hedgewars/GSHandlers.inc
Wed, 26 Jun 2013 21:40:10 -0400 nemo reduce shove frequency (perf). reduce dX so that less time is spent sliding.
Sun, 23 Jun 2013 22:31:12 -0400 nemo need to switch to frozen after deleteCI
Mon, 17 Jun 2013 23:10:45 +0200 koda really update with default webgl
Thu, 13 Jun 2013 22:27:23 +0200 koda merge cmake_pascal branch in default
Sun, 16 Jun 2013 00:46:11 +0400 unc0rr Some fixes to make pas2c+clang compile all engine files webgl
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
Thu, 04 Apr 2013 01:38:30 +0200 koda engine to c now compiles with some manual intervention (as of bug 596) webgl
Thu, 04 Apr 2013 00:32:57 +0200 koda update branch again webgl
Wed, 03 Apr 2013 00:03:46 +0400 unc0rr Fixes to make pas2c parse this webgl
Wed, 03 Apr 2013 23:56:59 +0200 koda strip PAS2C, old WEB symbols and outdated pas2c sources from default branch, all c-related development is done on the webgl branch
Tue, 02 Apr 2013 21:00:57 +0200 koda update webgl branch webgl
Sat, 30 Mar 2013 08:11:09 -0400 nemo Don't reward digging close w/ drill rocket. Doesn't offer much benefit. Reduce final bonus slightly to avoid using drill like bazooka. Better would be AI doing this for all weps based on count. Make main drill loop a little more efficient.
Tue, 19 Mar 2013 18:32:03 +0100 koda move RestoreHog from uGears to uTeams to break a circular dependency cmake_pascal
Fri, 29 Mar 2013 08:10:44 -0400 nemo *sigh* this shouldn'tve been removed in first place.
Fri, 29 Mar 2013 08:03:17 -0400 nemo oups. reused same variable twice. my bad. You know, maybe somewhere in uVariables or uGearsList should define what we use Gear variables for in each gear
Wed, 27 Mar 2013 11:18:00 +0100 koda merge correction, also what's with all those trailing whitespaces?
Tue, 26 Mar 2013 22:39:22 +0200 Urbertar Change AI behavior for drill rocket
Sat, 23 Mar 2013 21:03:27 +0200 Urbertar Remove some duplicating code from uLandGraphics.pas
Tue, 26 Mar 2013 17:47:06 -0400 nemo Try to document TGear a bit, so people know what is commonly overridden, and what stuff is used for. Remove gtIceGun-specific values from TGear and abuse a couple of commonly abused members instead.
Fri, 22 Mar 2013 18:51:37 +0100 sheepluva remove engine warnings
Mon, 18 Mar 2013 12:13:46 -0400 nemo More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
Sun, 17 Mar 2013 14:09:54 -0400 nemo Add some flags for a few of the magic Land values
Wed, 13 Mar 2013 21:02:26 -0400 nemo at vatten's request. make resurrection always resurrect at least 1 hp out of kindness to noobs who can't be bothered to read tooltips
Tue, 12 Mar 2013 22:13:38 -0400 nemo Crashed here last game
Wed, 06 Mar 2013 16:00:48 -0500 nemo fix fade to black in training
Wed, 06 Mar 2013 08:26:14 -0500 nemo extend time a bit. move to defrosting on team's turn. fairer than using round order I think.
Tue, 05 Mar 2013 16:04:22 -0500 nemo At multiple requests, change ice to be turn based. This is a more modest adjustment of existing code, that can be fairly easily flagged or reverted if desired. It also allows scripts to extend freezing, and preserves fire melting.
Sun, 03 Mar 2013 20:59:27 -0500 nemo fix portal/hammer interaction, ban freezer from portal
Sun, 03 Mar 2013 19:43:01 -0500 nemo Make hogs thaw only on enemy turns, make timebox counter decrement only on your turn, adjust knock for frozen hogs, increase damage on frozen hogs, make freezer fuel only reduce when not adjusting angle.
Sun, 03 Mar 2013 19:35:57 +0200 Urbertar Fix water on ice setting
Thu, 28 Feb 2013 23:15:33 -0500 nemo So. A while ago, while trying to prevent hogs blowtorching getting turned around, unc0rr altered the old range of blowtorch from 1/8th of 180° up or down, to a 4° gain in upwards and a -4° loss in downwards. He also made it so that starting tunnels could fail to erase sufficient terrain, trapping hogs. Here are a couple of workarounds to more closely approximate old behaviour (do some initial erasure, adjust min/max angles)
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