hedgewars/uGearsHandlersMess.pas
Sun, 18 Jan 2015 15:36:36 +0100 sheepluva fix pas2c (airbomb code: "not" statement in boolean expression was without parentheses)
Sun, 18 Jan 2015 14:47:25 -0500 nemo radius and sprite drawing tweaks to match the still temporary sprite. also a begin/end sheepluva suggested
Sat, 17 Jan 2015 10:07:12 -0500 nemo tweak a few params. still something wtf going on when on rope
Fri, 16 Jan 2015 17:51:29 -0500 nemo experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
Thu, 01 Jan 2015 12:43:00 -0500 nemo Try to handle negative gravity w/ snow. Still needs to look nicer. Currently causes banding.
Tue, 16 Dec 2014 08:04:18 -0500 nemo add a couple of onGearDamage callbacks to mine/barrel fall damage
Mon, 15 Dec 2014 19:37:44 +0100 sheepluva fix for Issue 855: Failure to teleport rarely makes engine crash
Thu, 11 Dec 2014 21:32:24 -0500 nemo remove a not that somehow magically appeared in a prior commit.
Thu, 11 Dec 2014 15:20:23 +0100 sheepluva pas2c doesn't like semi-colons after repeat
Thu, 11 Dec 2014 13:35:35 +0100 sheepluva let sinegun bounce on weBounce
Thu, 11 Dec 2014 09:50:31 +0100 sheepluva wrap sinegun
Thu, 11 Dec 2014 01:24:27 +0100 sheepluva fix some old code that assumes that a bullet under water is always outside land array - which is wrong (e.g. during sudden-death in previous releases, also weSea now)
Tue, 09 Dec 2014 22:56:34 -0500 nemo Fix in-flight colouring of land spray, make it use tint when added to land too (lua might find that handy), tweak climbhome cake delay slightly
Mon, 08 Dec 2014 23:00:13 +0300 unc0rr Normalize to length of _1_9 to avoid endless normalization leading to fire particles floating midair indefinitely
Mon, 08 Dec 2014 09:35:14 -0500 nemo Use FreeAndNil across the board. Even if we are immediately assigning after, probably avoids accidental mistakes. Also free neglected owner tex on shutdown, and delete hog gears using the normal deletion procedure if for any reason they still exist (EndGame call?).
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