hedgewars/uAIAmmoTests.pas
Sun, 09 Jun 2013 12:22:53 +0200 koda update with default webgl
Fri, 07 Jun 2013 15:23:04 +0400 unc0rr Fix more warnings (lol @ icegun "consts")
Wed, 05 Jun 2013 16:28:30 +0200 sheepluva fixed all engine compilation hints and notes (that I could see)
Tue, 04 Jun 2013 23:56:17 +0200 koda parsing ok, stops at uGears webgl
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
Fri, 17 May 2013 00:07:37 +0400 unc0rr Fix mortar's scoring
Wed, 15 May 2013 22:52:17 -0400 nemo trying to prevent the AI from attacking barrels. feedback on this welcome.
Fri, 10 May 2013 21:00:06 -0400 nemo I don't see how rating these against others is useful, given the limited radius, and the cluster bomb thing just seems counterproductive. Anyway, this prevents AI from picking on barrels.
Thu, 09 May 2013 23:11:56 -0400 nemo Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
Sat, 04 May 2013 21:40:52 -0400 nemo pass the target
Fri, 03 May 2013 21:36:01 -0400 nemo trying to make AI aware of mine/explosive break point. also remove redundant test.
Fri, 03 May 2013 07:28:08 -0400 nemo Make hogs aware of dud mines and explosives. Still a bit more needed.
Sat, 20 Apr 2013 02:20:15 +0200 koda update 0.9.19 with dev branch 0.9.19
Thu, 11 Apr 2013 16:19:30 +0400 unc0rr Reduce AI skills more on high Level values
Wed, 10 Apr 2013 07:44:51 +0300 jaree Change collision detection with current hedgehog
Thu, 04 Apr 2013 20:31:41 -0400 nemo drill test tweak based on watching AI play
Wed, 03 Apr 2013 00:03:46 +0400 unc0rr Fixes to make pas2c parse this webgl
Tue, 02 Apr 2013 21:00:57 +0200 koda update webgl branch webgl
Sun, 31 Mar 2013 14:20:40 -0400 nemo Unbreak lua localisation, fix untranslated login prompt, update translations.
Sat, 30 Mar 2013 08:11:09 -0400 nemo Don't reward digging close w/ drill rocket. Doesn't offer much benefit. Reduce final bonus slightly to avoid using drill like bazooka. Better would be AI doing this for all weps based on count. Make main drill loop a little more efficient.
Tue, 26 Mar 2013 17:52:27 -0400 nemo merge. hate the fact that "unsynced remote changes" is just a "note" now.
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, 17 Mar 2013 14:09:54 -0400 nemo Add some flags for a few of the magic Land values
Sun, 27 Jan 2013 00:28:57 +0100 koda update branch webgl
Thu, 10 Jan 2013 22:59:46 +0400 martin_bede Fix tons of warnings
Tue, 25 Dec 2012 04:45:22 +0100 koda update branch with default webgl
Sat, 01 Dec 2012 02:12:10 +0100 deepdog GCI2012: Remove Structure Weapon Code
Thu, 22 Nov 2012 00:41:53 +0100 koda updated branch webgl
Thu, 15 Nov 2012 13:57:29 +0400 unc0rr Pretend AI knows how to use drill rocket (actually has no idea of drilling)
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
Thu, 08 Nov 2012 17:18:49 +0400 unc0rr Various tweaks to recent AI change
Mon, 29 Oct 2012 14:32:54 +0400 unc0rr Improve TestSniperRifle a bit
Mon, 22 Oct 2012 23:35:12 +0400 unc0rr - Fix desyncs triggered by AI
Mon, 22 Oct 2012 21:24:38 +0400 unc0rr Check cake and air attack again if walked far from initial position (not tested)
Tue, 16 Oct 2012 17:16:08 +0400 unc0rr Tweak TestDesertEagle. Bots should prefer direct shots to shots through land now, but I didn't test that yet.
Sat, 13 Oct 2012 23:36:04 +0400 unc0rr Fix crasher in TestCake
Mon, 08 Oct 2012 13:27:46 -0400 nemo A bit more on the knife. Also add missing files to CMakeLists
Mon, 01 Oct 2012 12:01:39 +0400 unc0rr - Fix warnings and hints
Fri, 28 Sep 2012 00:51:04 +0400 unc0rr Fix some hints
Wed, 05 Sep 2012 02:17:04 +0400 unc0rr Fix some warnings
Wed, 29 Aug 2012 12:48:27 +0200 sheepluva remove a redundant assignment; whitespace fixes
Sun, 05 Aug 2012 19:38:16 -0400 nemo no cake for youuuuu
Sat, 04 Aug 2012 21:49:24 -0400 nemo oops
Sat, 04 Aug 2012 18:01:46 -0400 nemo Fix kamikaze crasher. Handle overlapping hogs case.
Fri, 03 Aug 2012 16:58:49 +0400 unc0rr TestKamikaze, needs polishing
Thu, 26 Jul 2012 11:56:43 +0400 unc0rr Better prediction of cluster, melon, and whip
Wed, 25 Jul 2012 16:24:30 +0400 unc0rr - Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
Wed, 25 Jul 2012 12:28:14 +0400 unc0rr Adjust firepunch and bat consts yet again
Tue, 24 Jul 2012 16:12:41 +0400 unc0rr Prefer to bat enemy away dealing the same amount of damage
Sun, 22 Jul 2012 00:48:48 +0400 unc0rr AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
Wed, 18 Jul 2012 23:02:14 +0400 unc0rr Start TestCake
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, 07 Jul 2012 15:28:47 -0400 nemo Limit firepunch/whip drowning checks to max AI, bat to top 2 levels.
Sat, 23 Jun 2012 23:04:06 -0400 nemo Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
Sat, 09 Jun 2012 23:35:55 +0400 unc0rr TestBaseballBat
Sat, 09 Jun 2012 21:31:26 +0400 unc0rr - Adjust some consts so whip and firepunch work perfectly
Sat, 09 Jun 2012 10:28:45 -0400 nemo Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
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)
Sat, 09 Jun 2012 17:05:16 +0400 unc0rr - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
Fri, 08 Jun 2012 23:56:08 +0400 unc0rr New bright and shiny TestFirepunch which actually works
Fri, 08 Jun 2012 18:03:44 +0400 unc0rr - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
Mon, 04 Jun 2012 22:43:56 +0400 unc0rr Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
Thu, 31 May 2012 12:52:31 -0400 nemo Name the flags for fall tracking and indicating whether the explosion erases terrain.
Thu, 31 May 2012 18:02:30 +0400 unc0rr Improve TestWhip
Mon, 28 May 2012 17:54:23 +0400 unc0rr Some improvements to pas2c
Fri, 25 May 2012 15:35:48 +0400 unc0rr - Fix some AI stupidness factors
Sun, 13 May 2012 18:50:04 -0400 nemo AI can't use cWindSpeedf since it now does a smooth transition
Thu, 10 May 2012 22:55:13 +0400 unc0rr More definitions and mess with pascal code
Wed, 02 May 2012 19:16:12 -0400 nemo Initial stub for freezer
Wed, 02 May 2012 11:43:43 +0100 koda marked a couple of functions as inline
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)
Fri, 20 Apr 2012 01:50:47 +0400 unc0rr Some more progress with pas2c
Sat, 14 Apr 2012 23:19:45 +0400 unc0rr Get rid of TGearsType to simplify pas2c
Wed, 11 Apr 2012 22:46:59 +0400 unc0rr Simplify converter's life
Tue, 13 Mar 2012 22:25:43 -0400 nemo Add fall damage
Tue, 13 Mar 2012 21:51:50 -0400 nemo For reasons I can't fathom, if this portion isn't commented out, the AI completely fails w/ a weaponset of only firepunch.
Mon, 12 Mar 2012 01:00:17 -0400 nemo Change rest of AI tests to floats, reenable snowball
Sun, 11 Mar 2012 23:24:09 -0400 nemo 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.
Sun, 11 Mar 2012 22:35:55 -0400 nemo small tweak. make drowning prefer higher health hogs
Sun, 11 Mar 2012 20:36:50 -0400 nemo Teach AI to drown with shotgun too
Sun, 11 Mar 2012 20:12:31 -0400 nemo 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.
Sun, 11 Mar 2012 18:28:32 -0400 nemo Add drowning to grenade too, try some little optimisations
Sun, 11 Mar 2012 14:43:36 -0400 nemo First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
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.
Thu, 01 Dec 2011 18:02:27 +0400 unc0rr - Improve renderer a bit, disallow nested functions
Sun, 27 Nov 2011 23:13:22 +0300 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
Fri, 16 Sep 2011 14:04:21 -0400 nemo AI insists on using snowball for digging. Until that is prevented, remove snowball
Mon, 22 Aug 2011 17:44:30 +0400 unc0rr Implement TestHammer which makes sense
Mon, 22 Aug 2011 17:22:11 +0400 unc0rr Make AI aware of damage modifiers
Tue, 19 Apr 2011 14:39:55 +0400 unc0rr Use cWaterLine instead of LAND_HEIGHT, fix mortar handler aswell
Sun, 17 Apr 2011 12:48:32 -0400 nemo An experiment - make bazooka AI use float instead of hwFloat - should be as accurate, but faster.
Sun, 17 Apr 2011 11:57:46 -0400 nemo Allow head of rope to attach to hogs/barrels/crates again. Rope still does not, to avoid the bug.
Sat, 19 Mar 2011 17:49:27 -0400 nemo Landgun, first pass. At sdw's request.
Wed, 02 Mar 2011 00:27:20 +0100 koda Happy 2011 :)
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.
Sun, 19 Dec 2010 21:16:14 -0500 nemo add AI routine
Sun, 19 Dec 2010 21:06:34 -0500 nemo Snowball weapon
Thu, 18 Nov 2010 11:32:47 +0300 unC0Rr Move some stuff from uMisc to uUtils
Wed, 17 Nov 2010 22:07:03 +0300 unc0rr uLand isn't that important to them
Wed, 17 Nov 2010 17:45:55 +0300 unC0Rr Move variables from uMisc to uVariables
Wed, 17 Nov 2010 17:22:36 +0300 unC0Rr Introduce unit uTypes in order to remove some cyclic unit dependencies
Sat, 13 Nov 2010 15:32:53 -0500 nemo merge 0.9.14 back into trunk
Sat, 13 Nov 2010 14:56:35 -0500 nemo tweak cluster test to reduce AI fail a bit, also weaking its overal rating. 0.9.14
Fri, 12 Nov 2010 14:54:53 +0100 koda drillstrike! might require the drill patch to improve behavior
Mon, 08 Nov 2010 23:28:39 -0500 nemo compensate a bit for the reduction in power by increasing target height, avoids bouncing off terrain.
Sun, 07 Nov 2010 16:21:20 +0300 unc0rr Fix some warnings
Mon, 11 Oct 2010 20:34:21 +0200 Tobias Neumann New Weapon: Resurrector (TODO: ammo icon + sprites)
Thu, 07 Oct 2010 02:03:01 +0200 koda move all mobile-related functions in their own module, provides a structure for future mobile ports
Fri, 10 Sep 2010 16:42:11 +0200 smaxx Engine:
Fri, 03 Sep 2010 01:26:58 +0200 smaxx Engine:
Sat, 14 Aug 2010 02:10:27 +0200 koda disable AI teleport
Tue, 03 Aug 2010 14:19:47 +0200 smaxx Engine:
Mon, 02 Aug 2010 18:19:55 +0200 smaxx Engine:
Sat, 31 Jul 2010 11:24:53 +0200 koda remove trailing spaces from end of line
Mon, 26 Jul 2010 11:04:32 +0200 smaxx Engine:
Wed, 19 May 2010 02:10:28 +0000 nemo Henek adds a flamethrower, updates some translations, and tweaks how fire works.
Thu, 06 May 2010 20:59:15 +0000 mbait Teleport AI:
Thu, 06 May 2010 20:49:26 +0000 mbait Teleport AI:
Thu, 06 May 2010 11:33:25 +0000 mbait Teleport AI:
Sun, 02 May 2010 22:00:50 +0000 smxx Engine:
Sat, 01 May 2010 05:15:16 +0000 sheepluva * added some comments
Fri, 30 Apr 2010 12:19:25 +0000 mbait Gas grenade:
Wed, 28 Apr 2010 05:58:14 +0000 mbait Teleport AI:
Tue, 27 Apr 2010 21:49:52 +0000 mbait Teleport AI:
Tue, 27 Apr 2010 12:51:29 +0000 mbait Teleport AI:
Fri, 16 Apr 2010 16:04:41 +0000 smxx Engine:
Thu, 15 Apr 2010 20:46:34 +0000 nemo Some initial stubs for portal just so Tiy will quit nagging. Also let folks know what approximation of physics I plan to try, here.
Thu, 01 Apr 2010 16:08:09 +0000 nemo Update (c) lines to 2010 as unc0rr requested - they all had varying values so I just took the first year mentioned, then tacked on -2010
Fri, 26 Mar 2010 15:59:21 +0000 smxx Engine:
Fri, 26 Mar 2010 00:26:32 +0000 nemo Enable birdy. Has egg bombing. Eggs should possibly have a dX component. No poison yet, no egg sprite.
Thu, 18 Mar 2010 23:56:06 +0000 nemo Adjust increment since there is no timer
Thu, 18 Mar 2010 02:55:42 +0000 nemo Adjust tests for cluster and watermelon, add molotov, assign FP test to whip, try to keep AI from attempting fire walking.
Fri, 12 Mar 2010 01:44:10 +0000 nemo Same approach for cluster bomb.
Thu, 11 Mar 2010 04:31:50 +0000 nemo Crude copy of grenade routine to allow AI to use watermelon bomb with reasonable lethalness.
Sat, 06 Mar 2010 10:59:20 +0000 unc0rr Replace tabs with spaces using 'expand -t 4' command
Thu, 14 Jan 2010 16:46:50 +0000 koda makes freepascal code compatible with OBJFPC mode
Fri, 20 Nov 2009 21:22:05 +0000 koda revamped file access and debug display
Wed, 11 Nov 2009 21:54:28 +0000 nemo AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
Thu, 15 Oct 2009 17:42:21 +0000 nemo Initial molotov cocktail. Still needs graphics, tweaking of fire behaviour. Also changed probabilities for default weapon sets
Thu, 10 Sep 2009 15:29:28 +0000 nemo Strip trailing spaces
Tue, 08 Sep 2009 19:44:49 +0000 nemo Add an empty weapon to avoid selection of weapons which aren't yet ready. Might all be useful to switch to amNothing in certain situations, like after using up all ropes, instead of bazooka.
Sun, 21 Jun 2009 15:31:09 +0000 nemo Initial attempt at jetpack. Pluses, more like lunar lander (takes fall damage). Minuses, can't seem to cancel it or use alt weapon
Sun, 03 May 2009 17:35:10 +0000 nemo Artillery mode, sniper rifle, speech bubble tweaks, fix of rope bug introduced by enabling hats in jump
Thu, 30 Apr 2009 20:13:44 +0000 unc0rr nemo's great patch:
Fri, 03 Apr 2009 16:38:16 +0000 unc0rr Some AI tweaks by imcold
Mon, 02 Mar 2009 21:13:07 +0000 unc0rr laser beam by nemo reworked a bit by me
Sun, 01 Mar 2009 17:24:25 +0000 unc0rr 4 utilities by nemo
Sun, 25 Jan 2009 18:10:23 +0000 unc0rr Apply nemo's world resize patch
Sat, 17 Jan 2009 14:35:20 +0000 unc0rr RC Plane
Thu, 08 Jan 2009 15:42:36 +0000 unc0rr Ballsgun
Fri, 02 Jan 2009 21:39:51 +0000 unc0rr Drill rocket
Sat, 22 Nov 2008 14:39:14 +0000 unc0rr Quick and dirty napalm implementation
Sun, 28 Sep 2008 22:47:13 +0000 unc0rr Prevent AI to damage a teammate when trying to dig with firepunch (patch not tested)
Sun, 28 Sep 2008 15:55:07 +0000 unc0rr Predefined team can have customized hat
Sun, 28 Sep 2008 15:45:37 +0000 unc0rr Bot could use firepunch if it doesn't find anything else useful, and it has land above his head
Thu, 18 Sep 2008 16:16:41 +0000 unc0rr Add Hellish bomb weapon
Thu, 18 Sep 2008 13:39:05 +0000 unc0rr Add watermelon weapon (without proper sprites yet)
Sat, 16 Aug 2008 11:22:34 +0000 unc0rr Start seduction weapon implementation
Fri, 08 Aug 2008 12:59:34 +0000 unc0rr Disallow AI to hurts itself with mortar (in quite rare cases it tries to shoot directly up)
Fri, 25 Jul 2008 13:52:35 +0000 unc0rr First implementation of the Cake weapon
Fri, 25 Jul 2008 10:56:05 +0000 unc0rr Stubs for spider weapon
Mon, 07 Jul 2008 13:06:25 +0000 unc0rr Update copyright headers a bit
Mon, 23 Jun 2008 12:25:59 +0000 unc0rr Make engine compilable without debugging on
Tue, 17 Jun 2008 19:22:54 +0000 unc0rr Fix warnings
Tue, 17 Jun 2008 18:09:38 +0000 unc0rr Fix AI mortar bugs
Mon, 16 Jun 2008 20:40:59 +0000 unc0rr - Bots can use mortar
Mon, 09 Jun 2008 15:26:52 +0000 unc0rr Prepare for new weapon 'Kamikaze'
Sat, 10 May 2008 16:26:53 +0000 unc0rr Implement whip weapon
Sat, 10 May 2008 14:46:02 +0000 unc0rr Initial implementation of mortar
Sun, 27 Apr 2008 11:40:22 +0000 unc0rr Update copyright info in source files headers
Sun, 20 Jan 2008 22:53:46 +0000 unc0rr - Remove debug
Sun, 20 Jan 2008 22:17:03 +0000 unc0rr Some debug stuff
Fri, 13 Jul 2007 19:59:49 +0000 unc0rr Bots aims not directly at the center of enemy hedgehog
Thu, 12 Jul 2007 14:43:34 +0000 unc0rr Only bots of 1-3 level use AirAttack weapon
Sun, 01 Jul 2007 11:02:47 +0000 unc0rr - Better randomness of placing hedgehogs on the land
Sun, 03 Jun 2007 17:21:57 +0000 unc0rr - Fix some bugs
Thu, 24 May 2007 19:41:51 +0000 unc0rr Teleportation tool
Mon, 07 May 2007 20:21:26 +0000 unc0rr Bots know shotgun behavior better
Sat, 17 Mar 2007 18:17:19 +0000 unc0rr - Get rid of operator := to have GPC support
Tue, 13 Feb 2007 18:16:03 +0000 unc0rr Fix bugs:
Mon, 12 Feb 2007 21:57:29 +0000 unc0rr Fix AI using shotgun and Desert Eagle
Sun, 11 Feb 2007 19:38:26 +0000 unc0rr Many small improvements
Sun, 11 Feb 2007 15:33:19 +0000 unc0rr AI thinks in separate thread
Wed, 07 Feb 2007 21:36:55 +0000 unc0rr Construction tool
Mon, 05 Feb 2007 19:33:24 +0000 unc0rr Update copyright information
Sun, 28 Jan 2007 20:58:06 +0000 unc0rr AI works properly
Sun, 28 Jan 2007 16:40:04 +0000 unc0rr - UFO smokes
Sat, 27 Jan 2007 14:18:33 +0000 unc0rr integer -> LongInt
Sat, 27 Jan 2007 14:06:29 +0000 unc0rr - Repair bots: they can walk and use bazooka, possible cannot jump (why?)
Fri, 26 Jan 2007 22:36:21 +0000 unc0rr AI compiles, but doesn't work
Sun, 21 Jan 2007 19:51:02 +0000 unc0rr Fixed-point arithmetics in engine.
Sun, 17 Dec 2006 17:55:41 +0000 unc0rr First implementation of Blow Torch
Wed, 29 Nov 2006 20:33:07 +0000 unc0rr Mine Strike weapon
Thu, 23 Nov 2006 20:10:42 +0000 unc0rr - Health tags over drowned hedgehogs
Sat, 28 Oct 2006 12:56:04 +0000 unc0rr Parachute
Mon, 16 Oct 2006 17:10:30 +0000 unc0rr - New crosshair
Thu, 05 Oct 2006 16:33:18 +0000 unc0rr Relicense to GPL
Mon, 11 Sep 2006 21:44:38 +0000 unc0rr - Many fixes to AI
Sat, 09 Sep 2006 17:59:25 +0000 unc0rr - Small fix for AI
Sun, 03 Sep 2006 15:26:52 +0000 unc0rr Implement bot levels
Fri, 11 Aug 2006 20:00:29 +0000 unc0rr Small fixes for better FPC compatibility
Fri, 11 Aug 2006 16:17:50 +0000 unc0rr - Many type fixes
Sun, 23 Jul 2006 21:22:44 +0000 unc0rr - New fort
Thu, 20 Jul 2006 20:11:32 +0000 unc0rr - Fixed bug with hedgehog under water using rope
Sun, 16 Jul 2006 08:13:51 +0000 unc0rr - New test map
Wed, 12 Jul 2006 15:39:58 +0000 unc0rr Cluster bomb
Tue, 11 Jul 2006 21:04:05 +0000 unc0rr - New First Aid powerup
Sat, 08 Jul 2006 21:40:03 +0000 unc0rr - Unicode support for team and hedgehogs names
Wed, 28 Jun 2006 18:27:42 +0000 unc0rr - Changed falling damage scoring
Fri, 23 Jun 2006 20:02:41 +0000 unc0rr - Many AI improvements
Tue, 20 Jun 2006 21:18:49 +0000 unc0rr Many AI improvements, bots do think in separate thread
Wed, 14 Jun 2006 15:50:22 +0000 unc0rr - Start AI rewrite
Thu, 19 Jan 2006 21:12:20 +0000 unc0rr - Fixed bubble theme object
Sun, 15 Jan 2006 23:32:58 +0000 unc0rr - Get rid of hwserv and runhelper
Sun, 15 Jan 2006 14:14:12 +0000 unc0rr - Teams health bars sorting
Thu, 12 Jan 2006 22:07:36 +0000 unc0rr - New /skip command
Mon, 09 Jan 2006 20:33:12 +0000 unc0rr - Fixed console behavior
Sat, 07 Jan 2006 15:21:44 +0000 unc0rr - Increased FPS
Thu, 05 Jan 2006 15:54:22 +0000 unc0rr - Properly get seed in net game
Sat, 03 Sep 2005 16:01:28 +0000 unc0rr - Mine weapon
Tue, 23 Aug 2005 16:17:53 +0000 unc0rr - set svn:eol-style to native
Mon, 22 Aug 2005 13:35:41 +0000 unc0rr Add current sources.
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