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Sat, 04 May 2013 13:58:18 -0400
explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
changeset
nemo [Sat, 04 May 2013 13:58:18 -0400] rev 8957
explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
Sat, 04 May 2013 08:16:50 -0400
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.
changeset
nemo [Sat, 04 May 2013 08:16:50 -0400] rev 8956
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.
Fri, 03 May 2013 23:46:15 -0400
oops
changeset
nemo [Fri, 03 May 2013 23:46:15 -0400] rev 8955
oops
Fri, 03 May 2013 22:18:23 -0400
try to guess at barrel state. prob should flag it..
changeset
nemo [Fri, 03 May 2013 22:18:23 -0400] rev 8954
try to guess at barrel state. prob should flag it..
Fri, 03 May 2013 21:38:16 -0400
ignore non-hedgies here. could be useful, but Hammer needs to be taught to consider it. (hammer + explosives on a bridge could be neat)
changeset
nemo [Fri, 03 May 2013 21:38:16 -0400] rev 8953
ignore non-hedgies here. could be useful, but Hammer needs to be taught to consider it. (hammer + explosives on a bridge could be neat)
Fri, 03 May 2013 21:36:01 -0400
trying to make AI aware of mine/explosive break point. also remove redundant test.
changeset
nemo [Fri, 03 May 2013 21:36:01 -0400] rev 8952
trying to make AI aware of mine/explosive break point. also remove redundant test.
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