hedgewars/GSHandlers.inc
Sat, 15 Jun 2013 23:45:53 +0400 unc0rr - Fix 'and not' without parentheses webgl
Sun, 09 Jun 2013 12:22:53 +0200 koda update with default webgl
Fri, 07 Jun 2013 15:23:04 +0400 unc0rr Fix more warnings (lol @ icegun "consts")
Wed, 05 Jun 2013 16:28:30 +0200 sheepluva fixed all engine compilation hints and notes (that I could see)
Tue, 04 Jun 2013 22:28:12 +0200 koda update branch webgl
Wed, 29 May 2013 15:12:06 -0400 unc0rr bump copyright year for Andrey entries
Wed, 29 May 2013 07:45:00 -0400 nemo Waddaya think. Add it for iced up water and mines/cases/explosives
Wed, 29 May 2013 06:51:12 -0400 nemo cancel on slide
Wed, 29 May 2013 10:43:40 +0200 koda add hog freeze sound
Tue, 28 May 2013 21:30:02 -0400 nemo add ice beam sound
Mon, 27 May 2013 14:41:48 -0400 nemo should unfreeze on your turn
Wed, 22 May 2013 09:46:42 -0400 nemo sheepluva suggestion for frozen barrel behaviour. untested.
Tue, 21 May 2013 23:17:28 -0400 nemo fix dud mine explosion
Tue, 21 May 2013 22:56:31 -0400 nemo Make frozen crates uncollectable, add some tinting to frozen items. Suggestions needed for what should happen to explosives
Tue, 21 May 2013 16:13:32 -0400 nemo Add gstFrozen state to mines/gears in range on frozen land creation, and set the mines to dud state. gstFrozen does nothing yet. Visually or otherwise.
Tue, 14 May 2013 09:25:53 -0400 nemo use bubbles underwater
Tue, 14 May 2013 08:57:30 -0400 nemo Rename submersible state, increase getaway time for attack underwater, slow down gear dx/dy underwater to simulate water resistance
Tue, 14 May 2013 07:14:41 -0400 nemo more drowning fixes
Mon, 13 May 2013 22:40:32 -0400 nemo some saucer thing for firing weps underwater and aiming and such. bit drunk and sleepy so testing I guess
Fri, 10 May 2013 12:00:51 -0400 nemo cases have no health
Thu, 09 May 2013 23:11:56 -0400 nemo Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
Sun, 05 May 2013 22:50:17 -0400 nemo So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
Sat, 04 May 2013 14:46:29 -0400 nemo simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
Fri, 03 May 2013 21:36:01 -0400 nemo trying to make AI aware of mine/explosive break point. also remove redundant test.
Thu, 02 May 2013 13:09:12 -0400 nemo this should improve consistency of mortar cluster spread and snowball knocks
Sun, 21 Apr 2013 16:39:36 -0400 nemo So. This should fix ammo delays being off on a team that is resurrected later in the game, even up freezing delays a bit, prevent an infinite loop in freezing, and reduces fuel burn when adjusting freezer to one-fourth.
Sat, 20 Apr 2013 02:20:15 +0200 koda update 0.9.19 with dev branch 0.9.19
Fri, 12 Apr 2013 12:44:14 -0400 nemo I see no reason why a visual effect needs Distance. IMO square should look just fine. Untested. Oh. Also reduced flake count at Randi's request.
Tue, 16 Apr 2013 19:53:52 +0200 sheepluva whoops, unbreak build. how come that cmake doesn't stop anymore on engine build error? 0.9.19
Tue, 16 Apr 2013 17:31:39 +0200 sheepluva fix for Issue 611: Engine crash in portal code 0.9.19
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