hedgewars/GSHandlers.inc
Sat, 24 Sep 2011 22:16:49 +0400 unC0Rr Fix a bunch of warnings (also improves speed a bit in 32 bit code)
Sat, 24 Sep 2011 01:41:03 +0200 sheepluva rope: CheezeMonkey (omg I mentioned your name :O) has pointed out that there is still a way to get stuck in walls. This should fix it.
Sun, 25 Sep 2011 10:48:18 -0400 nemo merge from default. Pulls in sheepluva's frontend work, and unbreaks engine cmake. 0.9.16
Tue, 20 Sep 2011 20:52:04 -0400 nemo Disable a bit of code from revision 4 that I'm pretty sure is not hit anymore, or we'd end up with plenty of doubled graves at a minimum. Also, clear gstWinner/gstLoser along with gstWait - still need to figure out why exactly those aren't rendering anymore though.
Tue, 20 Sep 2011 13:27:07 -0400 nemo Clear gstAnimation and reset Timer before entering death animation
Tue, 20 Sep 2011 12:59:02 -0400 nemo revert prev - that was dumb. wrong gear.
Tue, 20 Sep 2011 12:46:45 -0400 nemo Let's actually add the gstHHDeath check to the right line, shall we?
Tue, 20 Sep 2011 12:02:58 -0400 nemo Check on active hedgehog death animation
Fri, 16 Sep 2011 15:21:27 -0400 nemo clear HHJump on portaling
Fri, 16 Sep 2011 14:43:04 -0400 nemo Requested a few times
Thu, 15 Sep 2011 22:53:47 -0400 nemo 2 extra steps was still occasionally causing problems w/ edge cases. hopefully 3 should do the trick
Thu, 15 Sep 2011 20:39:04 -0400 nemo Tweak sparkles, glass. Left glass commented out in case he prefers old behaviour.
Fri, 16 Sep 2011 01:12:57 +0200 sheepluva moar sparkles :3
Thu, 15 Sep 2011 17:19:49 +0200 sheepluva fix and optimize kamikaze's png
Wed, 14 Sep 2011 17:17:50 +0200 sheepluva lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
Tue, 13 Sep 2011 17:49:39 -0400 nemo fix for issue #238
Mon, 12 Sep 2011 07:27:34 +0200 sheepluva nemo's molotov burst effect; with a slight color modification added
Mon, 12 Sep 2011 06:31:10 +0200 sheepluva fix side-effects of nemo's bottle-turnin'
Sun, 11 Sep 2011 21:30:42 -0400 nemo Since we are tweaking molotov. make the flame flickery and add a drowning frame
Mon, 12 Sep 2011 00:47:49 +0200 sheepluva smoke for molotov
Sun, 11 Sep 2011 18:09:49 -0400 nemo make it more sekret
Sun, 11 Sep 2011 14:46:04 -0400 nemo aaaallways, I want to beeee with you, and make belieeeeve with you
Sun, 11 Sep 2011 00:36:47 +0200 sheepluva some portal love for deagle/etc shots
Sat, 10 Sep 2011 16:21:38 +0200 sheepluva fix: let's use less random code for drawing the bullet trajectory
Sat, 10 Sep 2011 04:08:15 +0200 sheepluva actual rope fix for hogs getting stuck on walls
Thu, 08 Sep 2011 08:44:17 -0400 nemo Define 2 script callbacks to notify of hog vanishment
Thu, 08 Sep 2011 00:29:01 -0400 nemo remove debug message, clear a couple of global gear references if appropriate, fix control script
Mon, 05 Sep 2011 15:05:46 -0400 nemo check for turn over (infinite attack)
Sun, 04 Sep 2011 13:54:24 -0400 nemo make pickhammer and blowtorch burn time for infinite attack mode
Sat, 03 Sep 2011 18:04:19 -0400 nemo Reenable a bunch of old portal play stuff, like dropping grenade into portal on hog, jumping through portal w/ hog on other end, collecting crate w/ portal etc. Also add cooldown to cake/portal interaction. It may still not do what you expect, but it probably shouldn't spin in place.
Sat, 03 Sep 2011 14:01:52 -0400 nemo Just for fun. Flowers! Also, use a less blatant image in ammo menu.
Fri, 02 Sep 2011 09:25:43 -0400 nemo that was just getting me into trouble
Fri, 02 Sep 2011 00:24:54 -0400 nemo *sigh* I suppose I'd best avoid those trademarks...
Thu, 01 Sep 2011 17:45:21 +0400 unc0rr Keep blowtorch direction (doesn't actually fix the bug with hedgehog turning opposite direction)
Wed, 31 Aug 2011 11:08:03 -0400 nemo Avoid burning other hog's turn
Wed, 31 Aug 2011 08:45:22 -0400 nemo Restore gear ASAP, add denied sound for illegal activation without wasting ammo.
Wed, 31 Aug 2011 01:32:12 -0400 nemo TARDIS bugfix
Wed, 31 Aug 2011 00:58:48 -0400 nemo more proper implementation of TARDIS
Sat, 27 Aug 2011 17:53:35 -0400 nemo Prevent flakes from drawing if they spawn in land
Sat, 27 Aug 2011 15:06:16 -0400 nemo Avoid unsightly gaps in landbacktex
Sat, 27 Aug 2011 14:54:56 -0400 nemo implement proper blending
Fri, 26 Aug 2011 22:15:09 -0400 nemo Allow vgtSmoke to scale. Scale it down 50% for mines, so smoke doesn't seem so oversized
Fri, 26 Aug 2011 21:38:11 -0400 nemo Correctly check for failure to look up ammo, check for damaged mines
Thu, 25 Aug 2011 21:00:53 +0200 sheepluva * partial rollback of changes to camera
Sun, 21 Aug 2011 19:29:04 -0400 nemo Try to avoid overlapping voices for major statements (not things like byebye or oof)
Sun, 21 Aug 2011 13:53:11 -0400 nemo hammer tweak
Sun, 21 Aug 2011 11:37:39 -0400 nemo Allow hammer to bash mines/barrels too, increase escape time to 3s
Sat, 20 Aug 2011 16:43:57 -0400 nemo This really should have been a TPoint for consistency
Sat, 20 Aug 2011 14:26:29 -0400 nemo Special case small radius gears to try and prevent repeated collisions.
Thu, 18 Aug 2011 00:14:43 +0200 sheepluva portal: combating the space-detection issue.
Sun, 14 Aug 2011 17:49:12 -0400 nemo For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
Sun, 14 Aug 2011 17:42:26 -0400 nemo Use same visual gear for health tags and hearts.
Sun, 14 Aug 2011 16:59:55 -0400 nemo Seduction animation. New visual gear type.
Wed, 10 Aug 2011 11:45:02 -0400 nemo exclude current hedgehog
Tue, 09 Aug 2011 21:54:45 -0400 nemo Revert 3768e9a6ec40. I misread the test. Seems parachute works as expected now already
Sun, 07 Aug 2011 14:29:11 -0400 nemo Experimental area-of-effect Seduction
Sun, 07 Aug 2011 12:25:21 -0400 nemo disable special case for parachute on rope. legacy? Without it, parachute behaves as one expects
Sun, 07 Aug 2011 11:18:49 -0400 nemo This should make bee/airstrikes play nicer with infinite attack mode
Thu, 04 Aug 2011 19:52:27 -0400 nemo Fix crasher. thanks to dagni for the demo file that tracked it down.
Sat, 30 Jul 2011 14:52:25 -0400 nemo kill off some speckles, crank up land gun output
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