hedgewars/VGSHandlers.inc
Sat, 01 Sep 2012 21:36:57 +0200 unc0rr hide health bars of dead teams
Wed, 11 Jul 2012 22:18:43 -0400 nemo Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
Sat, 09 Jun 2012 09:53:15 -0400 nemo Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
Sun, 22 Apr 2012 13:58:53 -0400 nemo Make clouds/flakes change direction smoothly
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
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.
Mon, 09 Jan 2012 00:50:39 -0500 nemo Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
Sun, 06 Nov 2011 12:40:35 -0500 nemo Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
Sat, 05 Nov 2011 17:24:09 -0400 nemo A bit less WTF of ice, ice chutes now work. Also tweak flake respawn positions a bit
Sat, 22 Oct 2011 00:49:55 -0400 nemo Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
Tue, 18 Oct 2011 05:43:16 +0200 sheepluva backport of c90f50e6dd8e (eggshell vgt related segfault) 0.9.16
Mon, 12 Sep 2011 07:27:34 +0200 sheepluva nemo's molotov burst effect; with a slight color modification added
Sun, 11 Sep 2011 10:22:09 -0400 nemo I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
Sat, 10 Sep 2011 11:40:37 -0400 nemo tone flash waaaaay down when zoomed out
Wed, 07 Sep 2011 20:53:45 -0400 nemo Since shakes are still proving unsafe until camera is reworked, try a mild flash instead
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