hedgewars/uGearsUtils.pas
Sat, 19 Oct 2013 23:44:40 -0400 nemo call bounce sound less often
Sat, 19 Oct 2013 15:59:47 -0400 nemo differentiate borders a bit
Fri, 11 Oct 2013 10:42:50 -0400 nemo tiny tweak to silly mode
Fri, 11 Oct 2013 17:43:13 +0200 koda merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang webgl
Thu, 03 Oct 2013 14:47:33 -0400 nemo add world edges to config
Thu, 03 Oct 2013 12:10:30 -0400 nemo add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
Mon, 30 Sep 2013 12:37:44 -0400 nemo move border back a bit from left/right bounds, bee tweak
Sun, 29 Sep 2013 19:03:15 -0400 nemo Make a few more gears honour world edge checks
Sun, 29 Sep 2013 16:10:32 -0400 nemo partial implementation of non-infinite world (edge wrap/warp/bounce)
Thu, 27 Jun 2013 15:33:02 +0400 unc0rr Refactoring: get rid of GSHandlers.inc
Thu, 27 Jun 2013 14:37:03 +0400 unc0rr Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
Sun, 09 Jun 2013 12:22:53 +0200 koda update with default webgl
Fri, 07 Jun 2013 21:15:11 +0200 sheepluva update changelog
Fri, 07 Jun 2013 14:44:34 -0400 nemo move 0.01 to the end to avoid increase damage fail on small values like fire. thanks to hedgewars wiki for noting this for fire damage.
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
Tue, 28 May 2013 14:09:19 -0400 nemo frozen hog impact. koda says he'll add the beam
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 07:16:14 -0400 nemo Actually, let's use *4 since could be fired from lower down
Tue, 14 May 2013 07:14:41 -0400 nemo more drowning fixes
Tue, 14 May 2013 06:33:59 -0400 nemo check for gear being current ammo
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
Tue, 07 May 2013 15:43:34 -0400 nemo remove redundant abs, and some incorrect 1+ to damage
Thu, 02 May 2013 21:56:24 +0400 unc0rr CheckGearDrowning could delete hedgehogs gear! (CheckGearDrowning -> ResurrectHedgehog -> FindPlace). Fixes bug 620.
Tue, 02 Apr 2013 21:00:57 +0200 koda update webgl branch webgl
Thu, 21 Mar 2013 15:01:27 +0100 sheepluva don't poison the dead, it's not cool.
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, 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, 24 Feb 2013 21:44:40 -0500 nemo Messing around w/ Freezer icegun
Tue, 25 Dec 2012 04:45:22 +0100 koda update branch with default webgl
Mon, 03 Dec 2012 13:31:39 +0400 unc0rr Fix crashes and wtf behaviour introduced in r0b8beacff8a5
Sat, 01 Dec 2012 02:12:10 +0100 deepdog GCI2012: Remove Structure Weapon Code
Sun, 11 Nov 2012 17:15:19 +0100 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
Wed, 07 Nov 2012 15:37:02 -0500 nemo Make FindPlace more flexible on large maps.
Wed, 07 Nov 2012 14:02:10 -0500 nemo LongInt Land width/height, mouse coords
Fri, 26 Oct 2012 12:42:56 -0400 nemo issue #445 spin math
Thu, 18 Oct 2012 14:04:24 -0400 nemo damn nots
Sun, 14 Oct 2012 13:35:15 -0400 nemo First pass at cleaver.
Mon, 01 Oct 2012 12:01:39 +0400 unc0rr - Fix warnings and hints
Sat, 29 Sep 2012 19:26:18 +0400 unc0rr Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
Wed, 29 Aug 2012 23:12:47 -0400 nemo preliminary creeper (not yet functional)
Wed, 29 Aug 2012 11:48:10 -0400 nemo tiny (probably) optimisation
Mon, 27 Aug 2012 16:52:50 -0400 nemo Starting to rewrite uFloat routines to avoid QWordValue - in the interests of JS which may get uint64/int64 in the spec in the future but does not have it now.
Sat, 25 Aug 2012 18:35:59 -0400 nemo reducing this value is sufficient to ensure crates drop just below top border or a girder
Sat, 25 Aug 2012 13:06:28 -0400 nemo Ensure crates can spawn just below the border on a bordered map.
Fri, 24 Aug 2012 14:01:07 +0400 unc0rr Move rope code to separate unit
Mon, 06 Aug 2012 10:18:57 -0400 nemo revert 3188794b9d87. does not do what I'd like.
Sat, 04 Aug 2012 22:51:41 -0400 nemo Perf opt for the c conversion. Use downto instead to avoid repeated function calls in the loop
Tue, 24 Jul 2012 17:50:42 -0400 nemo Fix bee crasher, tweak splash values
Fri, 20 Jul 2012 14:16:05 -0400 nemo Try avoiding spamming the log by retaining the gears. untested.
Sat, 14 Jul 2012 23:19:09 -0400 nemo Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
Mon, 09 Jul 2012 23:28:02 -0400 nemo Spread the droplets around more so it looks less square (looked especially bad with piano). Slow down large splashes a bit for dramatic purposes, also taking low-g into account. Small splashes you can't really tell anyway.
Sun, 08 Jul 2012 10:03:31 -0400 nemo Score AI resurrection as a kill. These values will not be the same as the in-game scoring, since in-game scoring doesn't count friendlies.
Sat, 23 Jun 2012 22:39:00 -0400 nemo Second part of the change. Make collision check use the new mask bit.
Wed, 06 Jun 2012 17:56:39 -0400 nemo Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
Mon, 04 Jun 2012 08:11:47 -0400 nemo Make watching AI v AI on ai survival a bit more entertaining
Sun, 03 Jun 2012 11:02:12 -0400 nemo warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
Fri, 18 May 2012 13:35:22 -0400 nemo Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
Sat, 12 May 2012 22:13:56 +0400 unc0rr Make pas2c even more happier with uGears.c, allow assigning arrays in some cases
Fri, 11 May 2012 20:01:57 +0400 unc0rr Make pas2c happier with uSound
Thu, 03 May 2012 00:20:58 -0400 nemo Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
Wed, 02 May 2012 10:53:13 +0100 koda change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
Wed, 02 May 2012 08:07:17 +0100 koda add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
Sat, 14 Apr 2012 23:19:45 +0400 unc0rr Get rid of TGearsType to simplify pas2c
Wed, 21 Mar 2012 00:05:46 -0400 nemo Try different splash sounds too
Tue, 20 Mar 2012 01:30:54 -0400 nemo bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
Sun, 11 Mar 2012 18:28:32 -0400 nemo Add drowning to grenade too, try some little optimisations
Sun, 11 Mar 2012 11:39:45 -0400 nemo bug #336
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Tue, 17 Jan 2012 09:20:16 -0500 nemo fix line endings
Tue, 17 Jan 2012 09:01:31 -0500 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
Sat, 31 Dec 2011 01:52:14 +0300 unc0rr Fix build
Thu, 15 Dec 2011 12:57:26 -0500 nemo Remove density adjustment in ammoshove. Means a mine and a barrel will be batted same distance again.
Fri, 02 Dec 2011 15:03:27 +0400 unc0rr Some tiny optimizations
Sun, 04 Dec 2011 00:52:47 +0300 unc0rr - Give uLand more modularity
Fri, 30 Dec 2011 13:54:39 +0400 unc0rr Start refactoring uGears. Breaks build.
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