout event.
2012-07-31, by unc0rr
frontlib: Removed reference counting from schemelist
2012-08-06, by Medo
Crashfix, healthfix in mission 5
2012-08-18, by belphegorr
oops
2012-07-27, by nemo
Hedgeroid: Started to implement RoomActivity
2012-08-02, by Medo
Forgot to add mission 9 -.-'
2012-08-18, by belphegorr
Allow AfterAttack to proceed even if the Hedgehog is dead. They could be resurrected after all.
2012-07-27, by nemo
frontlib: Fixed flib_netconn_send_leaveRoom returning -1 even though there was no error.
2012-08-02, by Medo
Added Mission 9: The Enemy Of My Enemy
2012-08-16, by belphegorr
merge
2012-07-27, by unc0rr
Hedgeroid: Fix argument passing to ChatFragment, small layout fixes
2012-08-01, by Medo
Modified final cutscene and fixed a skipping bug
2012-08-16, by belphegorr
oops
2012-07-27, by unc0rr
Hedgeroid: Added libjnidispatch.so and jna.jar
2012-08-01, by Medo
Fixed variable loading errors and added saving of "M8Scene" in mission 8
2012-08-10, by belphegorr
Fix edge case problems with sniper rifle
2012-07-27, by unc0rr
Hedgeroid: Room screen WIP
2012-08-01, by Medo
Solved "floating repositionings" in every mission
2012-08-10, by belphegorr
uploading to youtube, it works, but user interface is still incomplete
2012-07-26, by Stepan777
No more AI jumping lulz
2012-07-26, by unc0rr
this one too
2012-07-27, by nemo
Hedgeroid: various improvements:
2012-07-27, by Medo
Added Mission 8: Long Live The Queen
2012-08-10, by belphegorr
merge
2012-07-26, by Stepan777
Better prediction of cluster, melon, and whip
2012-07-26, by unc0rr
rewrite to make the string shorter
2012-07-27, by nemo
Merge
2012-07-26, by Medo
Modified Animate.lua: Modified event removal function to check if removed event is before current one, added optional parameter to RemoveEventFunc for optional checking of parameter list identicity.
2012-08-10, by belphegorr
merge
2012-07-25, by unc0rr
Removed gfOneClanMode from Mission 7
2012-08-02, by belphegorr
Commit commented out code which I used to debug AI walking
2012-07-25, by unc0rr
Added Mission 7: Family Reunion
2012-07-31, by belphegorr
- 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)
2012-07-25, by unc0rr
Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
2012-07-25, by unc0rr
Mission 6: Modified a dialogue timing
2012-07-31, by belphegorr
Some tiny improvements to AI walking algorythm
2012-07-25, by unc0rr
Changes to pas2c - unreviewed apart from cursory glance and compile test.
2012-07-25, by xymeng
Mission 6: Fixed a typo, an animation bug, added 2 rope crates to the weapon stack
2012-07-31, by belphegorr
Adjust firepunch and bat consts yet again
2012-07-25, by unc0rr
Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
2012-07-25, by nemo
Mission 1: Fixed a typo
2012-07-31, by belphegorr
Prefer to bat enemy away dealing the same amount of damage
2012-07-24, by unc0rr
workaround - not great though since they probably should have proper initial values like they used to have in uConsts. leaving a note to koda
2012-07-24, by nemo
Changed name of princess in mission 6 (forgot it last time).
2012-07-24, by belphegorr
No need to redefine signal
2012-07-24, by unc0rr
Fix bee crasher, tweak splash values
2012-07-24, by nemo
Removed some campaign variables from Mission 6.
2012-07-24, by belphegorr
better?
2012-07-21, by nemo
Switched Fell From Heaven to Fell From Grace on missions 5, 6.
2012-07-24, by belphegorr
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.
2012-07-22, by unc0rr
Fixed localization of Mission 6 and fixed a typo.
2012-07-24, by belphegorr
unc0rr, let me know what you think? Values were chosen semi-arbitrarily. But I was playing through a lot of large demos.
2012-07-20, by nemo
Finished mission 6: Dragon's lair
2012-07-23, by belphegorr
Ok. *these* should be safe with just this one extra check...
2012-07-20, by nemo
checkpoint merge
2012-08-30, by nemo
:( I have no idea why this did not work
2012-07-20, by nemo
Avoid desync playing back demos
2012-07-20, by nemo
don't need the camera following invisible stuff (maybe this should be in the general camera routine?)
2012-07-20, by nemo
I thirst for randomness.
2012-07-20, by nemo
Try avoiding spamming the log by retaining the gears. untested.
2012-07-20, by nemo
Replace stupid 'mod' with 'and'
2012-07-20, by unc0rr
ooops (and indentation)
2012-07-20, by koda
press 8 to mute audio while ingame
2012-07-20, by koda
mod operator is so stupid in pascal
2012-07-20, by unc0rr
oh yeah, these too
2012-07-19, by nemo
Fix TARDIS, make switcher work w/ the new more stringent check.
2012-07-19, by nemo
Update team health
2012-07-19, by nemo
Start TestCake
2012-07-18, by unc0rr
allow FPFLAGS and GHFLAGS only in cmakes able to support them
2012-07-18, by koda
what the heck, let's add a few more
2012-07-16, by nemo
- Check for harmful gear deletions
2012-07-16, by unc0rr
Use gmDestroy message instead
2012-07-16, by unc0rr
Fix bug in resurrector deleting graves (exists in stable too), remove some unnecessary assignments due to the fillchar 0
2012-07-15, by nemo
Correctly distinguish between game and real ticks while recording video,
2012-07-13, by Stepan777
Apparently order of multiple getrandom in params is undefined. Also remove broken and pointless getrandom call.
2012-07-15, by nemo
merge
2012-07-13, by Stepan777
Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
2012-07-14, by nemo
Catch all exceptions in clientSendLoop. If there could something besides IOException be thrown there, that would explain ping timeouts server issue.
2012-07-13, by unc0rr
Filter sprSDFlake too, so engine could pass initialization
gl2
2014-01-10, by unc0rr
Fix bug with isInLag picture displayed at end of some videos.
2012-07-10, by Stepan777
Don't consider moving hedgehogs in place rating in after attack mode
2012-07-13, by unc0rr
Import temp.diff which is a try to fix glitches with textures edges
gl2
2014-01-09, by Wolfgang Steffens
merge
2012-07-10, by Stepan777
When removing a record, set selection on the next item in the list
2012-07-12, by unc0rr
Wolfgang Steffens's gl2 and atlas branch
gl2
2014-01-09, by unc0rr
closing wosteffs ancient debug commit head. default branch has been a dual-headed monster for long enough IMO
2014-06-18, by sheepluva
fix bug with desynced camera positions
2012-07-09, by Stepan777
Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
2012-07-12, by nemo
Debug commit
2012-07-10, by Wolfgang Steffens
rework saving of camera positions so there is no need to know framerate during prerecording.
2012-07-09, by Stepan777
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.
2012-07-11, by nemo
Merge
2012-07-10, by Wolfgang Steffens
merge
2012-07-09, by Stepan777
Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
2012-07-09, by nemo
First try to use framebuffer, instead of auxilary buffer.
2012-07-08, by Stepan777
Introduce uGearsHandlers.pas, for now only part of cake handlers is moved there
2012-07-08, by unc0rr
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