Fri, 01 Mar 2013 15:50:00 -0500 dag10 Made pressing the button in mapContainer only randomize things if client is master. Fixes issue 545. Also synchronized themes. Fixes issue 547.
Fri, 01 Mar 2013 10:38:49 -0500 Vatten avoid floating point desync, other script tweaks
Thu, 28 Feb 2013 23:15:33 -0500 nemo So. A while ago, while trying to prevent hogs blowtorching getting turned around, unc0rr altered the old range of blowtorch from 1/8th of 180° up or down, to a 4° gain in upwards and a -4° loss in downwards. He also made it so that starting tunnels could fail to erase sufficient terrain, trapping hogs. Here are a couple of workarounds to more closely approximate old behaviour (do some initial erasure, adjust min/max angles)
Thu, 28 Feb 2013 22:10:49 -0500 nemo Safety check. The main place this can be a problem is on a mild bowl w/ multiple hogs. Could possibly add a hog collision check in here.
Fri, 01 Mar 2013 01:05:43 +0100 koda split version information in engine too
Fri, 01 Mar 2013 00:58:37 +0100 koda drop useless option, automatically set revision and debug info
Fri, 01 Mar 2013 00:06:05 +0100 koda split cVersionString into its three separate components (version, revision, hash) and apply the new values sensibly on the frontend (esp. title, info and feedback)
Thu, 28 Feb 2013 23:14:11 +0100 koda mysterious merge
Thu, 28 Feb 2013 23:05:07 +0100 koda support WARNING message status on cmake 2.6 (bug 524)
Thu, 28 Feb 2013 23:02:12 +0100 koda correct copyright header on files i added
Thu, 28 Feb 2013 22:59:22 +0100 koda use NETGAME_DEFAULT_PORT macro across frontend sources
Thu, 28 Feb 2013 22:47:42 +0100 koda move weapons line away from hwconsts.h so that modifying it doesn't needlessly recompile everything, introduce a way to try documenting which weapons each number represents
Thu, 28 Feb 2013 22:39:38 +0100 koda add icegun everywhere (default, crazy, 1oe) with a qt prob delay crate of 2
Tue, 04 Jun 2013 16:09:05 +0200 koda close branch icegun
Thu, 28 Feb 2013 22:24:32 +0100 koda add 'One of Everything' in the weaponsets, from nemo's idea
Thu, 28 Feb 2013 16:38:22 -0500 nemo merge icegun branch w/ default icegun
Thu, 28 Feb 2013 23:28:01 +0200 Urbertar Merge
Thu, 28 Feb 2013 23:24:50 +0200 Urbertar Draw ice on water
Thu, 28 Feb 2013 20:11:16 +0200 Urbertar Make refactoring. Remove DrawIce function
Thu, 28 Feb 2013 19:59:42 +0100 sheepluva small update of german engine translation
Thu, 28 Feb 2013 09:08:25 -0500 nemo aaagh. remove dead code. again.
Wed, 27 Feb 2013 21:30:33 -0500 nemo Apologies if jaree had done something similar, but didn't see anything in repo pull. This removes Land[] mixed w/ LandPixels[] and streamlines things a little
Wed, 27 Feb 2013 23:15:37 +0100 koda physfs strikes back
Wed, 27 Feb 2013 11:17:45 -0500 nemo define ice edge colour
Wed, 27 Feb 2013 16:44:19 +0100 koda enable asm only on intel/amd machines
Wed, 27 Feb 2013 08:29:21 -0500 nemo remove dead code
Wed, 27 Feb 2013 16:12:57 +0100 koda merge physfslayer in default
Wed, 27 Feb 2013 13:13:34 +0200 Urbertar Draw ice on water
Wed, 27 Feb 2013 16:12:22 +0100 koda .hgignore
Tue, 26 Feb 2013 20:39:18 -0500 nemo pull icegun into default. it has a few issues, but, pretty close. that way more people will play with it.
Tue, 26 Feb 2013 20:37:58 -0500 nemo merge w/ default icegun
Tue, 26 Feb 2013 20:26:49 -0500 nemo huh. how'd we end up needing a merge here... icegun
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