Mon, 08 Dec 2014 10:30:20 -0500 nemo init timer to 0
Mon, 08 Dec 2014 10:24:06 -0500 nemo meh. will persevere. DeleteGear can't call that much stuff...
Mon, 08 Dec 2014 10:14:47 -0500 nemo nil out CurrentHedgehog in FreeModule, add a test for nil'd CurrentHedgehog in DelCI since I'd still like to use DeleteGear for the other stuff it does. Move some variable initialiasations in AI Misc to hopefully avoid some uninit val errors.
Mon, 08 Dec 2014 09:35:14 -0500 nemo Use FreeAndNil across the board. Even if we are immediately assigning after, probably avoids accidental mistakes. Also free neglected owner tex on shutdown, and delete hog gears using the normal deletion procedure if for any reason they still exist (EndGame call?).
Sun, 07 Dec 2014 14:36:28 -0500 nemo Add that "make screenshots of Land/LandPixels" thing for map creators
Sat, 06 Dec 2014 10:41:33 -0500 nemo pretty sure the other teams need stats at 0 for the graph to look right
Fri, 05 Dec 2014 15:30:34 +0100 sheepluva make BasketballField available as regular map. maybe should make it destructable when not in mission mode *shrugs*
Fri, 05 Dec 2014 23:01:27 +0900 mikade Add another (test) map
Fri, 05 Dec 2014 02:39:25 +0100 sheepluva some translation tweaks
Fri, 05 Dec 2014 02:21:35 +0100 sheepluva better initial camera position
Fri, 05 Dec 2014 02:20:33 +0100 sheepluva darken wrapped world etc. some more
Fri, 05 Dec 2014 02:19:30 +0100 sheepluva adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
Thu, 04 Dec 2014 20:15:03 +0100 sheepluva flake FrameTicks value of 0 now indicades that the frame should not be changed
Thu, 04 Dec 2014 11:19:38 -0500 nemo
Thu, 04 Dec 2014 11:11:17 -0500 nemo Skip frame increments if FrameTicks is over 1000 seconds per frame, probably indicating static at that point.
Wed, 03 Dec 2014 18:49:10 +0100 sheepluva pas2c-whoops
Wed, 03 Dec 2014 18:32:37 +0100 sheepluva add warning to logs when tests terminates prematurely
Wed, 03 Dec 2014 18:22:57 +0100 sheepluva oops, didn't mean to commit that
Wed, 03 Dec 2014 18:18:37 +0100 sheepluva unexpected return from lua test should not return exit status 0
Wed, 03 Dec 2014 17:59:31 +0100 sheepluva tweaking the lua test function thingy
Wed, 03 Dec 2014 11:32:18 -0500 nemo set globals in commandline lua
Thu, 18 Dec 2014 00:03:53 +0300 unc0rr Schemes list combobox with their names qmlfrontend
Wed, 03 Dec 2014 17:09:04 +0100 sheepluva fix some things I messed up with the drawing functions
Sun, 07 Dec 2014 22:22:39 +0300 unc0rr More complete fix for FULLMAPCONFIG message, also add new known protocol versions qmlfrontend
Tue, 02 Dec 2014 23:55:20 +0100 sheepluva update changelog
Thu, 04 Dec 2014 00:34:40 +0300 unc0rr Script combobox.wiki qmlfrontend
Tue, 02 Dec 2014 23:33:28 +0100 sheepluva move functionality of Draw.lua into engine
Wed, 03 Dec 2014 23:36:18 +0300 unc0rr Finish combobox implementation (except for visual part) qmlfrontend
Tue, 02 Dec 2014 22:11:22 +0100 sheepluva make tests use Draw.lua for now too
Wed, 03 Dec 2014 00:20:21 +0300 unc0rr Some more progress at custom combobox qmlfrontend
Tue, 02 Dec 2014 16:45:26 -0500 nemo forgot this one.
Wed, 03 Dec 2014 00:07:33 +0300 unc0rr merge default qmlfrontend
Tue, 02 Dec 2014 20:20:04 +0100 sheepluva oops, IOResult is a function in pascal, but not in pas2c
Tue, 02 Dec 2014 14:26:16 -0500 nemo Sheepluva thought this was worth adding.
Tue, 02 Dec 2014 13:29:06 -0500 nemo switch mapgen to enum. should still try and make sure the values are backwards compatible if possible.
Tue, 02 Dec 2014 12:02:20 +0300 unC0Rr Fix FULLMAPCONFIG message
Mon, 01 Dec 2014 23:09:35 +0100 sheepluva update land texture /after/ smoothing
Mon, 01 Dec 2014 19:24:40 +0100 sheepluva fix despeckle
Mon, 01 Dec 2014 17:55:09 +0100 sheepluva weapon set: Shoppa Pro
Mon, 01 Dec 2014 11:11:19 -0500 nemo This should probably fix multiplayer desync, but is the result of fiddling while pretty sick/feverish so, needs testing, and the water/scaling stuff is disabled.
Mon, 01 Dec 2014 13:07:42 +0300 unC0Rr oops
Mon, 01 Dec 2014 11:37:28 +0900 mikade some friendly updates to TechRacer
Sun, 30 Nov 2014 23:32:55 +0100 sheepluva turns out IOResult is actually IOResult() - a function that clears its result after each call
Sun, 30 Nov 2014 22:48:28 +0100 sheepluva oops, fix logging. had = instead of <> in an error check
Sun, 30 Nov 2014 16:18:19 -0500 nemo *sigh*
Sun, 30 Nov 2014 16:06:39 -0500 nemo stricter skip
Sun, 30 Nov 2014 23:36:22 +0300 unc0rr Limit fire particles speed to 2
Sun, 30 Nov 2014 21:32:24 +0100 sheepluva fix for Issue 840: Basic Training - Grenade is failing to dismiss team
Sun, 30 Nov 2014 15:30:51 -0500 nemo expose FlightTime to lua, disable in-air flame harming moving hogs ☹ aaaand override that in ClimbHome ☺
Sun, 30 Nov 2014 21:15:46 +0100 sheepluva don't forbid running regular chat commands during turns of other teams. that was probably only meant for emotes to begin with
Sun, 30 Nov 2014 15:12:59 -0500 nemo delay cake boom until it has walked a little bit. also fix accidental drowning of watergods in last commit
Sun, 30 Nov 2014 15:07:01 -0500 nemo add a half-second flighttime delay to flamethrower flames so they can leave the "barrel" of the flamethrower without burning the hog
Sun, 30 Nov 2014 14:41:40 -0500 nemo Should prevent desync hopefully. Thanks unc0rr
Sun, 30 Nov 2014 17:20:37 +0100 sheepluva fix copypasta-fail that would cause splashes to use invalid sprite data pointer. should fix issue 838
Sat, 29 Nov 2014 21:29:32 -0500 nemo oh right, forgot sheepluva had fixed ice
Sun, 30 Nov 2014 02:41:49 +0100 sheepluva give sea world edges some icegun love
Sat, 29 Nov 2014 21:29:11 -0500 nemo Wuzzy's changes to climbhome w/ some tweaks by me
Sat, 29 Nov 2014 15:30:33 -0500 nemo Reset max team health after script may have screwed with it on start. Maybe a script max health reset function could be useful too. Set climbhome hogs to invulnerable while not their turn if needed to avoid accidental mine/dead hog damage. Tweak cake fire boom a bit.
Sat, 29 Nov 2014 14:57:07 -0500 nemo Move cake FollowGear to Attack like most others, remove the gmAttack clearing which is also done in Attack.
Sat, 29 Nov 2014 14:00:40 -0500 nemo duplicate the ammoshove block into the falling fire area - this will make falling flames take out hogs in saucers, on rope, etc. no more dodging your own napalm strike by taking to the skies...
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