hedgewars/GSHandlers.inc
Sat, 23 Oct 2010 14:10:23 +0200 Tobias Neumann Resurrector Weapon: Add ammo icon, sound, hedgehog picture (from Tiy).
Tue, 19 Oct 2010 21:12:53 -0400 nemo Remove this - doesn't seem to do anything useful after all.
Tue, 19 Oct 2010 19:47:17 -0400 nemo merge
Thu, 14 Oct 2010 22:01:33 +0200 koda less warning, no rotation glitch, more comments
Thu, 14 Oct 2010 16:01:43 +0200 Tobias Neumann Resurrector weapon: do not make it end turn, add description,
Tue, 19 Oct 2010 19:46:43 -0400 nemo Rope optimisation. Remove a space in sdl keys that seems like a bug - issue #70
Tue, 12 Oct 2010 05:06:30 +0200 koda minor stuff
Mon, 11 Oct 2010 14:55:13 -0400 nemo Call OnUsedAmmo *after* doing the normal CurAmmoType stuff so CurAmmoType actually points to the right bloody weapon
Mon, 11 Oct 2010 20:34:21 +0200 Tobias Neumann New Weapon: Resurrector (TODO: ammo icon + sprites)
Mon, 11 Oct 2010 11:36:47 -0400 nemo Don't use AfterAttack in saucer - CurAmmoType is switched at this point
Sun, 10 Oct 2010 21:14:58 -0400 nemo Hopefully fix the last of the more obvious weapon bugs w/ infinite attack mode, add a depixeling sweep every 5s too.
Sun, 10 Oct 2010 20:34:48 -0400 nemo Hopefully fix bee/air attacks w/o screwing anything else up. Set mines to trigger immediately in infinite attack mode (better not use 0s mines)
Wed, 29 Sep 2010 16:16:25 -0400 nemo Correct bug in flight ceiling for birdy as well, increase clip on velocity to 1.9 (shouldn't cause problems with most collision checks still), apply clip to both + and -
Sun, 26 Sep 2010 19:06:59 -0400 nemo remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
Sun, 26 Sep 2010 15:40:59 -0400 nemo Allow UFO to go underwater. Keep UFO active if it runs out of fuel in the air/water, just disable controls.
Wed, 22 Sep 2010 21:53:29 +0200 smaxx Engine:
Sun, 12 Sep 2010 17:56:41 -0400 nemo Fix kamikaze portal loop
Sun, 12 Sep 2010 23:43:20 +0200 smaxx Sounds:
Thu, 09 Sep 2010 23:13:11 -0400 nemo Fix swapped x/y in drill rocket test
Mon, 06 Sep 2010 16:23:47 -0400 nemo Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
Fri, 03 Sep 2010 01:41:51 +0200 smaxx Engine:
Wed, 01 Sep 2010 19:31:32 -0400 nemo Fix for issue #20
Wed, 25 Aug 2010 21:06:34 +0100 tiyuri Some survival mode changes by burp
Tue, 24 Aug 2010 13:24:37 +0200 smaxx Engine:
Sun, 22 Aug 2010 16:31:57 +0200 smaxx Engine:
Fri, 06 Aug 2010 11:45:20 +0200 smaxx Engine:
Tue, 03 Aug 2010 15:13:32 +0200 smaxx Engine:
Tue, 03 Aug 2010 14:19:47 +0200 smaxx Engine:
Tue, 03 Aug 2010 02:33:57 +0200 smaxx Engine:
Tue, 03 Aug 2010 01:33:20 +0200 smaxx Engine:
Tue, 03 Aug 2010 00:36:36 +0200 smaxx Engine:
Mon, 02 Aug 2010 18:19:55 +0200 smaxx Engine:
Mon, 02 Aug 2010 01:07:51 +0200 smaxx Engine:
Mon, 02 Aug 2010 00:48:15 +0200 smaxx Engine:
Thu, 29 Jul 2010 13:43:57 +0200 smaxx Engine:
Tue, 13 Jul 2010 17:39:00 -0400 nemo Reduce calls to expensive operations in fire. Slightly alters fire behaviour, but should still be reasonable
Fri, 02 Jul 2010 21:19:22 -0400 nemo Minor fire tweak for readability and lethalness, remove exit condition that was hanging game (identified by jaylittle)
Thu, 01 Jul 2010 17:00:14 -0400 nemo Grid the landscape, and shortcircuit checks on the collision array if there are no nearby checked in collisions to be collided with. This is a big win for fire's ammoshove in particular. Also add a +2 that seemed missing in the check, and update fire accordingly.
Wed, 30 Jun 2010 12:55:33 +0200 koda turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
Tue, 29 Jun 2010 23:30:49 -0400 nemo Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
Tue, 29 Jun 2010 23:25:42 +0200 sheepluva bee:
Tue, 29 Jun 2010 18:06:50 +0200 sheepluva rope: another, small optimization
Tue, 29 Jun 2010 07:09:55 +0200 sheepluva rope: optimization, should save up to ~3 million hwFloat multiplications per second
Tue, 29 Jun 2010 06:27:59 +0200 sheepluva rope: another small optimization
Tue, 29 Jun 2010 05:22:25 +0200 sheepluva rope: tiny optimisation
Mon, 28 Jun 2010 08:52:17 +0200 sheepluva portal: angle preservation tweaking
Sun, 27 Jun 2010 18:17:34 +0200 sheepluva portal: I accidentally flipped the exit angle in last commit
Sun, 27 Jun 2010 05:32:11 +0200 sheepluva portal: some moar tweaks
Sun, 27 Jun 2010 02:11:31 +0200 sheepluva portal: entry angle is now affecting exit angle
Sat, 26 Jun 2010 19:30:16 +0200 sheepluva portal / slope detection:
Sat, 26 Jun 2010 09:59:53 +0200 sheepluva portal:
Sat, 26 Jun 2010 08:14:53 +0200 sheepluva portal: make shot 2 times faster, add hog movement speed to shot speed (only the part in shot direction, so that aiming is not messed up)
Wed, 23 Jun 2010 22:12:06 -0400 nemo Workaround for cakes and portals. Also disable something that always seems to screw up my portal games.
Fri, 18 Jun 2010 14:26:04 -0400 nemo rename flags
Thu, 17 Jun 2010 11:41:38 -0400 nemo Make land types flagged (to allow stacking future attributes such as indestructible ice, but also for a damaged flag)
Wed, 16 Jun 2010 11:50:45 +0200 mario.liebisch Engine:
Sat, 05 Jun 2010 19:00:42 +0000 nemo Remove decrement of iterator health. Might fix weird health bug.
Fri, 28 May 2010 20:05:22 +0000 smxx Engine (Henek):
Fri, 28 May 2010 19:48:51 +0000 smxx Engine:
Fri, 28 May 2010 16:21:54 +0000 smxx Engine:
Sun, 23 May 2010 23:51:54 +0000 nemo Prevent all portal loops the guaranteed way, at least until sheepluva's tests yield something reliable.
Wed, 19 May 2010 02:10:28 +0000 nemo Henek adds a flamethrower, updates some translations, and tweaks how fire works.
Tue, 18 May 2010 13:09:57 +0000 smxx Engine:
Mon, 17 May 2010 15:42:48 +0000 nemo Increase minimum threshold for barrel damage to reduce likelihood of blowing one up on jumping out, increase damage to compensate (may need tweaking). Only apply dX for collision w/ kick if barrel is rolling.
Mon, 17 May 2010 06:26:06 +0000 sheepluva remove all portal specific code from EndTurnCleanup(), instead have portals self destruct if "CurrentHedgehog" is not the portal's creator
Sun, 16 May 2010 23:43:45 +0000 sheepluva * make portals delete each other only indirectly (by setting timer to 0)
Sat, 15 May 2010 09:21:25 +0000 sheepluva fix multi-round fire
Fri, 14 May 2010 23:42:56 +0000 nemo revert the restoration of non-vgt health gears. desyncs continued with it, and furthermore, occur in r3489 too
Fri, 14 May 2010 16:02:27 +0000 nemo sheepluva adds back non-vgt health tag due to desyncs. we should still see about solving the desync though.
Mon, 10 May 2010 04:43:07 +0000 mbait Reslyling: little fix of previous commit
Mon, 10 May 2010 04:41:19 +0000 mbait Code restlyling: experimental restyling of one module
Thu, 06 May 2010 22:02:56 +0000 sheepluva * gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
Thu, 06 May 2010 03:12:42 +0000 nemo trying to unbreak what I broke
Thu, 06 May 2010 01:41:07 +0000 sheepluva portal:
Tue, 04 May 2010 21:30:25 +0000 nemo Add back in earlier lines, commented out
Tue, 04 May 2010 19:51:27 +0000 nemo erase useless junk
Tue, 04 May 2010 19:40:57 +0000 sheepluva * some changes/cleanups to portal, still much to do :/ * reverted nemo's temporary loop fix * notice: small loops possible again, so take care :P, bigger onces should be interrupted
Tue, 04 May 2010 16:30:41 +0000 nemo Add drown-the-playing-hog check for case of piano falling off the landscape.
Tue, 04 May 2010 03:04:07 +0000 sheepluva on portal death: make sure that the linked portal know it has been unlinked
Tue, 04 May 2010 02:46:23 +0000 sheepluva fix segfault on destroyed portal
Tue, 04 May 2010 02:34:23 +0000 nemo TEMPORARY
Tue, 04 May 2010 00:44:32 +0000 sheepluva some portal changes, warning: no loop prevention yet, note: entry angle not preserved yet
Mon, 03 May 2010 23:56:18 +0000 nemo tweak
Mon, 03 May 2010 02:32:17 +0000 sheepluva tweak land angle detection/portal a bit
Sun, 02 May 2010 22:00:50 +0000 smxx Engine:
Sun, 02 May 2010 20:30:23 +0000 nemo Minor tweak. Still needs a lot of work.
Sun, 02 May 2010 18:25:13 +0000 nemo hax
Sun, 02 May 2010 16:53:19 +0000 nemo Revert switch behaviour (can't use AfterAttack here) remove unneeded value from jetpack definition
Sun, 02 May 2010 16:24:31 +0000 sheepluva add a part of my landslide vector collision and use if for the portal gun DirAngle, not flawless yet
Sun, 02 May 2010 14:38:46 +0000 nemo Drown the hog using the piano
Sun, 02 May 2010 04:51:29 +0000 nemo Avoid checking in log spam.
Sun, 02 May 2010 04:49:07 +0000 nemo Revert removal of CurAmmoGear from shotgun/deagle (was a silly idea of speeding up the shots)
Sun, 02 May 2010 02:58:59 +0000 nemo More portal changes. Allows for a multishoot utility. Hopefully not breaking anything.
Sat, 01 May 2010 20:15:10 +0000 nemo Minor change, so sheepluva can comment
Sat, 01 May 2010 18:44:25 +0000 nemo Fix portal graphic name, continuing work on portal movement
Sat, 01 May 2010 05:15:16 +0000 sheepluva * added some comments
Fri, 30 Apr 2010 12:19:25 +0000 mbait Gas grenade:
Thu, 29 Apr 2010 19:21:40 +0000 sheepluva let players affect in which direction their teleported hedgehog will look
Mon, 19 Apr 2010 13:31:08 +0000 smxx Engine:
Mon, 19 Apr 2010 12:47:36 +0000 smxx Engine:
Sun, 18 Apr 2010 23:19:15 +0000 koda add missing controller stubs
Sat, 17 Apr 2010 23:03:52 +0000 palewolf cWindSpeed recalculation assumed GetRandom returns a value between 0.0-1.0 while in fact is in the 0.0-0.5 range; Halve cMaxWindSpeed to compensate.
Fri, 16 Apr 2010 17:17:43 +0000 smxx Engine:
Fri, 16 Apr 2010 16:04:41 +0000 smxx Engine:
Thu, 15 Apr 2010 20:46:34 +0000 nemo Some initial stubs for portal just so Tiy will quit nagging. Also let folks know what approximation of physics I plan to try, here.
Wed, 07 Apr 2010 12:15:49 +0000 smxx Engine:
Mon, 05 Apr 2010 17:22:54 +0000 nemo These don't belong here.
Sun, 04 Apr 2010 15:51:19 +0000 unc0rr with this patch I'm unable to make rope stuck in land
Sat, 03 Apr 2010 16:32:48 +0000 nemo try this instead
Sat, 03 Apr 2010 06:39:17 +0000 nemo Add ApplyAmmoChanges to get text/animation/crosshairs
Thu, 01 Apr 2010 16:08:09 +0000 nemo Update (c) lines to 2010 as unc0rr requested - they all had varying values so I just took the first year mentioned, then tacked on -2010
Wed, 31 Mar 2010 20:44:38 +0000 nemo Only require a minimum speed if object is descending.
Wed, 31 Mar 2010 11:34:58 +0000 sheepluva make use of Smaxx latest commit(s) when playing ImpactSounds
Tue, 30 Mar 2010 16:01:12 +0000 sheepluva fix fpc 2.2.4 type related warning with unclear origin
Tue, 30 Mar 2010 13:20:04 +0000 smxx Engine:
Tue, 30 Mar 2010 00:02:40 +0000 nemo prophylactic removal of some Integer references, raise a few of the template islands up a bit so they work inverted without triggering border
Mon, 29 Mar 2010 20:32:35 +0000 palewolf - Add HH dX/dY to Birdy disappearing animation
Sun, 28 Mar 2010 23:41:58 +0000 palewolf AfterAttack was issued twice
Sun, 28 Mar 2010 23:40:49 +0000 palewolf Return control as soon as Birdy begins to disappear
Sun, 28 Mar 2010 23:37:28 +0000 palewolf Birdy appears from off-screen
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