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Find changesets by keywords (author, files, the commit message), revision number or hash, or
revset expression
.
2012-06-08
unc0rr
Check for gstHHDriven instead of damage check, so ballgun stops when turn ends in multiattack mode
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2012-06-07
Stepan777
merge
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files
2012-06-07
Xeli
ignore keymodifers other than ctrl/alt/shift
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2012-06-06
Xeli
removed some writelns
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2012-06-06
Xeli
first attempt at implementing support for keys with modifiers
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2012-06-06
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.
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2012-06-06
unc0rr
Not needed here
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2012-06-05
Wolfgang Steffens
Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
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2012-06-05
unc0rr
- Allow camera movement while current hedgehog is falling
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2012-06-05
Wolfgang Steffens
Merge
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2012-06-05
Xeli
Android: first attempt at using the density call from java
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2012-06-05
Xeli
only reset those keys which actually change their bindings
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2012-06-04
nemo
tidy flags
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2012-06-10
Medo
Small improvements to the frontend lib for better debugging
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2012-06-04
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.
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2012-06-04
Stepan777
here it is
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2012-06-09
Medo
Implemented game launching API for the frontlib.
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2012-06-04
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
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2012-06-08
Medo
Implemented public API for letting the engine render maps
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2012-06-04
nemo
Make watching AI v AI on ai survival a bit more entertaining
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2012-06-07
Medo
Added ini reading/writing for game schemes to the frontend lib
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2012-06-04
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.
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2012-06-04
Medo
Frontlib: Work on the callback mechanisms for IPC
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2012-06-04
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).
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2012-06-02
Medo
frontlib refactoring
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2012-06-03
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
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2012-06-02
Medo
Merge
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2012-06-03
nemo
warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
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2012-06-02
Xeli
Android: added a callback to java to determine dpi/dip how much we should scale the ui
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2012-06-02
Medo
Merge
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2012-06-02
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
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2012-06-01
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.
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