Thu, 05 Jul 2012 00:57:30 +0300 belphegorr Added Mission 4: United We Stand
Mon, 11 Jun 2012 00:06:22 +0200 Medo Merge
Mon, 11 Jun 2012 00:03:04 +0200 koda sed 's/\t/ /g' CMakeLists.txt
Tue, 03 Jul 2012 12:15:07 +0300 belphegorr Set the choice constants to the correct values (1-3 instead of 0-2).
Sun, 10 Jun 2012 14:36:40 -0400 nemo Ensure that Clan ammo always takes precedence over Per Hog Ammo in the flags. It'd be best for the user sake if these buttons acted more like radio buttons.
Sun, 01 Jul 2012 17:24:04 +0300 belphegorr Removed some debugging lines I forgot to remove.
Sat, 09 Jun 2012 17:15:45 -0400 nemo disable this debug too
Sun, 01 Jul 2012 17:11:59 +0300 belphegorr Added mission 3: The Journey Back
Sat, 09 Jun 2012 16:51:56 -0400 nemo Remove debug pixel draws, skip tracing on own shoved hogs. Should speed things up allowing more evaluations of stuff.
Fri, 29 Jun 2012 14:39:05 +0300 belphegorr Fixed some bugs with Mission 2 and Animate.lua.
Sat, 09 Jun 2012 23:35:55 +0400 unc0rr TestBaseballBat
Tue, 26 Jun 2012 02:07:58 +0300 belphegorr Fixed a bug in Mission 2, where hidden hogs appeared before getting deleted on losing the game.
Sat, 09 Jun 2012 21:31:26 +0400 unc0rr - Adjust some consts so whip and firepunch work perfectly
Tue, 26 Jun 2012 01:17:04 +0300 belphegorr Changed color of the "Natives" team to make it more visible and reduced difficulty of the "easy" challenge in the first mission.
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.
Tue, 26 Jun 2012 00:57:09 +0300 belphegorr Fixed a bug where, after finishing a campaign mission, the user needed to reselect the team in the frontend in order to see the next mission.
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)
Mon, 25 Jun 2012 11:17:19 +0300 belphegorr Added the helper script I forgot to add last time
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.
Mon, 25 Jun 2012 11:16:24 +0300 belphegorr Copied the first two campaign missions and the helper script into share/hedgewars/Data/
Sat, 09 Jun 2012 12:15:05 +0200 Xeli restore fpc 2.4.2 compatibility
Mon, 25 Jun 2012 10:46:48 +0300 belphegorr The first campaign commit with a lot of changes...
Fri, 08 Jun 2012 23:56:08 +0400 unc0rr New bright and shiny TestFirepunch which actually works
Fri, 08 Jun 2012 19:25:40 +0200 Xeli fix shift key by disabling the key modifiers for now
Fri, 08 Jun 2012 02:52:35 +0400 Stepan777 1. Add IFDEFs for video recording
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)
Fri, 08 Jun 2012 02:41:14 +0400 Stepan777 merge
Fri, 08 Jun 2012 14:30:46 +0400 unc0rr Check for gstHHDriven instead of damage check, so ballgun stops when turn ends in multiattack mode
Thu, 07 Jun 2012 17:42:32 +0400 Stepan777 merge
Thu, 07 Jun 2012 22:40:28 +0200 Xeli ignore keymodifers other than ctrl/alt/shift
Thu, 07 Jun 2012 01:28:39 +0200 Xeli removed some writelns
Thu, 07 Jun 2012 01:10:57 +0200 Xeli first attempt at implementing support for keys with modifiers
Wed, 06 Jun 2012 17:56:39 -0400 nemo Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
Wed, 06 Jun 2012 22:11:55 +0400 unc0rr Not needed here
Tue, 05 Jun 2012 22:37:36 +0200 Wolfgang Steffens Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
Tue, 05 Jun 2012 14:07:28 +0400 unc0rr - Allow camera movement while current hedgehog is falling
Tue, 05 Jun 2012 22:17:06 +0200 Wolfgang Steffens Merge
Tue, 05 Jun 2012 19:36:07 +0200 Xeli Android: first attempt at using the density call from java
Tue, 05 Jun 2012 19:33:49 +0200 Xeli only reset those keys which actually change their bindings
Mon, 04 Jun 2012 19:43:39 -0400 nemo tidy flags
Mon, 11 Jun 2012 00:02:17 +0200 Medo Small improvements to the frontend lib for better debugging
Mon, 04 Jun 2012 19:36:55 -0400 nemo Welp. We have a bit of a problem here. Reverting the move of nextturn. But this causes a desync in scripting unless we can find a better fix.
Mon, 04 Jun 2012 21:32:30 +0400 Stepan777 here it is
Sat, 09 Jun 2012 03:28:38 +0200 Medo Implemented game launching API for the frontlib.
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
Fri, 08 Jun 2012 19:52:24 +0200 Medo Implemented public API for letting the engine render maps
Mon, 04 Jun 2012 08:11:47 -0400 nemo Make watching AI v AI on ai survival a bit more entertaining
Thu, 07 Jun 2012 02:45:18 +0200 Medo Added ini reading/writing for game schemes to the frontend lib
Sun, 03 Jun 2012 23:04:21 -0400 nemo Workaround for bug #144. This workaround had occurred to me a while ago, but wasn't sure if placing them unfairly was better than not placing them at all. Argument for not placing at all is people should probably abort the game when they notice it. Argument for placing unfairly is people can still abort, and if we really wanted them to abort, we should probably just have halted launch if all hogs failed to spawn. This way at least play can continue.
Mon, 04 Jun 2012 21:12:20 +0200 Medo Frontlib: Work on the callback mechanisms for IPC
Sun, 03 Jun 2012 22:56:30 -0400 nemo After experimenting with a long running average at maxed out FPS and a variety of map sizes, 128 seems to actually be a good size to use if only drawing bits of world with stuff in it. 64 actually did even better in some situations, but significantly worse in others (lots of land, zoomed out).
Sun, 03 Jun 2012 01:24:18 +0200 Medo frontlib refactoring
Sun, 03 Jun 2012 18:52:22 -0400 nemo Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
Sat, 02 Jun 2012 22:54:09 +0200 Medo Merge
Sun, 03 Jun 2012 11:02:12 -0400 nemo warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
Sat, 02 Jun 2012 22:31:41 +0200 Xeli Android: added a callback to java to determine dpi/dip how much we should scale the ui
Sat, 02 Jun 2012 14:27:09 +0200 Medo Merge
Sat, 02 Jun 2012 16:25:13 -0400 nemo add onGameTick20 to basic training, extend laser sight out way more (it was visible at top when completely zoomed out), move call of new turn to after AfterSwitchHedgehog to avoid lua issues in onNewTurn - if this causes problems, lua can do delayed actions in onGameTick
Fri, 01 Jun 2012 12:42:44 +0400 unc0rr Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
Fri, 01 Jun 2012 00:19:30 +0200 mikade merge
Sat, 02 Jun 2012 14:26:52 +0200 Medo Demo recording for the frontend library
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 18:54:40 +0200 Medo Moved frontlib into project_files
Thu, 31 May 2012 20:07:40 +0400 unc0rr merge
Thu, 31 May 2012 18:32:01 +0200 Medo Further work on the frontend library, restructuring, ...
Thu, 31 May 2012 20:07:17 +0400 unc0rr merge
Thu, 31 May 2012 15:50:25 +0200 mikade Add a GetTag method so that SetTag doesn't feel lonely.
Thu, 31 May 2012 00:35:06 +0200 Medo Started work on the frontend networking library
Thu, 31 May 2012 18:02:30 +0400 unc0rr Improve TestWhip
Thu, 31 May 2012 00:11:42 +0200 sheepluva minor tweaks for options page; should improve readability at small window size... a bit...
Tue, 29 May 2012 23:04:03 +0200 Medo Removed dead/deprecated code and comments
Thu, 31 May 2012 15:14:39 +0400 unc0rr pas2c stuff
Wed, 30 May 2012 22:45:30 +0400 unc0rr This should make drawn maps rendering even more faster
Tue, 29 May 2012 22:33:10 +0200 Medo Merge
Wed, 30 May 2012 19:01:19 +0400 unc0rr merge
Wed, 30 May 2012 18:00:29 +0400 unc0rr Render drawn maps 10-500 times faster
Tue, 29 May 2012 22:21:19 +0400 unc0rr Oops, forgot to set 'erasing' flag on decoding
Mon, 28 May 2012 22:42:59 +0400 unc0rr Fix a bug with wrong state of teams list when color isn't changed manually
Mon, 28 May 2012 14:20:51 -0400 nemo Remove a couple more timers, should mean alpha matches old pulse time now
Mon, 28 May 2012 14:11:50 -0400 nemo also change specialists
Mon, 28 May 2012 14:01:23 -0400 nemo Set air attack to active by default, make time look a bit nicer, avoid plane buzz activating.
Mon, 28 May 2012 19:33:57 +0200 Xeli change the array which represents the keyboard state to be a boolean array rather than byte array
Mon, 28 May 2012 19:15:51 +0200 Xeli Don't allow for multiple key up(or down) events, it will ignore the excess events
Mon, 28 May 2012 12:21:54 -0400 nemo Also change Highlander and Racer
Mon, 28 May 2012 10:38:27 +0200 Wolfgang Steffens moved generic matrix code to uMatrix.pas
Mon, 28 May 2012 20:04:49 +0400 unc0rr merge
Mon, 28 May 2012 10:34:33 +0200 Wolfgang Steffens merge
Mon, 28 May 2012 01:51:50 -0400 nemo Add onGameTick20 to try and encourage lua to be a bit more efficient. Rewrite Space Invasion to use it. Top speed of aliens is 25% higher now, although that could be changed, I kinda liked it. Change parameter order of div().
Mon, 28 May 2012 17:54:23 +0400 unc0rr Some improvements to pas2c
Mon, 28 May 2012 00:44:51 +0400 unc0rr Fix a remote crasher
Fri, 25 May 2012 15:35:48 +0400 unc0rr - Fix some AI stupidness factors
Mon, 28 May 2012 00:43:36 +0400 unc0rr Make frontend compile with clang
Sun, 27 May 2012 23:42:43 +0400 unc0rr - Allow switching colors with mouse wheel
Fri, 25 May 2012 09:00:54 +0200 Wolfgang Steffens initial GLSL1.2 test version
Sat, 26 May 2012 16:50:51 -0400 nemo Minor freezer changes, allow snow to accumulate on indestructible terrain too.
Fri, 25 May 2012 08:51:54 +0200 Wolfgang Steffens Removed lazy update: workaround for R7103
Sat, 26 May 2012 22:27:57 +0400 unc0rr Bring leftTeams back (with a fix) as it is apparently needed for spectators.
Fri, 25 May 2012 08:42:26 +0200 Wolfgang Steffens merge
Fri, 25 May 2012 00:06:42 +0400 unc0rr - Restore pre-r9257cf8e7af2 behavior
Wed, 23 May 2012 22:46:37 +0200 Medo Merge
Wed, 23 May 2012 16:51:37 -0400 nemo Fix reported in bug #327, comment #3 - untested but seems reasonable/safe.
Wed, 23 May 2012 16:34:12 -0400 nemo http://www.demoties.com/wp-content/uploads/2011/03/mar-01-6.jpg
Wed, 23 May 2012 23:30:50 +0400 unc0rr Mark team for deletion when letting others know it has left during game. Should help with quitters problem.
Wed, 23 May 2012 23:24:03 +0400 unc0rr Don't remove already removed team
Wed, 23 May 2012 21:19:15 +0200 Xeli wops add this too
Wed, 23 May 2012 21:16:44 +0200 Xeli reimplemented ResetKbd and calling it when exiting gsChat status, this restores behavior from.17: You can now walk -> press t/chat -> type some stuff while still walking -> exit gsChat and stop walking at that moment
Wed, 23 May 2012 19:56:14 +0200 Xeli android: fix the default make target
Wed, 23 May 2012 19:54:53 +0200 Xeli Android: add freezer commit message
Wed, 23 May 2012 02:39:30 +0200 koda add NOPNG to cmake to explicitly disable PNG dependency
Wed, 23 May 2012 01:53:25 +0200 koda add GHC and GHFLAGS from cmake too
Wed, 23 May 2012 01:39:31 +0200 koda rename a few internal cmake variables (for consistency and readability)
Tue, 22 May 2012 09:25:03 +0200 Wolfgang Steffens Replaced matrix related FFP code with explicit matrix calculations.
Tue, 22 May 2012 11:19:32 +0200 Medo Merge
Wed, 23 May 2012 00:45:37 +0200 koda there a libSDLMain.a in the bundled SDL framework
Tue, 22 May 2012 09:18:46 +0200 Wolfgang Steffens Merge
Tue, 22 May 2012 00:41:26 +0200 Xeli android: possible fix for bitmap recycle errors
Tue, 22 May 2012 00:40:43 +0200 Xeli fixed wheelup/down
Mon, 21 May 2012 22:54:34 +0200 koda add a nilcheck
Mon, 21 May 2012 16:46:24 -0400 nemo checksum
Tue, 22 May 2012 00:29:32 +0400 unc0rr Feel free to add real checksum function
Mon, 21 May 2012 06:34:17 +0200 koda better lazy loading for cScaleFactor
Sun, 20 May 2012 19:42:55 -0400 nemo Ok. I think *this* should flip it correctly...
Sun, 20 May 2012 21:09:13 +0200 Xeli android: added an unsigned target to the makefile, to help automate signing
Sun, 20 May 2012 17:17:21 +0200 Xeli remove the need to qt and co when using cmake with -DANDROID=1
Sun, 20 May 2012 10:55:58 -0400 nemo Minor tweaks to freezer, mostly to simplify current state to laptop
Sun, 20 May 2012 10:45:16 -0400 nemo clean up pngs
Sun, 20 May 2012 10:54:52 +0200 mikade merge
Sun, 20 May 2012 00:08:26 +0200 mikade + Trivial update.
Sat, 19 May 2012 17:15:12 +0200 mikade A few scripts to try out. 2x challenge, 1x GSoC training, 1x user mission.
Sun, 20 May 2012 01:00:00 -0400 nemo Bit more freezer.
Fri, 18 May 2012 13:35:22 -0400 nemo Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
Thu, 17 May 2012 20:23:58 -0400 nemo Might help if this was actually its own unique weapon
Thu, 17 May 2012 18:22:20 -0400 nemo Provide training/campaign with a random seed to ignore/use.
Thu, 17 May 2012 20:19:35 +0200 Xeli remove ProcessKdb references all together, removed movecursor() because it doesnt seem to do anything
Thu, 17 May 2012 20:01:56 +0200 Xeli first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Thu, 17 May 2012 16:52:17 +0200 Xeli dont allow choosing weapons when the AI is playing
Thu, 17 May 2012 16:51:54 +0200 Xeli android typo/sabotage
Thu, 17 May 2012 15:58:24 +0200 Xeli fix sdl13 build
Mon, 14 May 2012 22:14:17 +0200 Wolfgang Steffens readded optimization for SetScale
Thu, 17 May 2012 15:58:04 +0200 Xeli unbreak android build
Mon, 14 May 2012 19:48:34 +0200 Wolfgang Steffens Replaced FFP code that sets up orthogonal projection with explicit matrix
Tue, 15 May 2012 21:07:47 +0200 Xeli android: add missing graphics, only placeholders tho..
Mon, 14 May 2012 19:26:50 +0200 Wolfgang Steffens Refactored TTexture to allow encoding sprite(s) at an arbitrary location within
Mon, 14 May 2012 22:47:56 +0400 unc0rr Learn hask^Wpascal, dudes!
Sun, 13 May 2012 18:50:04 -0400 nemo AI can't use cWindSpeedf since it now does a smooth transition
Sun, 13 May 2012 18:31:05 -0400 nemo oops
Sun, 13 May 2012 14:56:05 -0400 nemo Dammit Xeli
Sun, 13 May 2012 21:46:50 +0400 unc0rr '\xd7af' -> 0xd7af
Sun, 13 May 2012 21:39:20 +0400 unc0rr Make uUtils.c compile
Sun, 13 May 2012 01:54:26 +0400 unc0rr help pas2c
Sun, 13 May 2012 00:50:45 +0400 unc0rr More magic
Sat, 12 May 2012 16:45:06 -0400 nemo unc0rr's magic macro
Sun, 13 May 2012 00:40:01 +0400 unc0rr oops, wrong type
Sat, 12 May 2012 23:55:09 +0400 unc0rr pas2c stuff again
Sat, 12 May 2012 22:50:33 +0400 unc0rr Get rid of cripple SendIPCc
Sat, 12 May 2012 22:44:39 +0400 unc0rr A solution to char vs string problem: mark single-letter strings with _S macro
Sat, 12 May 2012 22:13:56 +0400 unc0rr Make pas2c even more happier with uGears.c, allow assigning arrays in some cases
Sat, 12 May 2012 00:25:49 +0400 unc0rr Add missing identifiers
Fri, 11 May 2012 16:09:11 -0400 nemo Fix casing and type for gl
Fri, 11 May 2012 23:36:42 +0400 unc0rr sysutils -> SysUtils
Fri, 11 May 2012 23:34:35 +0400 unc0rr Recognize length on arrays as a separate function
Fri, 11 May 2012 23:22:01 +0400 unc0rr More tolerance to pas2c
Fri, 11 May 2012 23:03:28 +0400 unc0rr Properly track type in ref2CF, this fixes issues with functions returning strings used in expression (like "a" + line())
Fri, 11 May 2012 22:54:19 +0400 unc0rr Define NOCONSOLE for pas2c
Fri, 11 May 2012 22:50:52 +0400 unc0rr uCommandHandlers now compiles
Fri, 11 May 2012 22:35:09 +0400 unc0rr Support operator 'in', replace it with equality checks against each element of set
Fri, 11 May 2012 22:17:39 +0400 unc0rr Recognize (hwFloat op int) expressions
Fri, 11 May 2012 22:09:34 +0400 unc0rr Convert "unit.function()" properly
Fri, 11 May 2012 21:10:58 +0400 unc0rr Function to compare string to char ftw
Fri, 11 May 2012 20:01:57 +0400 unc0rr Make pas2c happier with uSound
Fri, 11 May 2012 19:33:21 +0400 unc0rr Be more wise about constant initialization expressions being not arrays
Fri, 11 May 2012 11:08:50 -0400 nemo Avoid returning an array for the sake of pas2c
Fri, 11 May 2012 00:11:01 +0200 koda fix building with lua (i think)
Fri, 11 May 2012 00:05:47 +0200 koda minor changes for warnings and a variables scope
Thu, 10 May 2012 23:21:56 +0200 koda the ios port runs again, although with a few things to sort out
Thu, 10 May 2012 22:15:31 +0200 koda ios: this commit just removes the overlay class files (with all submenus and resources) while working on a proper restoration
Fri, 11 May 2012 01:01:29 +0400 unc0rr Fix identifiers case in uLandTemplates (too lazy to make proper implementation in pas2c)
Fri, 11 May 2012 00:36:32 +0400 unc0rr Declare Param* functions
Fri, 11 May 2012 00:33:14 +0400 unc0rr Fix for Int type and sysutils in hwengine.pas
Fri, 11 May 2012 00:28:06 +0400 unc0rr Some work to make more units compile after conversion to c
Thu, 10 May 2012 23:51:05 +0400 unc0rr Support overloaded operators on (hwFloat op hwFloat) calls
Thu, 10 May 2012 22:55:13 +0400 unc0rr More definitions and mess with pascal code
Thu, 10 May 2012 13:45:47 +0400 unc0rr Render function variables in struct with no mangling. 13 C units are compilable now.
Thu, 10 May 2012 13:41:18 +0400 unc0rr Handle function type differently
Thu, 10 May 2012 13:16:31 +0400 unc0rr Some more definitions and slight fixes
Thu, 10 May 2012 11:29:18 +0400 unc0rr uAmmos.c now compiles (3 warnings though)
Thu, 10 May 2012 11:12:06 +0400 unc0rr Implement built-in functions Low() and High()
Wed, 09 May 2012 17:33:25 -0400 nemo Reflects change in previous revision to uTypes
Thu, 10 May 2012 00:58:05 +0400 unc0rr (PointerTo (SimpleType _)) could be a pointer to a non-struct type
Tue, 08 May 2012 00:17:02 +0400 unc0rr Prepend unit name to function identifiers
Mon, 07 May 2012 23:48:24 +0400 unc0rr Mangle overloaded functions (only different number of parameters is supported)
Mon, 07 May 2012 14:53:08 +0200 koda when Lua is not found, fallback to compiling the one that comes bundled in our sources
Mon, 07 May 2012 11:59:09 +0200 koda invert LUA symbol meaning and avoid hints when compiling without it
Mon, 07 May 2012 10:51:32 +0200 koda add support for FPC and FPFLAGS cmake arguments (helps crosscompiling)
Sat, 05 May 2012 19:04:59 +0100 koda old typed const moved to their proper unit
Sat, 05 May 2012 18:10:41 +0100 koda the scope cleanup continues...
Sat, 05 May 2012 17:29:04 +0100 koda split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
Sat, 05 May 2012 17:19:33 +0100 koda revisit isTerminated in hwengine
Sat, 05 May 2012 16:53:46 +0100 koda fix more breakage
Sat, 05 May 2012 16:41:14 +0200 Xeli removed the default argument in uWorld
Sat, 05 May 2012 16:38:41 +0200 Xeli fix breakage
Sat, 05 May 2012 15:17:16 +0100 koda adjust the scope of a few uSound variables and functions
Thu, 03 May 2012 22:48:02 +0200 Medo Merge
Sat, 05 May 2012 00:01:12 +0400 unc0rr Convert namespace from list into map in preparation for implementation of overloaded functions support. Greatly improve speed of rendering as a side effect (parse + render time reduced from 5:20 to 0:20)
Thu, 03 May 2012 19:00:17 +0200 sheepluva some tweaks/fixes/etc to the map preview and reload stuff
Thu, 03 May 2012 14:21:53 +0200 sheepluva visually indicate when map preview generation is in progress.
Thu, 03 May 2012 16:04:38 +0100 koda HAPPY 7000th COMMIT HEDGEWARS
Thu, 03 May 2012 13:25:40 +0200 sheepluva add DLC button to net game room
Thu, 03 May 2012 12:33:08 +0200 sheepluva + display lack of map in a nice way, don't generate bogus preview in the background
Thu, 03 May 2012 12:21:16 +0400 unc0rr Get rid of overloaded functions in uRenderUtils
Thu, 03 May 2012 00:21:17 -0400 nemo merge
Thu, 03 May 2012 03:18:10 +0200 sheepluva small tweaks/fixes to room list header saving and restore...
Thu, 03 May 2012 00:20:58 -0400 nemo Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
Thu, 03 May 2012 15:34:26 +0200 Medo Updated android support library to the latest version (r8)
Thu, 03 May 2012 02:45:08 +0200 sheepluva fix a previewmap-related QObject::disconnect segfault
Wed, 02 May 2012 19:16:12 -0400 nemo Initial stub for freezer
Wed, 02 May 2012 23:53:45 +0200 Medo Merge
Thu, 03 May 2012 01:18:29 +0200 sheepluva fix: issue with playing team list vertically collapsing
Wed, 02 May 2012 18:36:27 -0400 nemo Workaround for stuck pages.
Wed, 02 May 2012 21:45:55 +0200 sheepluva tweak how the header customization is stored in the settings file
Wed, 02 May 2012 22:51:42 +0400 unc0rr Render float consts into defines
Wed, 02 May 2012 22:12:58 +0400 unc0rr GetRandom -> GetRandomf
Wed, 02 May 2012 19:36:23 +0200 sheepluva allow F5 magic to refresh demos/saves list too
Wed, 02 May 2012 16:36:11 +0100 koda rename a few Draw* routines
Wed, 02 May 2012 14:41:21 +0100 koda wut?
Wed, 02 May 2012 14:35:54 +0100 koda remove old ukeys hooks from pascalexport (definitely breaking the ios port, will have to work on that, but for now sheepluva and xeli will be happy *hopefully*)
Wed, 02 May 2012 15:33:34 +0200 sheepluva rooms list
Wed, 02 May 2012 14:30:22 +0200 sheepluva roomslist: reimplement filters
Wed, 02 May 2012 07:39:25 -0400 nemo remove IFDEF 0 for sake of poor parser
Wed, 02 May 2012 13:00:10 +0200 sheepluva room list: replace magic table column indexes with enum. makes future changes to the room list format way easier.
Wed, 02 May 2012 11:43:43 +0100 koda marked a couple of functions as inline
Wed, 02 May 2012 12:24:44 +0200 sheepluva make search filter field have a useable size on low frontend resolution
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)
Wed, 02 May 2012 11:28:38 +0200 sheepluva make column sorting three-state: asc -> dsc -> off/default (= by room state)
Wed, 02 May 2012 10:57:36 +0200 sheepluva sort by room state by default
Wed, 02 May 2012 10:47:21 +0200 sheepluva allow custom sorting of roomslist (by clicking on header sections)
Wed, 02 May 2012 08:07:17 +0100 koda add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
Tue, 01 May 2012 17:33:28 -0400 nemo Removing maps can cause desyncs. This is why we still have Cheese, Sticks, Sheep etc.
Tue, 01 May 2012 23:03:25 +0200 sheepluva remove map: Sticks
Tue, 01 May 2012 21:24:04 +0200 sheepluva roomslistmodel: prettier names for map +rnd+ etc.; point out unavailable maps
Tue, 01 May 2012 19:56:55 +0200 koda breaking news, we don't support typed consts anymore
Tue, 01 May 2012 20:54:30 +0400 unc0rr Hopefully this change doesn't break anything
Tue, 01 May 2012 20:54:02 +0400 unc0rr Better type deriving
Tue, 01 May 2012 19:29:47 +0400 unc0rr Declare const ints as enums
Tue, 01 May 2012 19:28:30 +0400 unc0rr Make Str2PChar more pas2c-friendly
Tue, 01 May 2012 16:16:09 +0200 sheepluva adjust column widths
Tue, 01 May 2012 16:20:12 +0200 koda oops^2
Tue, 01 May 2012 15:29:48 +0200 koda oops
Tue, 01 May 2012 15:23:11 +0200 koda minor changes for more compatibilities with other compilers
Tue, 01 May 2012 14:57:40 +0200 sheepluva RoomsListModel:
Tue, 01 May 2012 11:39:24 +0100 koda remove SDL_SCANCODE_*
Tue, 01 May 2012 11:25:44 +0100 koda add NULL definition and align types to their correct bitwidth
Tue, 01 May 2012 11:39:11 +0200 sheepluva display haxx0red teams colors correctly.
Tue, 01 May 2012 00:22:10 +0200 sheepluva made the hog count thingy prettier when on low space... have fun squishing hogs!
Mon, 30 Apr 2012 23:14:40 +0200 sheepluva Qt: fix issue with hog count being not visible on low resolutions/long team names and hard to read on very high resolutions
Mon, 30 Apr 2012 23:35:40 +0400 unc0rr Support recurrent function calls. The code is kinda hackish and ugly, but I really spent a few hours thinking on a good solution.
Mon, 30 Apr 2012 20:12:43 +0200 sheepluva add missing copyright headers to roomslistmodel
Mon, 30 Apr 2012 17:43:21 +0400 unc0rr Rework string init macro
Mon, 30 Apr 2012 16:55:02 +0400 unc0rr Raise exception when .inc file isn't found
Sun, 29 Apr 2012 21:17:27 +0200 Xeli wops
Sun, 29 Apr 2012 21:05:09 +0200 Xeli implement switch for the touch interface
Sun, 29 Apr 2012 18:08:46 +0200 Xeli hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Sun, 29 Apr 2012 20:52:10 +0200 sheepluva map, theme & style selection won't be lost on data updata now (except the selected map/theme/style is deleted ofc). enabling F5 key to reload data :>
Sun, 29 Apr 2012 17:23:05 +0200 sheepluva make it auto-update (whoops,forgot)
Sun, 29 Apr 2012 17:12:49 +0200 sheepluva hello GameStyleModel
Sun, 29 Apr 2012 16:09:42 +0200 Xeli target using the utility button, this fixes bee
Sun, 29 Apr 2012 14:10:59 +0200 Xeli enabled grenade timer, needs a button image
Sat, 28 Apr 2012 15:18:30 +0200 Xeli wops, removed some writeln
Sat, 28 Apr 2012 15:03:52 +0200 Xeli changed uKeys to uInputHandler to better reflect its function
Sun, 29 Apr 2012 14:00:35 +0200 sheepluva * make HatModel update automatically (also renamed class and files)
Sat, 28 Apr 2012 18:56:31 +0200 sheepluva license header year range adjustments
Sat, 28 Apr 2012 14:41:40 +0200 Xeli - changed targetting, to launch an airstrike move the cursor/pointer to a location and then press the firebutton
Sat, 28 Apr 2012 12:46:57 +0200 Xeli -Fixed FingerHasMoved function, still might need a little tweaking
Fri, 27 Apr 2012 23:39:01 +0200 Xeli remove last boolean keys references and using only ParseCommand in uTouch now
Sat, 28 Apr 2012 12:35:29 +0200 sheepluva various comment tweaks/fixes
Sat, 28 Apr 2012 11:56:09 +0200 sheepluva MapModel: add getters for random maps based on type, so that the mapContainer does not have to magically know how maps and separators are ordered within the model
Sat, 28 Apr 2012 09:25:30 +0200 sheepluva fix for issue 186 ("Screen gets messed up when selecting Hand Drawn Map")
Sat, 28 Apr 2012 00:08:12 -0400 nemo unbreak snowball
Fri, 27 Apr 2012 22:25:26 -0400 nemo Ok, 20,000 was a bit much. Arbitrary multiplier that seems to shove things off enough.
Sat, 28 Apr 2012 00:24:37 +0200 sheepluva MapModel: comments/docs, small tweaks
Fri, 27 Apr 2012 23:17:11 +0200 Xeli reimplement the quit engine+frontend keys
Fri, 27 Apr 2012 23:09:27 +0200 Xeli add ammoprop to enable to up and down buttons on for the touch interface
Fri, 27 Apr 2012 23:10:48 +0200 sheepluva decouple current theme from map theme (fixes theme confusion bugs of last commit)
Fri, 27 Apr 2012 22:22:04 +0200 sheepluva MapModel converted to QStandardItemList; separators fixed; changed used data format (human-readable struct instead of magic list) for map info in HwMapContainer (+ various small cleanups in that class)
Fri, 27 Apr 2012 11:47:37 +0200 sheepluva MapModel, various cleanups. TODO/FIXME: QComboBox separator not working with custom models
Thu, 26 Apr 2012 16:15:37 +0200 sheepluva messing with the theme model a bit (gets now auto-updated after DLC download too)
Fri, 27 Apr 2012 16:57:54 -0400 nemo theme tweaks
Fri, 27 Apr 2012 22:15:08 +0400 unc0rr Show number of points in drawn map
Fri, 27 Apr 2012 00:43:48 +0400 unc0rr Cursor for DrawMapScene. Feel free to ajust its look.
Thu, 26 Apr 2012 09:48:52 +0200 sheepluva mapContainer: use DataManager, reload maps after data update (e.g. by DLC)
Thu, 26 Apr 2012 09:47:35 +0200 sheepluva make DLC trigger data reload
Thu, 26 Apr 2012 07:44:44 +0200 sheepluva make DataManager a QObject with reload() slot that emits signal updated()
Thu, 26 Apr 2012 07:22:05 +0200 sheepluva renaming HWDataManager -> DataManager
Wed, 25 Apr 2012 17:44:48 +0200 sheepluva reimplement auto-kick for ignored players (it was temporarily removed during refactoring)
Wed, 25 Apr 2012 08:23:48 +0200 sheepluva nemo said I was boring for removing the "hello" randomizer on room join.
Tue, 24 Apr 2012 17:16:18 -0400 nemo Oh, and I guess this is needed as well, although if many other places in the code do this, pas2c will need
Tue, 24 Apr 2012 16:58:19 -0400 nemo Make adler32 friendlier for pas2c - this should work the same (needs testing ofc)
Tue, 24 Apr 2012 23:56:41 +0400 unc0rr Fix GetAmmoEntry in PascalExports
Tue, 24 Apr 2012 23:50:40 +0400 unc0rr Get rid of overloaded functions in uAmmo
Tue, 24 Apr 2012 23:33:39 +0400 unc0rr uCommands compiles
Tue, 24 Apr 2012 22:27:56 +0400 unc0rr Fix types
Tue, 24 Apr 2012 16:11:07 +0400 unc0rr Don't add duplicates into string consts
Tue, 24 Apr 2012 06:53:39 +0200 koda this should enable png screenshots on osx as well
Mon, 23 Apr 2012 19:23:28 +0200 Xeli in uTouch dont use bools to represent keystrokes, but issue ParseCommands
Mon, 23 Apr 2012 19:22:43 +0200 Xeli fix the ammomenu F# buttons
Mon, 23 Apr 2012 19:22:16 +0200 Xeli - change uKeys to be event based rather than polling
Mon, 23 Apr 2012 13:22:30 +0000 vittorio giovara case sensitivity + correct variable check
Mon, 23 Apr 2012 04:14:21 +0200 koda when libpng is not found, gratiously fallback to bmp screenshots; untested
Mon, 23 Apr 2012 04:05:18 +0200 koda ios minor warning and optimisation for team color
Sun, 22 Apr 2012 13:58:53 -0400 nemo Make clouds/flakes change direction smoothly
Sun, 22 Apr 2012 21:23:32 +0400 unc0rr Allow LIST command while in room to not annoy old frontends (0.9.17 or less) with warnings
Sun, 22 Apr 2012 18:38:34 +0200 koda added savepassword checkbox to options page, which now reloads values at every acces
Sun, 22 Apr 2012 17:03:55 +0200 Stepan777 add a checkbox for the password field prompt (issue 316)
Sun, 22 Apr 2012 15:13:17 +0200 Xeli fixed uKeys (aka almost revert it back)
Sun, 22 Apr 2012 04:48:11 +0200 koda ios: turn on more warning messages and start correcting them
Sun, 22 Apr 2012 03:59:24 +0200 Stepan777 memory leak in hwform.cpp (issue 386)
Sun, 22 Apr 2012 02:10:44 +0200 koda fix compiling hw for ios (was looking for the wrong math.h and used an old variable name)
Sat, 21 Apr 2012 18:11:24 -0400 nemo *sigh*
Sat, 21 Apr 2012 18:05:42 -0400 nemo Seems to me placing hogs does not need 5s since it is a fixed interval now. Maybe if placing hogs was ever 0 seconds or something.
Sat, 21 Apr 2012 23:00:08 +0400 unc0rr Oops
Sat, 21 Apr 2012 20:12:22 +0400 unc0rr Make pas2c even smarter. Now uIO.c compiles fine, and only 1 warning when compiled with -Wall (clang).
Sat, 21 Apr 2012 18:02:44 +0200 Xeli - Don't crash on back press, but shutdown hedgewars
Sat, 21 Apr 2012 17:59:14 +0200 Xeli - Added support for keyboards on android
Sat, 21 Apr 2012 17:55:45 +0200 Xeli - Return of the F<numbers> in the ammomenu
Sat, 21 Apr 2012 19:51:13 +0400 unc0rr - Remove support for variables in command handlers
Fri, 20 Apr 2012 23:03:20 +0400 unc0rr Fix parsing of exit() call without parameters
Fri, 20 Apr 2012 22:56:56 +0400 unc0rr Move all strings into constants to make them of string255 type
Fri, 20 Apr 2012 22:03:35 +0400 unc0rr Many small improvements to pas2c
Fri, 20 Apr 2012 01:50:47 +0400 unc0rr Some more progress with pas2c
Thu, 19 Apr 2012 23:36:20 +0400 unc0rr - Track array size to use for High function
Thu, 19 Apr 2012 18:15:03 +0200 Xeli android: prevent the app from a semi-crash when exiting a game
Sun, 15 Apr 2012 00:47:22 +0400 unc0rr Improve rendering of function types, ranges, and more
Sat, 14 Apr 2012 23:50:14 +0400 unc0rr Fix insanity
Sat, 14 Apr 2012 23:36:57 +0400 unc0rr More string types
Sat, 14 Apr 2012 23:19:45 +0400 unc0rr Get rid of TGearsType to simplify pas2c
Sat, 14 Apr 2012 22:40:23 +0400 unc0rr Render some builtin functions
Sat, 14 Apr 2012 22:24:09 +0400 unc0rr Render unions
Fri, 13 Apr 2012 01:41:11 +0200 koda minor gl debug/comments
Fri, 13 Apr 2012 00:18:10 +0200 koda disable png screenshots on mobile for now
Fri, 13 Apr 2012 00:08:46 +0400 unc0rr Support string constants
Thu, 12 Apr 2012 23:10:35 +0400 Stepan777 Oops, forgot file
Thu, 12 Apr 2012 23:05:46 +0400 Stepan777 png screenshots
Wed, 11 Apr 2012 22:47:21 +0400 unc0rr Support operators declarations
Wed, 11 Apr 2012 22:46:59 +0400 unc0rr Simplify converter's life
Wed, 11 Apr 2012 01:04:58 +0400 unc0rr Improve rendering of function types, arrays, and more
Mon, 09 Apr 2012 23:20:42 +0200 koda vob* variables need to be reset
Tue, 10 Apr 2012 00:00:25 +0400 unc0rr Unbreak build (change was only tested with pas2c parser, and was okay to it)
Mon, 09 Apr 2012 23:55:12 +0400 unc0rr First try to compile with clang: improve renderer a bit. The result of pas2c is still far from normal C source.
Mon, 09 Apr 2012 23:36:23 +0400 unc0rr Better handle switch statement
Mon, 09 Apr 2012 22:01:36 +0400 unc0rr Eraser tool
Mon, 09 Apr 2012 22:01:13 +0400 unc0rr Better support for strings
Mon, 09 Apr 2012 04:55:46 +0200 koda ios: resample the sound effects in CAF as suggested in ios sdk (100kB of space saved)
Mon, 09 Apr 2012 04:43:30 +0200 koda ios: refactor the code of the after-game statistics display using delegates
Mon, 09 Apr 2012 03:25:17 +0200 koda ios: convert audio operation from class to instance, plays better with memory
Mon, 09 Apr 2012 02:02:14 +0200 koda i don't understand this, but without this change audio doesn't fade on ios
Sun, 08 Apr 2012 20:31:01 -0400 nemo remove stray pixels
Sun, 08 Apr 2012 23:41:34 +0200 koda ios: don't prompt restoring a game that didn't complete loading
Sun, 08 Apr 2012 23:31:02 +0200 koda ios, this method belongs here
Sun, 08 Apr 2012 19:06:25 +0200 koda ios: schemes table was being drawn on top of the table border
Sun, 08 Apr 2012 18:46:09 +0200 koda formatting
Sun, 08 Apr 2012 18:11:37 +0200 koda when focus is lost lower the volume to a minimum
Sat, 07 Apr 2012 22:13:15 +0200 koda by popular demand, switch Nature and Golf music (issue 383)
Fri, 06 Apr 2012 16:59:32 +0400 unc0rr Convert some operators
Thu, 05 Apr 2012 17:52:27 +0400 unc0rr Unwind 'with' construction
Thu, 05 Apr 2012 14:58:34 +0400 unc0rr Improve rendering into C
Thu, 05 Apr 2012 14:50:58 +0400 unc0rr Make function more pascal-ish
Thu, 05 Apr 2012 00:42:43 +0400 unc0rr More external definitions for pas2c
Wed, 04 Apr 2012 18:00:46 +0400 unc0rr Finish the toughest part of the converter. Now it knows types of everything, so could correctly recognize bitwise operators and type convertions.
Wed, 04 Apr 2012 15:05:14 +0400 unc0rr Normalize RecordFields before conversion. Helps with namespaces problem.
Tue, 03 Apr 2012 17:53:33 +0400 unc0rr Fix withState' not returning lastType
Sun, 01 Apr 2012 15:23:34 +0200 Medo Added copyright notice to Scheme.java
Tue, 03 Apr 2012 10:08:35 +0100 krdrt5367 ja update
Sun, 01 Apr 2012 15:17:29 +0200 Medo Hedgeroid: Added ini4j library, updated android support library and added lib licenses
Tue, 03 Apr 2012 10:06:58 +0100 krdrt5367 de update
Sun, 01 Apr 2012 15:15:45 +0200 Medo Added some toString methods to help when debugging
Tue, 03 Apr 2012 10:05:26 +0100 krdrt5 cz update
Sun, 01 Apr 2012 04:37:55 +0200 Medo Merge
Mon, 02 Apr 2012 17:28:18 +0400 unc0rr - Handle multidimensional arrays better
Sun, 01 Apr 2012 04:27:46 +0200 Medo Scheme definitions now use .ini files.
Mon, 02 Apr 2012 16:14:29 +0400 unc0rr Finally fix the bug with pointer declarations polluting namespace with bad records
Sat, 31 Mar 2012 20:39:19 +0200 Medo Removed some unused imports and a redundand nullcheck
Mon, 02 Apr 2012 00:32:17 +0200 koda let's outsmart the compiler for no particular benefit
Sat, 31 Mar 2012 20:36:03 +0200 Medo Added hashcode function for Team to make it consistent with equals.
Fri, 30 Mar 2012 19:40:49 +0200 Medo Remove API Level 8 dependency found by Android Lint
Fri, 30 Mar 2012 23:58:08 +0400 unc0rr More clean namespace, some fixes
Fri, 30 Mar 2012 17:00:34 +0400 unc0rr Much better types handling, work correctly with functions
Thu, 29 Mar 2012 17:27:01 +0400 unc0rr - Treat strings as arrays of chars
Thu, 29 Mar 2012 01:01:29 +0400 unc0rr Better deriving, some fixes
Wed, 28 Mar 2012 23:53:45 +0400 unc0rr Resolve deferred type on dereference
Wed, 28 Mar 2012 16:33:50 -0400 nemo invalidate on switch
Wed, 28 Mar 2012 01:56:42 +0200 koda dates are no more!
Wed, 28 Mar 2012 01:26:47 +0200 koda ios: fix offset for 'details' table header in iphone game configuration
Wed, 28 Mar 2012 01:19:36 +0200 koda ios: prevent an horrible hack for the in-game help pages; they would actually need a serious refactoring to allow localisation and rotation support
Wed, 28 Mar 2012 00:42:57 +0200 koda ios: use notifications instead of class methods (maybe tidier)
Mon, 26 Mar 2012 20:29:37 -0400 nemo At mikade's request. give scripting access to the map name prior to override.
Mon, 26 Mar 2012 23:54:12 +0400 unc0rr Dig into namespaces even more
Mon, 26 Mar 2012 17:56:15 +0400 unc0rr Just some further work
Mon, 26 Mar 2012 03:58:03 +0200 koda ios, one more grenade timer tweak
Mon, 26 Mar 2012 03:57:14 +0200 koda i didn't even know it was possible (spotted by adam4813)
Mon, 26 Mar 2012 03:36:11 +0200 koda ios: fix blocked preview button
Mon, 26 Mar 2012 03:24:50 +0200 koda ios headers cleanup, with tweaks to +randomPort and grenade timer handling in overlay
Sun, 25 Mar 2012 21:17:01 +0200 mikade merge
Sun, 25 Mar 2012 17:37:07 +0200 mikade - don't give hogs air weps when border is enabled
Sun, 25 Mar 2012 17:34:40 +0200 mikade Added a missing loc
Sun, 25 Mar 2012 14:51:13 +0200 mikade Add the parameters I missed the first time when I added these hooks.
Sun, 25 Mar 2012 23:10:29 +0400 unc0rr - Apply unit's namespace to current scope when referencing unit name
Sat, 24 Mar 2012 21:19:50 +0400 unc0rr Fix wrong type returned from id2C
Sat, 24 Mar 2012 19:57:06 +0400 unc0rr Fix server thinking game is still not finished sometimes
Sat, 24 Mar 2012 16:46:56 +0100 Xeli wops ;i
Sat, 24 Mar 2012 16:41:35 +0100 Xeli ANDROID and WIN32 can both be set to 1, so have ANDROID take preference
Sat, 24 Mar 2012 15:52:07 +0100 Xeli fixed some typo's. LUA_LIBRARY now points to the right name, regardless of the host machine. Running cmake after a bad attempt (ie forgot to add paths to PATH) now works rather than having to clean the cache
Fri, 23 Mar 2012 21:56:27 -0400 nemo LandBackTex take 2
Fri, 23 Mar 2012 18:20:59 -0400 nemo This has bugged me for a while. Since we are missing the source SVGs for this theme, removed the leaves crudely in GIMP. Also added some basic roots. Someone more artistic is encouraged to try and improve it.
Fri, 23 Mar 2012 23:03:09 +0400 unc0rr Oops
Fri, 23 Mar 2012 14:18:58 +0100 Xeli unbreak engine
Fri, 23 Mar 2012 00:21:34 +0100 simmax Improved cmake build script for Android:
Fri, 23 Mar 2012 14:14:43 +0100 Xeli first part of the utilitywidget (grenade timer/swap hogs) code
Thu, 22 Mar 2012 22:55:38 +0400 unc0rr Add more strictness in hope it will help with space leak
Wed, 21 Mar 2012 00:05:46 -0400 nemo Try different splash sounds too
Tue, 20 Mar 2012 01:30:54 -0400 nemo bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
Sun, 18 Mar 2012 18:19:20 +0100 Xeli fix ammomenu, the cursor actually works now -_-
Sun, 18 Mar 2012 14:22:13 +0100 koda workaround the different Lion ABI by forcing fpc 2.6 as minimum compiler version on osx
Sun, 18 Mar 2012 14:15:51 +0100 koda updated ios project file to work with fpc 2.6
Sun, 18 Mar 2012 00:30:56 -0400 nemo revert this until someone makes it not screw up camera focus
Sun, 18 Mar 2012 00:59:17 +0100 Xeli touchinterface, move the up/down arrows a bit down
Sun, 18 Mar 2012 00:05:20 +0100 Xeli make the Ammomenu show up a little faster
Sun, 18 Mar 2012 00:02:33 +0100 Xeli You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Sat, 17 Mar 2012 22:39:16 +0100 Xeli make ammomenu's speed dependent on RealTicks rather than frames
Tue, 13 Mar 2012 21:09:46 +0100 Xeli allow for 0 values on AMShiftTarget, this allows for movement across one axis
Sat, 17 Mar 2012 17:24:38 -0400 nemo Disable anim for stats screen ("In game" stays visible otherwise)
Sat, 17 Mar 2012 17:18:43 -0400 nemo Ensure flawless is false if any hog is lost, unless it was lost doing a kamikaze
Sat, 17 Mar 2012 16:14:08 -0400 nemo I imagine this should use the game window width, but I'll let someone else figure it out. I'm just sick of frames being half-visible in navigation.
Sat, 17 Mar 2012 14:24:43 -0400 nemo eh. guess they really should be here
Sat, 17 Mar 2012 14:13:16 -0400 nemo Adding leftX/rightX/topY to simplify determining bounds based on map playing area.
Sat, 17 Mar 2012 14:02:11 -0400 nemo I think this is a little more efficient than dxdy, and easier to read. We call DxDy2 a lot, can any of those use Angle/DirAngle?
Sat, 17 Mar 2012 13:16:50 -0400 nemo orient kamikaze correctly when going through portals
Wed, 14 Mar 2012 23:58:56 -0400 nemo oh yeah, dY...
Wed, 14 Mar 2012 21:12:04 -0400 nemo Allow RC plane to go through portals
Wed, 14 Mar 2012 11:07:22 +0400 unc0rr Oops, fix range (2 is too small value)
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.
Tue, 13 Mar 2012 22:46:55 +0400 unc0rr Variable pen width
Tue, 13 Mar 2012 12:22:56 -0400 nemo tweak take 2
Tue, 13 Mar 2012 12:10:48 -0400 nemo Small tweak to return something more useful in the negative 0 case on dX
Tue, 13 Mar 2012 00:05:03 -0400 nemo Minimise another sqrt check.
Mon, 12 Mar 2012 23:46:28 +0400 unc0rr Avoid local rate minimums around hog (within 15 pixels). Not tested.
Mon, 12 Mar 2012 16:08:40 +0400 unc0rr Compatibility
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 22:44:57 -0400 nemo Hm. Score was a bit too much, AI was doing suicidal things.
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 23:31:32 +0400 unc0rr Fix silliness
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)
Sun, 11 Mar 2012 12:19:04 -0400 nemo Minor optimisation for AI to cut down on hwSqrt calls
Sun, 11 Mar 2012 11:39:45 -0400 nemo bug #336
Sat, 10 Mar 2012 23:00:39 -0500 nemo Add div to allow safe integer division from lua
Sat, 10 Mar 2012 16:32:46 -0500 nemo Recount team health if modifying hedgehog health
Sat, 10 Mar 2012 16:10:38 -0500 nemo Set default empty ammo sets. Current mission handling appears to not pass any default ammo set, so script was never getting a chance to set its own.
Sat, 10 Mar 2012 15:56:36 -0500 nemo Avoid rare double decrement.
Sat, 10 Mar 2012 14:38:31 -0500 nemo Prevent pirate ship from repeating on Islands, remove vertical line in art landback
Sat, 03 Mar 2012 22:40:00 -0500 nemo bug #370
Thu, 01 Mar 2012 23:55:19 +0400 unc0rr Oh, should also check for game finish when player quits without ROUNDFINISHED message: small refactoring, not tested at all
Thu, 01 Mar 2012 14:45:42 -0500 nemo comment out reserve to maintain old Qt compat
Thu, 01 Mar 2012 23:35:13 +0400 unc0rr Also consider game finished when the last player reports ROUNDFINISHED despite the correctness parameter.
Wed, 29 Feb 2012 18:30:37 -0500 nemo Someone might find this useful. Plan to link to it from the wiki.
Wed, 29 Feb 2012 18:24:56 -0500 nemo Fix for bug #366, delete gear if hog is drowning (needed either that or a check on nil Gear^.Hedgehog^.Gear)
Wed, 29 Feb 2012 23:44:49 +0400 unc0rr Don't remove client's teams from teams list on "ROUNDFINISHED 0", just send team removal message to others.
Tue, 28 Feb 2012 21:25:36 -0500 nemo oops
Tue, 28 Feb 2012 22:00:33 +0100 Xeli android: fix finding cache dir on prefroyo devices, it now creates the Hedgewars folder if it wasn't there
Tue, 28 Feb 2012 09:40:48 -0500 nemo attractiveness tweak to the text clip
Mon, 27 Feb 2012 19:01:44 -0500 nemo Clamp name/team name textures to avoid long team / hog name abuse. Limit width in px instead of chars to avoid unicode issues.
Sun, 26 Feb 2012 18:13:26 -0500 nemo don't use currenthedgehog
Sun, 26 Feb 2012 16:31:25 -0500 mikade use per hog ammo game flag. improves AI play
Sun, 26 Feb 2012 15:42:28 -0500 nemo oops
Sun, 26 Feb 2012 13:37:17 -0500 nemo right-click colour selection to scroll backwards through colours (bit hackish, subclassing + right click handling would be better than custom menu item signal)
Sun, 26 Feb 2012 12:56:53 -0500 nemo ugh
Sun, 26 Feb 2012 12:45:00 -0500 nemo make onAmmoStoreInit optional in the case of onNewAmmoStore
(0) -3000 -1000 -480 +480 +1000 +3000 tip