hedgewars/uGears.pas
2017-09-30 sheepluva fix some fpc hints
2017-09-01 nemo remove the collision addition for hogs again.
2017-08-09 nemo Add checkins so that spawning on top of things is possible too
2017-04-25 Wuzzy Fix sndBoring being played when force-ending turn due to victory
2017-04-22 Wuzzy Fix sniper rifle disabling laser sight utility after shooting
2017-04-10 Wuzzy Render gear timers in front of water
2017-04-08 Wuzzy Add gear gtDuck: rubber duck
2017-04-07 Wuzzy Harden the countdown sound check
2016-05-01 Wuzzy Enable timer warning sounds in hog placement phase
2016-04-30 Wuzzy Fix sniper rifle making timer gray all the time
2016-04-30 Wuzzy Make timer gray while the time is not running or while it is paused
2016-04-30 Wuzzy Add ammoprop for blowtorch and pickhammer for not stopping timer in inf attack
2016-11-19 Wuzzy Play countdown sounds for 4-1 remaining seconds and “boring” voice on timeout
2016-11-16 sheepluva reenable divided-mode spawning hack^Wtweak, that was accidently removed in 34ede05e4d4f
2016-11-16 nemo Make sd-tint a theme variable so cophernue can tweak his sky tinting
2016-11-15 Wuzzy Show symbols at bottom right while extra damage / low grav. are active
2016-11-15 Wuzzy Remove old Fort Mode from frontend
2016-10-03 nemo Make frozen hogs poison immune
2016-05-06 sheepluva <unC0Rr> might be somewhere width used instead of rightx
2016-04-27 sheepluva make hog fallback (flower-in-hole) positioning respect limits (e.g. used by gfDivideTeams)
2016-04-27 sheepluva fix incorrect debug message
2016-04-26 sheepluva create forts in random order
2016-04-26 sheepluva Fort Mode: allow more than 2 clans
2016-04-26 sheepluva cleaning up team divide mode code from last night a little
2016-04-26 sheepluva divided teams: better horizontal clan distribution
2016-04-25 sheepluva "divided teams" modifier will now work with more than 2 teams!
2016-01-31 unc0rr Bye-bye TryDo
2016-01-12 sheepluva pas2c still does (not like) this
2015-12-31 nemo Tweak the hole carving to become less agressive about spacing if random points keep failing.
2015-12-31 nemo Force locations for hogs if even TryHard fails on initial spawn.
2015-12-30 nemo call this faller scrambling less often.
2015-10-10 sheepluva Lua-API: onSuddenDeath hook
2015-08-10 sheepluva more copyright fixes
2015-07-19 sheepluva add some chat message colors
2015-07-13 sheepluva just ignore gfDivideTeams if more/less than 2 teams. instead of quitting with fatal error
2015-03-22 sheepluva make using hog speech a bit more comfortable
2015-02-17 nemo avoid airmines too when spawning
2015-02-14 nemo Fix bug, undo debug level in server, set air mine number to something non-debug
2015-02-14 nemo Add placement of airmines in engine outside of hog proximity. Has a bug, only protecting 1st team. Also fix a spelling error and rename gstHHChooseTarget to gstChooseTarget
2015-01-16 nemo experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
2014-12-08 nemo Use FreeAndNil across the board. Even if we are immediately assigning after, probably avoids accidental mistakes. Also free neglected owner tex on shutdown, and delete hog gears using the normal deletion procedure if for any reason they still exist (EndGame call?).
2014-11-17 sheepluva some whitespace fixes
2014-11-16 sheepluva fix health crate collision
2014-11-14 unC0Rr Fix warnings given by 32-bit fpc
2014-11-11 unc0rr Fix some stuff from coverity
2014-08-24 unc0rr Better diagnostics in log, even though it shouldn't matter anymore
2014-06-03 nemo theme configurable sudden death music. untested
2014-05-06 unc0rr - Increase limits on number of mines and explosives in game scheme
2014-02-08 unc0rr Even more explicit type conversions and other stuff to help pas2c use ansistrings
2014-02-06 sheepluva rolling back my PChar stuff, because unC0Rr improves string handling pas2c instead <3
2014-02-04 sheepluva update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
2014-02-04 sheepluva fixing the remaining PChar issues pas2c ran into to this point, now it stops because of being unable to deal with "set of char"
2014-01-26 unc0rr Some love to pas2c
2014-01-21 koda partial merge of the webgl branch
2014-01-18 nemo Make poison damage possibly variable (might as well since effects is a count). Scripts might find it handy.
2014-01-17 sheepluva update copyright to 2014
2014-01-07 unc0rr Fix two desync causes webgl
2014-01-05 unc0rr - Fix build via pas2c webgl
2014-01-07 nemo pick random x/y prior to addgear (as generic faller does) to avoid random numbers picked out of order
2014-01-04 unc0rr merge default webgl
2013-12-22 nemo Default to ...
2013-12-10 nemo oups. accidentally commented out both lines
2013-12-10 nemo can't use parsecommand since it does sendipc
2013-12-08 nemo Add rubber utility. Graphics are still incomplete. Also flag snow/ice in theme config.
2013-12-08 nemo revert r938d1c08d0d1 in favour of putting it in the chat log. I think this addresses main concern about missing text. There've been complaints in past too about conversation in bubbles not being visible in history. If the objection is that r938d1c08d0d1 offers a more æsthetic solution, I think it should augment this, be flagged, and fix the visual issues first.
2013-11-09 nemo Tweak trophyrace to work better w/ skip (probably, needs testing), drop Invulnerable in favour of effects - heInvulnerable is already in effects,
2013-11-03 nemo this should prevent sliding when game clock isn't running. sorry unc0rr, not going to bother encapsulating. maybe later. short on time right now/lazy
2013-10-28 koda correctly use USE_TOUCH_INTERFACE
2013-10-28 nemo not sure why this nil check is in here
2013-10-23 unc0rr Oh, dudes :(
2013-10-11 koda merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang webgl
2013-10-08 nemo Issue #581
2013-07-06 koda use SDL2 as ifdef symbol because we're not really sdl1.3 compatible, change the compatibility layer, drop unused code, add some documentation
2013-06-28 nemo Remove some GLunit dependencies noticed on graph. uUtils was using it for GLfloat - but, the stuff it was returning to was usually converting to "real" anyway. uLand was including it unnecessarily. Minor refactor
2013-06-28 unc0rr You better test build before committing even trivial patches
2013-06-27 nemo Make add/delete consistent (this has bugged me for so long)
2013-06-27 unc0rr Refactoring: get rid of GSHandlers.inc
2013-06-27 unc0rr Refactoring: VGSHandlers.inc -> uVisualGearsHandlers.pas
2013-06-17 koda really update with default webgl
2013-06-13 koda merge cmake_pascal branch in default
2013-06-04 koda parsing ok, stops at uGears webgl
2013-06-04 koda update branch webgl
2013-06-04 nemo blowtorch defrosts too
2013-05-29 unc0rr bump copyright year for Andrey entries
2013-04-04 koda remove now-unused function webgl
2013-04-02 unc0rr Fixes to make pas2c parse this webgl
2013-04-02 koda update webgl branch webgl
2013-03-19 koda move RestoreHog from uGears to uTeams to break a circular dependency cmake_pascal
2013-03-04 nemo Make hogs thaw only on enemy turns, make timebox counter decrement only on your turn, adjust knock for frozen hogs, increase damage on frozen hogs, make freezer fuel only reduce when not adjusting angle.
2013-02-27 nemo merge w/ default icegun
2013-02-25 nemo workaround for frequent AllHH active call in hedgehog step icegun
2013-02-25 nemo More fiddling w/ sliding icegun
2013-02-25 nemo Trying to improve rendering, sliding and thawing. Messing around w/ making fire thaw faster. icegun
2013-02-23 nemo Restore freezing hedgehog for shotgun, sniper rifle and deagle to make unc0rr happy. You'll still be able to get away after throwing cleaver and sticky bomb tho.
2013-02-10 nemo Allow moving after firing cleaver. This changes multishoot behaviour quite a bit. Needs a lot of testing.
2013-01-26 koda update branch webgl
2013-01-23 koda restored ios project file, updated Game() interface, tweaked arg parsing, updated log writing, minor warnings
2013-01-02 koda also have uTouch follow the new NewTurn policy
2013-01-01 nemo move onNewTurn, onGameTick and onGameTick20 to try and avoid ParseCommand breakage after nextturn call. Needs testing, but should be safe for most scripts. Also fix locale loading.
2012-12-25 koda update branch with default webgl
2012-12-03 Rowan D GCI2012: Convert uMobile into a Callback Record
2012-12-01 deepdog GCI2012: Remove Structure Weapon Code
2012-11-27 unc0rr Remove limit on hedgehogs number
2012-11-22 koda throw in some 'nots' trying to restore pas2c functionality webgl
2012-11-21 koda updated branch webgl
2012-11-15 nemo Call fallers less often. Should hopefully still be about as effective at the intended purpose. Should help loads quite a bit.
2012-11-11 koda merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions) webgl
2012-11-08 nemo objects too
2012-11-07 nemo LongInt Land width/height, mouse coords
2012-11-06 unc0rr Spam log with checksums
2012-10-29 nemo disable this block since it doesn't fit star's new graphic. doesn't show up often anyway, since unc0rr changed gst clearing
2012-10-28 koda cleanup in initEverything and freeEverything
2012-10-23 nemo Flag script parsecommands to avoid echoing to net
2012-10-18 nemo damn nots
2012-10-16 nemo skip all dx/dy mod if Power is 0
2012-10-15 nemo Also shove using shotgun, switch off hat when not active hog
2012-10-14 nemo First pass at cleaver.
2012-10-09 nemo Knife is still broken, but so koda can fix it...
2012-10-08 nemo A bit more on the knife. Also add missing files to CMakeLists
2012-10-01 unc0rr - Fix warnings and hints
2012-09-04 sheepluva I didn't want to do this since it seems less clean, but...
2012-09-04 sheepluva skip second CheckForWin if water wasn't raised after first one
2012-09-04 sheepluva fix multi-shot related game ends leading to incomplete stats, fixes issue 372
2012-08-30 nemo Checking merge against latest trunk
2012-08-24 unc0rr Move rope code to separate unit
2012-08-22 nemo Burn a random number in the override. Make sure cirbuf is reset.
2012-08-08 nemo er. more like this.
2012-08-08 nemo Allow scripting to delete gears
2012-08-05 nemo First pass at variable land size. For playing a small map (forced on rqLowRes), this should save 42MiB of RAM.
2012-07-25 nemo Changes for the benefit of pas2c. Use downto in for loops to avoid repeated calls of Random/GetRandom. Wrap nots.
2012-07-21 nemo Ok. *these* should be safe with just this one extra check...
2012-08-30 nemo checkpoint merge
2012-07-20 nemo :( I have no idea why this did not work
2012-07-20 nemo I thirst for randomness.
2012-07-20 nemo Try avoiding spamming the log by retaining the gears. untested.
2012-07-19 nemo Fix TARDIS, make switcher work w/ the new more stringent check.
2012-07-16 unc0rr - Check for harmful gear deletions
2012-07-15 nemo Apparently order of multiple getrandom in params is undefined. Also remove broken and pointless getrandom call.
2012-07-15 nemo Sorry about the slight delay in pickup. You can blame a few lame cheaters. This is to make their cheating a bit harder.
2012-07-08 unc0rr Introduce uGearsHandlers.pas, for now only part of cake handlers is moved there
2012-07-04 nemo Allow script to set number of ammo in a crate. untested.
2012-07-03 unc0rr - Don't call Length() on variable size arrays
2012-07-20 belphegorr Modified DrawGear so that it doesn't draw the gear when it has message gmRemoveFromList (it was causing havoc when I used HideHog as it could not access the position of the hog)
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.
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.
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
2012-05-31 unc0rr Improve TestWhip
2012-05-28 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().
2012-05-12 unc0rr Get rid of cripple SendIPCc
2012-05-11 unc0rr More tolerance to pas2c
2012-05-11 unc0rr Make pas2c happier with uSound
2012-05-05 koda old typed const moved to their proper unit
2012-05-05 koda adjust the scope of a few uSound variables and functions
2012-05-03 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...
2012-05-02 nemo Initial stub for freezer
2012-05-02 koda marked a couple of functions as inline
2012-05-01 koda breaking news, we don't support typed consts anymore
2012-04-21 unc0rr - Remove support for variables in command handlers
2012-04-14 unc0rr Fix insanity
2012-03-11 nemo Add drowning to grenade too, try some little optimisations
2012-02-17 koda the most important commit of the year
2012-01-24 nemo Tweak voices a bit (always play hurry at correct time, skip "come on then" if other voice is playing)
2012-01-17 lovelacer A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2011-12-30 unc0rr Fix build
2011-12-15 nemo Remove density adjustment in ammoshove. Means a mine and a barrel will be batted same distance again.
2011-12-15 nemo Experiment. Applying density to both ammoshove and explosion, w/ distance of a hedgehog knock being standard value (/3 since hedgehog "density" is 3)
2011-12-07 nemo Suggestion of sheepluva's - disable timebox in crates after SD, and set to disabled in Ammo. Also disable switch hedgehog for teams of 1 hedgehog in size, and try and correct what appears to be a bug in reserved hats.
2011-11-30 Henek present somthing that could be taken as a structure
2011-12-30 unc0rr Start refactoring uGears. Breaks build.
2011-11-27 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
2011-11-14 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
2011-11-06 nemo exclude hogs from density check
2011-11-06 nemo too game breaking I think
2011-11-06 nemo Include density in gear kick
2011-10-31 sheepluva this seems... um.. random
2011-10-23 nemo oops
2011-10-23 nemo retain dx/dy from landgun
2011-10-16 koda merge the changes applied to 0.9.16
2011-10-10 nemo Make a few more things be impacted by explosions nearby
2011-10-08 nemo Add landbacktex to a few maps, just to see how it looks.
2011-10-02 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.
2011-09-25 nemo merge from default. Pulls in sheepluva's frontend work, and unbreaks engine cmake. 0.9.16
2011-09-21 nemo Disable a bit of code from revision 4 that I'm pretty sure is not hit anymore, or we'd end up with plenty of doubled graves at a minimum. Also, clear gstWinner/gstLoser along with gstWait - still need to figure out why exactly those aren't rendering anymore though.
2011-09-18 sheepluva set a default value for density that shouldn't lead to div by 0 0.9.16
2011-09-12 nemo uh, that was just so I could look at the flame more closely, wasn't supposed to be checked in
2011-09-12 nemo Since we are tweaking molotov. make the flame flickery and add a drowning frame
2011-09-11 nemo Man, checking it at end of turn was just tidier :(
2011-09-11 nemo better?
2011-09-11 nemo Also this
2011-09-08 nemo Restore hog on team gone
2011-09-08 unc0rr Fix loading from save desync
2011-09-08 nemo remove debug message, clear a couple of global gear references if appropriate, fix control script
2011-09-02 nemo tweak to avoid jaggies
2011-08-31 nemo adjust Z order so crosshairs are on top of hogs, grenades behind explosives
2011-08-31 nemo more proper implementation of TARDIS
2011-08-27 nemo Prevent flakes from drawing if they spawn in land
2011-08-27 nemo Try reenabling landbacktex to see how it behaves with current pixel rules
2011-08-27 nemo Fix rounding error in sky colour causing visible lines
2011-08-25 sheepluva don't poison invul hogs
2011-08-21 nemo Try to avoid overlapping voices for major statements (not things like byebye or oof)
2011-08-21 nemo add check for other forms of flight too
2011-08-20 nemo This really should have been a TPoint for consistency
2011-08-17 sheepluva portal: combating the space-detection issue.
2011-08-17 nemo ...
2011-08-17 nemo *sigh*
2011-08-17 nemo Add square check to shotgun. This a minor optimisation that might sidestep a bug on iOS/Android. Still need to find out why the bug is happening though
2011-08-17 nemo Make it a lot harder to cheat with typical random crates. This also means that crates will vary even if map has the same seed (hog positions of course will be unchanged).
2011-08-14 nemo For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
2011-08-14 nemo Use same visual gear for health tags and hearts.
2011-08-13 Henek new SD flakes from mikade and a flash when sudden death starts
2011-08-13 unc0rr Some screwing around GearsNear code
2011-08-07 nemo Experimental area-of-effect Seduction
2011-08-07 nemo make a special case for teleport instead. also allows teleporting off of a parachute
2011-08-07 nemo prevent attempting to teleport in mid-air during inf attack
2011-08-07 nemo Don't reset attack when Unplaced.
2011-08-07 nemo This should make bee/airstrikes play nicer with infinite attack mode
2011-08-05 nemo merge
2011-08-05 nemo move gstWait - should make detecting drowning easier for mikade
2011-08-05 grammickj New sounds: mudball, mine bounce, hammer
2011-08-01 nemo Make vgtHealth use Tint
2011-07-30 nemo add nil check
2011-07-27 nemo this helps a bit
2011-07-01 unc0rr Merge
2011-06-30 unc0rr Tiny optimization: convert smooth wind indicator change gear into visual gear
2011-06-30 unc0rr Convert huge switch into an array
2011-06-30 unc0rr Don't draw snow flakes spawned in land, introduce gstInvisible flag
2011-06-28 Henek fake crates now with complementary poison
2011-06-26 nemo bounce. tweak of values, remove friction modifier, move to weapon, to match timer behaviour
2011-06-26 nemo Allow control of grenade bounce. Not sure if this is a good idea, but has been requested a lot, so...
2011-06-26 Henek now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
2011-06-23 nemo At mikade's request and w/ unc0rr's blessing, dramatically slash inactivity delay from 1.25s down to a tenth of a second.
2011-06-21 nemo Remove default transparent chunks. Chunk will only be added if theme defined.
2011-06-21 Henek remove theme.cfg from CMakeLists too
2011-05-05 unc0rr Some improvements on stats subsystem
2011-05-02 nemo Basic TARDIS implementation. Still needs proper animation, and probably a check to force reappearance on death of last team mate
2011-04-29 unc0rr Call statistics routine after setting the damage
2011-04-27 unc0rr Fix "Mixing signed expressions and longwords gives a 64bit result" warnings
2011-04-10 sheepluva grenade back to old damage, but from now on explosions assume they are not closer to a gear's center than the gear's radius
2011-04-10 nemo rename gtBomb to gtGrenade, nerf grenade from 50 to 47 pending some flag to indicate pixels in Land[] belonging to current hog to avoid throwing grenades into hogs
2011-04-07 sheepluva added some comments in order to confuse the GSoC students as much as possible ;D
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