nemo [Sun, 18 Mar 2012 00:30:56 -0400] rev 6799
revert this until someone makes it not screw up camera focus
Xeli [Sun, 18 Mar 2012 00:59:17 +0100] rev 6798
touchinterface, move the up/down arrows a bit down
Xeli [Sun, 18 Mar 2012 00:05:20 +0100] rev 6797
make the Ammomenu show up a little faster
Xeli [Sun, 18 Mar 2012 00:02:33 +0100] rev 6796
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
AMAnimType:= AMTypeMaskX or AMTypeMaskAlpha
will enable movement over the X axis and alpha
Xeli [Sat, 17 Mar 2012 22:39:16 +0100] rev 6795
make ammomenu's speed dependent on RealTicks rather than frames
Xeli [Tue, 13 Mar 2012 21:09:46 +0100] rev 6794
allow for 0 values on AMShiftTarget, this allows for movement across one axis
nemo [Sat, 17 Mar 2012 17:24:38 -0400] rev 6793
Disable anim for stats screen ("In game" stays visible otherwise)
nemo [Sat, 17 Mar 2012 17:18:43 -0400] rev 6792
Ensure flawless is false if any hog is lost, unless it was lost doing a kamikaze
nemo [Sat, 17 Mar 2012 16:14:08 -0400] rev 6791
I imagine this should use the game window width, but I'll let someone else figure it out. I'm just sick of frames being half-visible in navigation.
nemo [Sat, 17 Mar 2012 14:24:43 -0400] rev 6790
eh. guess they really should be here
nemo [Sat, 17 Mar 2012 14:13:16 -0400] rev 6789
Adding leftX/rightX/topY to simplify determining bounds based on map playing area.
nemo [Sat, 17 Mar 2012 14:02:11 -0400] rev 6788
I think this is a little more efficient than dxdy, and easier to read. We call DxDy2 a lot, can any of those use Angle/DirAngle?
nemo [Sat, 17 Mar 2012 13:16:50 -0400] rev 6787
orient kamikaze correctly when going through portals
nemo [Wed, 14 Mar 2012 23:58:56 -0400] rev 6786
oh yeah, dY...
nemo [Wed, 14 Mar 2012 21:12:04 -0400] rev 6785
Allow RC plane to go through portals
unc0rr [Wed, 14 Mar 2012 11:07:22 +0400] rev 6784
Oops, fix range (2 is too small value)
nemo [Tue, 13 Mar 2012 22:25:43 -0400] rev 6783
Add fall damage
nemo [Tue, 13 Mar 2012 21:51:50 -0400] rev 6782
For reasons I can't fathom, if this portion isn't commented out, the AI completely fails w/ a weaponset of only firepunch.
Something is seriously screwed up in RateShove, but after reading it many times, I still don't see it.
unc0rr [Tue, 13 Mar 2012 22:46:55 +0400] rev 6781
Variable pen width
nemo [Tue, 13 Mar 2012 12:22:56 -0400] rev 6780
tweak take 2
nemo [Tue, 13 Mar 2012 12:10:48 -0400] rev 6779
Small tweak to return something more useful in the negative 0 case on dX
nemo [Tue, 13 Mar 2012 00:05:03 -0400] rev 6778
Minimise another sqrt check.
unc0rr [Mon, 12 Mar 2012 23:46:28 +0400] rev 6777
Avoid local rate minimums around hog (within 15 pixels). Not tested.
unc0rr [Mon, 12 Mar 2012 16:08:40 +0400] rev 6776
Compatibility
nemo [Mon, 12 Mar 2012 01:00:17 -0400] rev 6775
Change rest of AI tests to floats, reenable snowball
nemo [Sun, 11 Mar 2012 23:24:09 -0400] rev 6774
Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
Also fix some neglected scores from before.
nemo [Sun, 11 Mar 2012 22:44:57 -0400] rev 6773
Hm. Score was a bit too much, AI was doing suicidal things.
nemo [Sun, 11 Mar 2012 22:35:55 -0400] rev 6772
small tweak. make drowning prefer higher health hogs
nemo [Sun, 11 Mar 2012 20:36:50 -0400] rev 6771
Teach AI to drown with shotgun too
nemo [Sun, 11 Mar 2012 20:12:31 -0400] rev 6770
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
Also try to weight cost of switches based on how many switches were available.
nemo [Sun, 11 Mar 2012 18:28:32 -0400] rev 6769
Add drowning to grenade too, try some little optimisations
unc0rr [Sun, 11 Mar 2012 23:31:32 +0400] rev 6768
Fix silliness
nemo [Sun, 11 Mar 2012 14:43:36 -0400] rev 6767
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
nemo [Sun, 11 Mar 2012 12:19:04 -0400] rev 6766
Minor optimisation for AI to cut down on hwSqrt calls
nemo [Sun, 11 Mar 2012 11:39:45 -0400] rev 6765
nemo [Sat, 10 Mar 2012 23:00:39 -0500] rev 6764
Add div to allow safe integer division from lua
nemo [Sat, 10 Mar 2012 16:32:46 -0500] rev 6763
Recount team health if modifying hedgehog health
nemo [Sat, 10 Mar 2012 16:10:38 -0500] rev 6762
Set default empty ammo sets. Current mission handling appears to not pass any default ammo set, so script was never getting a chance to set its own.
nemo [Sat, 10 Mar 2012 15:56:36 -0500] rev 6761
Avoid rare double decrement.
nemo [Sat, 10 Mar 2012 14:38:31 -0500] rev 6760
Prevent pirate ship from repeating on Islands, remove vertical line in art landback
nemo [Sat, 03 Mar 2012 22:40:00 -0500] rev 6759
unc0rr [Thu, 01 Mar 2012 23:55:19 +0400] rev 6758
Oh, should also check for game finish when player quits without ROUNDFINISHED message: small refactoring, not tested at all
nemo [Thu, 01 Mar 2012 14:45:42 -0500] rev 6757
comment out reserve to maintain old Qt compat
unc0rr [Thu, 01 Mar 2012 23:35:13 +0400] rev 6756
Also consider game finished when the last player reports ROUNDFINISHED despite the correctness parameter.
nemo [Wed, 29 Feb 2012 18:30:37 -0500] rev 6755
Someone might find this useful. Plan to link to it from the wiki.
nemo [Wed, 29 Feb 2012 18:24:56 -0500] rev 6754
Fix for
bug #366, delete gear if hog is drowning (needed either that or a check on nil Gear^.Hedgehog^.Gear)
unc0rr [Wed, 29 Feb 2012 23:44:49 +0400] rev 6753
Don't remove client's teams from teams list on "ROUNDFINISHED 0", just send team removal message to others.
This should fix problems with ghost teams in frontend.
Not tested at all, successfully built on first attempt, which is considered as a bad sign :D
Server still thinks game proceeds, so restart isn't possible.
nemo [Tue, 28 Feb 2012 21:25:36 -0500] rev 6752
oops