hedgewars/uGears.pas
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.
Thu, 15 Dec 2011 11:06:36 -0500 nemo Experiment. Applying density to both ammoshove and explosion, w/ distance of a hedgehog knock being standard value (/3 since hedgehog "density" is 3)
Wed, 07 Dec 2011 11:35:03 -0500 nemo Suggestion of sheepluva's - disable timebox in crates after SD, and set to disabled in Ammo. Also disable switch hedgehog for teams of 1 hedgehog in size, and try and correct what appears to be a bug in reserved hats.
Wed, 30 Nov 2011 23:16:44 +0100 Henek present somthing that could be taken as a structure
Fri, 30 Dec 2011 13:54:39 +0400 unc0rr Start refactoring uGears. Breaks build.
Sun, 27 Nov 2011 23:13:22 +0300 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
Mon, 14 Nov 2011 18:08:36 -0500 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
Sun, 06 Nov 2011 10:26:12 -0500 nemo exclude hogs from density check
Sat, 05 Nov 2011 21:51:50 -0400 nemo too game breaking I think
Sat, 05 Nov 2011 21:24:54 -0400 nemo Include density in gear kick
Mon, 31 Oct 2011 16:56:48 +0100 sheepluva this seems... um.. random
Sun, 23 Oct 2011 14:44:19 -0400 nemo oops
Sun, 23 Oct 2011 01:47:44 -0400 nemo retain dx/dy from landgun
Sun, 16 Oct 2011 21:03:30 +0200 koda merge the changes applied to 0.9.16
Mon, 10 Oct 2011 15:25:59 -0400 nemo Make a few more things be impacted by explosions nearby
Fri, 07 Oct 2011 23:57:14 -0400 nemo Add landbacktex to a few maps, just to see how it looks.
Sun, 02 Oct 2011 10:36:43 -0400 nemo Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
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.
Sun, 18 Sep 2011 16:46:26 +0200 sheepluva set a default value for density that shouldn't lead to div by 0 0.9.16
Sun, 11 Sep 2011 21:32:49 -0400 nemo uh, that was just so I could look at the flame more closely, wasn't supposed to be checked in
Sun, 11 Sep 2011 21:30:42 -0400 nemo Since we are tweaking molotov. make the flame flickery and add a drowning frame
Sun, 11 Sep 2011 13:16:01 -0400 nemo Man, checking it at end of turn was just tidier :(
Sun, 11 Sep 2011 13:12:52 -0400 nemo better?
Sun, 11 Sep 2011 11:09:28 -0400 nemo Also this
Thu, 08 Sep 2011 13:01:20 -0400 nemo Restore hog on team gone
Thu, 08 Sep 2011 17:59:19 +0400 unc0rr Fix loading from save desync
Thu, 08 Sep 2011 00:29:01 -0400 nemo remove debug message, clear a couple of global gear references if appropriate, fix control script
Fri, 02 Sep 2011 19:06:05 -0400 nemo tweak to avoid jaggies
Wed, 31 Aug 2011 01:17:14 -0400 nemo adjust Z order so crosshairs are on top of hogs, grenades behind explosives
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 12:52:54 -0400 nemo Try reenabling landbacktex to see how it behaves with current pixel rules
Fri, 26 Aug 2011 21:49:10 -0400 nemo Fix rounding error in sky colour causing visible lines
Thu, 25 Aug 2011 14:56:51 +0200 sheepluva don't poison invul hogs
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 11:24:20 -0400 nemo add check for other forms of flight too
Sat, 20 Aug 2011 16:43:57 -0400 nemo This really should have been a TPoint for consistency
Thu, 18 Aug 2011 00:14:43 +0200 sheepluva portal: combating the space-detection issue.
Wed, 17 Aug 2011 11:17:50 -0400 nemo ...
Wed, 17 Aug 2011 11:07:03 -0400 nemo *sigh*
Wed, 17 Aug 2011 10:58:00 -0400 nemo Add square check to shotgun. This a minor optimisation that might sidestep a bug on iOS/Android. Still need to find out why the bug is happening though
Tue, 16 Aug 2011 23:02:27 -0400 nemo Make it a lot harder to cheat with typical random crates. This also means that crates will vary even if map has the same seed (hog positions of course will be unchanged).
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.
Sat, 13 Aug 2011 22:46:47 +0200 Henek new SD flakes from mikade and a flash when sudden death starts
Sat, 13 Aug 2011 21:26:59 +0400 unc0rr Some screwing around GearsNear code
Sun, 07 Aug 2011 14:29:11 -0400 nemo Experimental area-of-effect Seduction
Sun, 07 Aug 2011 12:06:53 -0400 nemo make a special case for teleport instead. also allows teleporting off of a parachute
Sun, 07 Aug 2011 11:52:06 -0400 nemo prevent attempting to teleport in mid-air during inf attack
Sun, 07 Aug 2011 11:23:27 -0400 nemo Don't reset attack when Unplaced.
Sun, 07 Aug 2011 11:18:49 -0400 nemo This should make bee/airstrikes play nicer with infinite attack mode
Fri, 05 Aug 2011 14:15:19 -0400 nemo merge
Fri, 05 Aug 2011 14:13:06 -0400 nemo move gstWait - should make detecting drowning easier for mikade
Fri, 05 Aug 2011 12:19:01 +0100 grammickj New sounds: mudball, mine bounce, hammer
Mon, 01 Aug 2011 15:37:27 -0400 nemo Make vgtHealth use Tint
Sat, 30 Jul 2011 17:23:47 -0400 nemo add nil check
Wed, 27 Jul 2011 09:20:55 -0400 nemo this helps a bit
Fri, 01 Jul 2011 10:38:00 +0400 unc0rr Merge
Thu, 30 Jun 2011 15:09:10 +0400 unc0rr Tiny optimization: convert smooth wind indicator change gear into visual gear
Thu, 30 Jun 2011 14:26:01 +0400 unc0rr Convert huge switch into an array
Thu, 30 Jun 2011 13:59:57 +0400 unc0rr Don't draw snow flakes spawned in land, introduce gstInvisible flag
Tue, 28 Jun 2011 21:28:13 +0200 Henek fake crates now with complementary poison
Sun, 26 Jun 2011 15:23:45 -0400 nemo bounce. tweak of values, remove friction modifier, move to weapon, to match timer behaviour
Sun, 26 Jun 2011 13:38:47 -0400 nemo Allow control of grenade bounce. Not sure if this is a good idea, but has been requested a lot, so...
Sun, 26 Jun 2011 02:47:36 +0200 Henek now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
Thu, 23 Jun 2011 15:08:19 -0400 nemo At mikade's request and w/ unc0rr's blessing, dramatically slash inactivity delay from 1.25s down to a tenth of a second.
Tue, 21 Jun 2011 17:28:53 -0400 nemo Remove default transparent chunks. Chunk will only be added if theme defined.
Tue, 21 Jun 2011 22:47:12 +0200 Henek remove theme.cfg from CMakeLists too
Thu, 05 May 2011 17:08:29 +0400 unc0rr Some improvements on stats subsystem
Mon, 02 May 2011 01:55:14 -0400 nemo Basic TARDIS implementation. Still needs proper animation, and probably a check to force reappearance on death of last team mate
Fri, 29 Apr 2011 17:05:10 +0400 unc0rr Call statistics routine after setting the damage
Wed, 27 Apr 2011 15:57:23 +0400 unc0rr Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
Mon, 11 Apr 2011 01:30:43 +0200 sheepluva grenade back to old damage, but from now on explosions assume they are not closer to a gear's center than the gear's radius
Sun, 10 Apr 2011 17:25:34 -0400 nemo rename gtBomb to gtGrenade, nerf grenade from 50 to 47 pending some flag to indicate pixels in Land[] belonging to current hog to avoid throwing grenades into hogs
Thu, 07 Apr 2011 23:54:09 +0200 sheepluva added some comments in order to confuse the GSoC students as much as possible ;D
Mon, 28 Mar 2011 21:44:17 +0400 unc0rr - Use LastDamage in CheckHHDamage
Mon, 28 Mar 2011 21:27:06 +0400 unc0rr Colin Rice
Sun, 20 Mar 2011 15:00:01 -0400 nemo remove ammo if you suicide in the middle of uses
Sat, 19 Mar 2011 17:49:27 -0400 nemo Landgun, first pass. At sdw's request.
Thu, 17 Mar 2011 23:11:48 +0100 Henek added game mode Tag Team, mostly untested, please test :)
Thu, 17 Mar 2011 16:19:03 +0100 koda my bad
Wed, 16 Mar 2011 17:25:05 +0100 Henek added GetCurAmmoType to lua
Wed, 02 Mar 2011 15:19:55 -0500 nemo add victory/flawless victory sounds. untested
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
Sun, 06 Feb 2011 21:50:29 +0300 unc0rr - Take into account hlint suggestions
Tue, 01 Feb 2011 15:30:08 +0100 koda addfilelog <3 debugfile
Tue, 01 Feb 2011 00:27:47 +0100 koda pleeeeeeeeeeeeeeeeeeeeeease, remeber {$IFDEF DEBUGFILE} before using AddFileLog
Sun, 30 Jan 2011 21:33:08 +0300 unc0rr Fix ApplyDamage accepting Damage == 0
Sat, 29 Jan 2011 21:16:09 +0100 Henek added dummy for tardis and ugly icons for tardis and structure
Sat, 29 Jan 2011 18:18:44 +0100 Henek still in developement take on adding structures, working hiding of hogs and ejecting them later.
Sat, 22 Jan 2011 19:40:57 +0100 sheepluva let players set timer of drill strike. yes. drill strike :3 the timer starts to tick on first impact
Thu, 13 Jan 2011 21:52:48 +0300 unc0rr Pass PHedgehog instead of PGear to stats. Fixes crash.
Wed, 12 Jan 2011 20:31:55 +0100 Henek added rq-sky to themes so it can set sky color for low quality. also added tint of sky on sudden death. underwater theme is an example of this
Wed, 12 Jan 2011 22:02:43 +0300 unc0rr Oops, I should test more
Wed, 12 Jan 2011 22:01:15 +0300 unc0rr Doesn't work as expected
Mon, 10 Jan 2011 15:53:49 +0300 unc0rr Don't waste CPU cycles trying to find a piece of land when there's no free land left
Sun, 09 Jan 2011 21:37:45 +0300 unc0rr Inherit hedgehog from gear which caused damage, thus keeping track of which hog actually did the damage
Fri, 07 Jan 2011 23:08:34 +0300 unc0rr Keep track of which hog's weapon does damage
Tue, 04 Jan 2011 16:15:47 +0300 unc0rr Make barrels drop when hog walks away from under it
Sun, 02 Jan 2011 19:30:16 +0100 koda rearrange quality flags a little, disable snow rendering on rqLowRes
Sun, 02 Jan 2011 18:12:16 +0100 koda remove obsolete TrainingFlags code
Sat, 01 Jan 2011 23:10:57 +0100 Henek added flake configuration also in sudden death and SDClouds for underwater
Fri, 31 Dec 2010 01:05:23 +0100 Henek sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Thu, 30 Dec 2010 22:20:17 +0100 sheepluva fix portal gun wrong color issue
Thu, 30 Dec 2010 09:58:05 -0500 nemo avoid uninitialised pointer. thanks to dead.mazayus
Wed, 29 Dec 2010 22:44:45 -0500 nemo nil check
Wed, 29 Dec 2010 16:21:30 -0500 nemo add a couple of variables to speed up UID lookups. Based on the assumption new visual gears and gears will tend to be at the end of the list. Set them on successful lookup or script gear creation, clear on delete. Oh also pick up a couple of TrevInc's translation changes
Tue, 28 Dec 2010 23:53:37 +0100 Henek sudden death, now with visual and audial effects :D
Sun, 26 Dec 2010 16:01:39 -0500 nemo completely disable falling back to "say" in chHogSay
Sun, 26 Dec 2010 15:37:43 -0500 nemo ok. restore old [r + 1 + r] for gear width for a moment, and reset snowballs.
Sun, 26 Dec 2010 15:30:24 -0500 nemo increase snowball radius
Sun, 26 Dec 2010 11:17:01 -0500 nemo add a disabling for landback, set it if flakes are enabled
Fri, 24 Dec 2010 16:13:28 -0500 nemo Disable gtFlake on bordered maps
Thu, 23 Dec 2010 00:01:56 -0500 nemo Tweak more wind values / densities
Wed, 22 Dec 2010 21:33:46 -0500 nemo enable snow on Christmas theme
Wed, 22 Dec 2010 01:30:03 -0500 nemo apply cGravityf when changing cGravity
Wed, 22 Dec 2010 01:19:47 -0500 nemo more snow
Wed, 22 Dec 2010 01:11:48 -0500 nemo minor visual tweaks to snow
Wed, 22 Dec 2010 00:17:43 -0500 nemo A very very basic snow implementation
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