Thu, 09 May 2013 23:21:06 -0400 |
nemo |
I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
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Thu, 09 May 2013 23:11:56 -0400 |
nemo |
Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
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Thu, 09 May 2013 18:19:17 -0400 |
nemo |
oops
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Thu, 09 May 2013 09:02:06 -0400 |
nemo |
*sigh* freakin "with"
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Tue, 07 May 2013 15:43:34 -0400 |
nemo |
remove redundant abs, and some incorrect 1+ to damage
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Tue, 07 May 2013 15:34:36 -0400 |
nemo |
☹
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Tue, 07 May 2013 14:59:30 -0400 |
nemo |
Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
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Sun, 05 May 2013 22:50:17 -0400 |
nemo |
So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
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Sat, 04 May 2013 21:58:42 -0400 |
nemo |
*sigh*
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Sat, 04 May 2013 21:56:04 -0400 |
nemo |
oops
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Sat, 04 May 2013 14:46:29 -0400 |
nemo |
simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
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Sat, 04 May 2013 13:58:18 -0400 |
nemo |
explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
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Sat, 04 May 2013 08:16:50 -0400 |
nemo |
Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
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Fri, 03 May 2013 23:46:15 -0400 |
nemo |
oops
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Fri, 03 May 2013 22:18:23 -0400 |
nemo |
try to guess at barrel state. prob should flag it..
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Fri, 03 May 2013 21:38:16 -0400 |
nemo |
ignore non-hedgies here. could be useful, but Hammer needs to be taught to consider it. (hammer + explosives on a bridge could be neat)
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Fri, 03 May 2013 21:36:01 -0400 |
nemo |
trying to make AI aware of mine/explosive break point. also remove redundant test.
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Fri, 03 May 2013 07:52:57 -0400 |
nemo |
only rate subs if significant. still very much need correct fall+damage esp given different knocks.
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Fri, 03 May 2013 07:28:08 -0400 |
nemo |
Make hogs aware of dud mines and explosives. Still a bit more needed.
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Sat, 27 Apr 2013 16:56:50 -0400 |
nemo |
So. First pass. Add secondary explosions to RateExplosion and RateShotgun. Not yet added to shoves. This is of limited utility at present since the dX has to be small since we can't bother tracing all hog motion. But, should be more useful once shove is added, and tracking of explosives and mines.
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Sat, 20 Apr 2013 02:20:15 +0200 |
koda |
update 0.9.19 with dev branch
0.9.19
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Wed, 10 Apr 2013 07:44:51 +0300 |
jaree |
Change collision detection with current hedgehog
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Sun, 07 Apr 2013 16:35:48 -0400 |
nemo |
set translucency on fruit theme water, clamp size to even number (same sdl window resize) and honouring min size, reduce calls to dmgmod a bit
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Thu, 04 Apr 2013 10:44:03 +0300 |
jaree |
Fix AI collision detection with crates and overlapping hedgehogs. Remove duplicating code
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Tue, 02 Apr 2013 21:00:57 +0200 |
koda |
update webgl branch
webgl
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Thu, 28 Mar 2013 18:34:53 +0200 |
Urbertar |
Fix TestCollExcludingMe function. Now it doesn't skip test if there are more then one hog at checking pixel
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Tue, 26 Mar 2013 17:52:27 -0400 |
nemo |
merge. hate the fact that "unsynced remote changes" is just a "note" now.
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Mon, 18 Mar 2013 12:13:46 -0400 |
nemo |
More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
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Sun, 17 Mar 2013 14:09:54 -0400 |
nemo |
Add some flags for a few of the magic Land values
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Sun, 11 Nov 2012 17:15:19 +0100 |
koda |
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
webgl
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Thu, 08 Nov 2012 17:18:49 +0400 |
unc0rr |
Various tweaks to recent AI change
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Wed, 07 Nov 2012 13:23:18 +0400 |
unc0rr |
Try to beat AI in Mutant!
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Sun, 28 Oct 2012 04:28:39 +0100 |
koda |
cleanup in initEverything and freeEverything
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Mon, 22 Oct 2012 14:39:49 +0400 |
unc0rr |
Track targets better in multiattack mode
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Sat, 29 Sep 2012 19:26:18 +0400 |
unc0rr |
Move hedgehog's step routine into separate function, use it in both hedgehog and ai code
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Fri, 28 Sep 2012 00:51:04 +0400 |
unc0rr |
Fix some hints
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Sun, 02 Sep 2012 11:44:59 -0400 |
nemo |
perf tweak
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Fri, 03 Aug 2012 16:58:49 +0400 |
unc0rr |
TestKamikaze, needs polishing
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Wed, 25 Jul 2012 22:46:03 +0400 |
unc0rr |
merge
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Wed, 25 Jul 2012 16:31:34 +0400 |
unc0rr |
Commit commented out code which I used to debug AI walking
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Wed, 25 Jul 2012 16:24:30 +0400 |
unc0rr |
- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
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Wed, 25 Jul 2012 22:36:39 +0400 |
unc0rr |
Bonus for dealing more damage than needed to kill. Should help with cake leaving 1hp issue. Not tested.
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Wed, 25 Jul 2012 12:29:53 +0400 |
unc0rr |
Some tiny improvements to AI walking algorythm
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Wed, 25 Jul 2012 10:56:14 -0400 |
nemo |
Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
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Fri, 13 Jul 2012 01:07:53 +0400 |
unc0rr |
Don't consider moving hedgehogs in place rating in after attack mode
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Thu, 12 Jul 2012 06:19:32 -0400 |
nemo |
Reduce number of walk bonuses further, doubt even 128 are needed. Fix count reset.
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Wed, 11 Jul 2012 22:18:43 -0400 |
nemo |
Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
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Sun, 08 Jul 2012 10:35:40 -0400 |
nemo |
Intended to help on bottom border maps or "red" maps - don't assume erasure if there is indestructible land below the hog
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Mon, 25 Jun 2012 10:16:19 +0400 |
unc0rr |
oops
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Sun, 24 Jun 2012 22:37:44 +0400 |
unc0rr |
Fix completely broken RateHammer
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Sat, 23 Jun 2012 23:04:06 -0400 |
nemo |
Try to use TestCollExcludingMe a bit less - the flag bit is a bit (heh) more accurate.
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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.
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Sat, 09 Jun 2012 21:31:26 +0400 |
unc0rr |
- Adjust some consts so whip and firepunch work perfectly
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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.
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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.
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Thu, 31 May 2012 12:52:31 -0400 |
nemo |
Name the flags for fall tracking and indicating whether the explosion erases terrain.
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Thu, 31 May 2012 18:02:30 +0400 |
unc0rr |
Improve TestWhip
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Thu, 10 May 2012 22:55:13 +0400 |
unc0rr |
More definitions and mess with pascal code
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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)
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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)
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Sat, 28 Apr 2012 18:56:31 +0200 |
sheepluva |
license header year range adjustments
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Sat, 14 Apr 2012 23:19:45 +0400 |
unc0rr |
Get rid of TGearsType to simplify pas2c
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Wed, 14 Mar 2012 21:12:04 -0400 |
nemo |
Allow RC plane to go through portals
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Tue, 13 Mar 2012 22:25:43 -0400 |
nemo |
Add fall damage
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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.
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Tue, 13 Mar 2012 00:05:03 -0400 |
nemo |
Minimise another sqrt check.
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Mon, 12 Mar 2012 23:46:28 +0400 |
unc0rr |
Avoid local rate minimums around hog (within 15 pixels). Not tested.
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Mon, 12 Mar 2012 16:08:40 +0400 |
unc0rr |
Compatibility
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Mon, 12 Mar 2012 01:00:17 -0400 |
nemo |
Change rest of AI tests to floats, reenable snowball
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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.
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Sun, 11 Mar 2012 22:44:57 -0400 |
nemo |
Hm. Score was a bit too much, AI was doing suicidal things.
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Sun, 11 Mar 2012 22:35:55 -0400 |
nemo |
small tweak. make drowning prefer higher health hogs
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Sun, 11 Mar 2012 20:36:50 -0400 |
nemo |
Teach AI to drown with shotgun too
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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.
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Sun, 11 Mar 2012 18:28:32 -0400 |
nemo |
Add drowning to grenade too, try some little optimisations
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Sun, 11 Mar 2012 23:31:32 +0400 |
unc0rr |
Fix silliness
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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)
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Sun, 11 Mar 2012 12:19:04 -0400 |
nemo |
Minor optimisation for AI to cut down on hwSqrt calls
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Fri, 17 Feb 2012 18:23:36 +0100 |
koda |
the most important commit of the year
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Tue, 17 Jan 2012 09:01:31 -0500 |
lovelacer |
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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Thu, 01 Dec 2011 18:02:27 +0400 |
unc0rr |
- Improve renderer a bit, disallow nested functions
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Fri, 18 Nov 2011 12:47:40 -0500 |
nemo |
Only make AI avoid damaged dead mines and dangerously smoking barrels once the attack is finished.
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Sun, 13 Nov 2011 10:34:35 -0500 |
nemo |
Make AI avoid barrels the more they are damaged
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Sun, 02 Oct 2011 10:36:43 -0400 |
nemo |
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
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Sat, 24 Sep 2011 22:16:49 +0400 |
unC0Rr |
Fix a bunch of warnings (also improves speed a bit in 32 bit code)
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Mon, 12 Sep 2011 16:38:54 -0400 |
nemo |
fix for issue #139
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Mon, 22 Aug 2011 17:44:30 +0400 |
unc0rr |
Implement TestHammer which makes sense
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Mon, 22 Aug 2011 17:22:11 +0400 |
unc0rr |
Make AI aware of damage modifiers
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Sat, 20 Aug 2011 14:00:51 -0400 |
nemo |
teach AI about sticky mines
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Wed, 27 Jul 2011 11:38:00 +0400 |
unc0rr |
Remove unneeded variable
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Tue, 26 Jul 2011 17:28:55 +0400 |
unc0rr |
Make AI much more wise (fix a bug preventing AI to explore caves)
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Tue, 21 Jun 2011 16:42:04 +0400 |
unc0rr |
Don't stick to enemies when there are more than 2 clans
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Wed, 02 Mar 2011 11:48:02 -0500 |
nemo |
Try to make AI aware of dud mines by clearing gstAttacking on dud, and adding some rules on mine health/damage/dud probability to AI weighting.
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Wed, 02 Mar 2011 00:27:20 +0100 |
koda |
Happy 2011 :)
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Sun, 21 Nov 2010 19:41:19 +0300 |
unc0rr |
uDebug
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Thu, 18 Nov 2010 12:12:51 +0300 |
unC0Rr |
Haven't found a better place than uIO for OutError
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Thu, 18 Nov 2010 11:32:47 +0300 |
unC0Rr |
Move some stuff from uMisc to uUtils
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Wed, 17 Nov 2010 22:09:07 -0500 |
nemo |
remove some more PHedgehog casts
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Wed, 17 Nov 2010 22:14:41 +0300 |
unc0rr |
uTeams
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Wed, 17 Nov 2010 22:07:03 +0300 |
unc0rr |
uLand isn't that important to them
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Wed, 17 Nov 2010 20:58:23 +0300 |
unc0rr |
Remove ugly PHedgehog(Gear^.Hedgehog) cast
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Wed, 17 Nov 2010 17:45:55 +0300 |
unC0Rr |
Move variables from uMisc to uVariables
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Wed, 17 Nov 2010 17:22:36 +0300 |
unC0Rr |
Introduce unit uTypes in order to remove some cyclic unit dependencies
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Wed, 22 Sep 2010 21:53:29 +0200 |
smaxx |
Engine:
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Sat, 31 Jul 2010 11:24:53 +0200 |
koda |
remove trailing spaces from end of line
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Sun, 02 May 2010 22:00:50 +0000 |
smxx |
Engine:
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Tue, 27 Apr 2010 12:51:29 +0000 |
mbait |
Teleport AI:
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Thu, 01 Apr 2010 16:08:09 +0000 |
nemo |
Update (c) lines to 2010 as unc0rr requested - they all had varying values so I just took the first year mentioned, then tacked on -2010
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Sun, 21 Mar 2010 19:02:03 +0000 |
unc0rr |
In pascal unit is a namespace
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Thu, 18 Mar 2010 02:55:42 +0000 |
nemo |
Adjust tests for cluster and watermelon, add molotov, assign FP test to whip, try to keep AI from attempting fire walking.
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Sat, 06 Mar 2010 10:59:20 +0000 |
unc0rr |
Replace tabs with spaces using 'expand -t 4' command
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Tue, 26 Jan 2010 21:55:51 +0000 |
koda |
complete the replacement of init/free wrappers for every unit
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Thu, 14 Jan 2010 16:46:50 +0000 |
koda |
makes freepascal code compatible with OBJFPC mode
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Wed, 11 Nov 2009 21:54:28 +0000 |
nemo |
AI fire w/o moving for artillery. Needs testing, but seems to work quickly and w/o AI screwups.
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Thu, 05 Nov 2009 16:23:09 +0000 |
koda |
move compiler directives to standard pascal
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Sun, 25 Oct 2009 16:35:09 +0000 |
koda |
fix a segfault in the iphone simulator by moving options.inc at the beginning of the file
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Thu, 10 Sep 2009 15:29:28 +0000 |
nemo |
Strip trailing spaces
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Fri, 03 Apr 2009 16:38:16 +0000 |
unc0rr |
Some AI tweaks by imcold
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Sun, 15 Feb 2009 17:48:05 +0000 |
unc0rr |
Fix array overflow
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Sun, 25 Jan 2009 18:10:23 +0000 |
unc0rr |
Apply nemo's world resize patch
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