Mon, 06 Sep 2010 16:23:47 -0400 |
nemo |
Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
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Fri, 03 Sep 2010 01:41:51 +0200 |
smaxx |
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Wed, 01 Sep 2010 19:31:32 -0400 |
nemo |
Fix for issue #20
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Wed, 25 Aug 2010 21:06:34 +0100 |
tiyuri |
Some survival mode changes by burp
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Tue, 24 Aug 2010 13:24:37 +0200 |
smaxx |
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Sun, 22 Aug 2010 16:31:57 +0200 |
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Fri, 06 Aug 2010 11:45:20 +0200 |
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Tue, 03 Aug 2010 15:13:32 +0200 |
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Tue, 03 Aug 2010 14:19:47 +0200 |
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Tue, 03 Aug 2010 02:33:57 +0200 |
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Tue, 03 Aug 2010 01:33:20 +0200 |
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Tue, 03 Aug 2010 00:36:36 +0200 |
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Mon, 02 Aug 2010 18:19:55 +0200 |
smaxx |
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Mon, 02 Aug 2010 01:07:51 +0200 |
smaxx |
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Mon, 02 Aug 2010 00:48:15 +0200 |
smaxx |
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Thu, 29 Jul 2010 13:43:57 +0200 |
smaxx |
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Tue, 13 Jul 2010 17:39:00 -0400 |
nemo |
Reduce calls to expensive operations in fire. Slightly alters fire behaviour, but should still be reasonable
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Fri, 02 Jul 2010 21:19:22 -0400 |
nemo |
Minor fire tweak for readability and lethalness, remove exit condition that was hanging game (identified by jaylittle)
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Thu, 01 Jul 2010 17:00:14 -0400 |
nemo |
Grid the landscape, and shortcircuit checks on the collision array if there are no nearby checked in collisions to be collided with. This is a big win for fire's ammoshove in particular. Also add a +2 that seemed missing in the check, and update fire accordingly.
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Wed, 30 Jun 2010 12:55:33 +0200 |
koda |
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
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Tue, 29 Jun 2010 23:30:49 -0400 |
nemo |
Remove hwFloat from VisualGears - they don't need the precision for syncing purposes, and it saves a whole lot of operations.
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Tue, 29 Jun 2010 23:25:42 +0200 |
sheepluva |
bee:
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Tue, 29 Jun 2010 18:06:50 +0200 |
sheepluva |
rope: another, small optimization
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Tue, 29 Jun 2010 07:09:55 +0200 |
sheepluva |
rope: optimization, should save up to ~3 million hwFloat multiplications per second
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Tue, 29 Jun 2010 06:27:59 +0200 |
sheepluva |
rope: another small optimization
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Tue, 29 Jun 2010 05:22:25 +0200 |
sheepluva |
rope: tiny optimisation
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Mon, 28 Jun 2010 08:52:17 +0200 |
sheepluva |
portal: angle preservation tweaking
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Sun, 27 Jun 2010 18:17:34 +0200 |
sheepluva |
portal: I accidentally flipped the exit angle in last commit
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Sun, 27 Jun 2010 05:32:11 +0200 |
sheepluva |
portal: some moar tweaks
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Sun, 27 Jun 2010 02:11:31 +0200 |
sheepluva |
portal: entry angle is now affecting exit angle
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Sat, 26 Jun 2010 19:30:16 +0200 |
sheepluva |
portal / slope detection:
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Sat, 26 Jun 2010 09:59:53 +0200 |
sheepluva |
portal:
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Sat, 26 Jun 2010 08:14:53 +0200 |
sheepluva |
portal: make shot 2 times faster, add hog movement speed to shot speed (only the part in shot direction, so that aiming is not messed up)
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Wed, 23 Jun 2010 22:12:06 -0400 |
nemo |
Workaround for cakes and portals. Also disable something that always seems to screw up my portal games.
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Fri, 18 Jun 2010 14:26:04 -0400 |
nemo |
rename flags
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Thu, 17 Jun 2010 11:41:38 -0400 |
nemo |
Make land types flagged (to allow stacking future attributes such as indestructible ice, but also for a damaged flag)
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Wed, 16 Jun 2010 11:50:45 +0200 |
mario.liebisch |
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Sat, 05 Jun 2010 19:00:42 +0000 |
nemo |
Remove decrement of iterator health. Might fix weird health bug.
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Fri, 28 May 2010 20:05:22 +0000 |
smxx |
Engine (Henek):
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Fri, 28 May 2010 19:48:51 +0000 |
smxx |
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Fri, 28 May 2010 16:21:54 +0000 |
smxx |
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Sun, 23 May 2010 23:51:54 +0000 |
nemo |
Prevent all portal loops the guaranteed way, at least until sheepluva's tests yield something reliable.
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Wed, 19 May 2010 02:10:28 +0000 |
nemo |
Henek adds a flamethrower, updates some translations, and tweaks how fire works.
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Tue, 18 May 2010 13:09:57 +0000 |
smxx |
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Mon, 17 May 2010 15:42:48 +0000 |
nemo |
Increase minimum threshold for barrel damage to reduce likelihood of blowing one up on jumping out, increase damage to compensate (may need tweaking). Only apply dX for collision w/ kick if barrel is rolling.
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Mon, 17 May 2010 06:26:06 +0000 |
sheepluva |
remove all portal specific code from EndTurnCleanup(), instead have portals self destruct if "CurrentHedgehog" is not the portal's creator
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Sun, 16 May 2010 23:43:45 +0000 |
sheepluva |
* make portals delete each other only indirectly (by setting timer to 0)
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Sat, 15 May 2010 09:21:25 +0000 |
sheepluva |
fix multi-round fire
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Fri, 14 May 2010 23:42:56 +0000 |
nemo |
revert the restoration of non-vgt health gears. desyncs continued with it, and furthermore, occur in r3489 too
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Fri, 14 May 2010 16:02:27 +0000 |
nemo |
sheepluva adds back non-vgt health tag due to desyncs. we should still see about solving the desync though.
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Mon, 10 May 2010 04:43:07 +0000 |
mbait |
Reslyling: little fix of previous commit
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Mon, 10 May 2010 04:41:19 +0000 |
mbait |
Code restlyling: experimental restyling of one module
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Thu, 06 May 2010 22:02:56 +0000 |
sheepluva |
* gtHealthTag, gtSmokeTrace, gtEvilTrace, gtExplosion and gtBigExplosion are visual gears now (vgt*)
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Thu, 06 May 2010 03:12:42 +0000 |
nemo |
trying to unbreak what I broke
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Thu, 06 May 2010 01:41:07 +0000 |
sheepluva |
portal:
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Tue, 04 May 2010 21:30:25 +0000 |
nemo |
Add back in earlier lines, commented out
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Tue, 04 May 2010 19:51:27 +0000 |
nemo |
erase useless junk
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Tue, 04 May 2010 19:40:57 +0000 |
sheepluva |
* some changes/cleanups to portal, still much to do :/ * reverted nemo's temporary loop fix * notice: small loops possible again, so take care :P, bigger onces should be interrupted
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Tue, 04 May 2010 16:30:41 +0000 |
nemo |
Add drown-the-playing-hog check for case of piano falling off the landscape.
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Tue, 04 May 2010 03:04:07 +0000 |
sheepluva |
on portal death: make sure that the linked portal know it has been unlinked
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