Sun, 26 Dec 2010 15:37:43 -0500 |
nemo |
ok. restore old [r + 1 + r] for gear width for a moment, and reset snowballs.
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Sat, 25 Dec 2010 22:58:35 -0500 |
nemo |
+2 was intended to be consistent on diametre (1px + radius *2) but screws up bullet
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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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Wed, 17 Nov 2010 22:07:03 +0300 |
unc0rr |
uLand isn't that important to them
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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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Sat, 31 Jul 2010 11:24:53 +0200 |
koda |
remove trailing spaces from end of line
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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 23:41:10 -0400 |
nemo |
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.
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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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Sat, 26 Jun 2010 19:30:16 +0200 |
sheepluva |
portal / slope detection:
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Mon, 17 May 2010 15:50:48 +0000 |
nemo |
Skip collision on X for barrels that aren't knocked over
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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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