Tue, 07 Feb 2012 21:19:10 +0100 |
Xeli |
fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
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Sat, 04 Feb 2012 16:22:46 +0100 |
Xeli |
Rewrote the Ammomenu:
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Sat, 28 Jan 2012 23:10:39 +0100 |
koda |
minor cleanup, gather AMSlotSize in uConsts
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Fri, 28 Oct 2011 18:26:17 +0200 |
koda |
one dangerous merge
hedgeroid
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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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Fri, 30 Sep 2011 22:33:28 -0400 |
nemo |
This prevents girders from erasing landbacktex (square windows in tunnels and such), at the cost of requiring lfBasic and lfObject to be treated the same apart from graphically
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Thu, 01 Sep 2011 17:03:19 +0200 |
Xeli |
merge + changed the tardis image to egg.png because the data folder isn't up to date
hedgeroid
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Wed, 31 Aug 2011 14:47:01 -0400 |
nemo |
Add option for a bottom border. Needs testing.
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Mon, 15 Aug 2011 21:45:27 +0200 |
Xeli |
Zoom and moving the camera now works with SDL_FINGER* events
hedgeroid
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Sun, 24 Jul 2011 00:25:35 -0400 |
nemo |
Add grayscale option for 3d, helps with colour clashing
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Fri, 01 Jul 2011 10:38:00 +0400 |
unc0rr |
Merge
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Thu, 30 Jun 2011 13:59:57 +0400 |
unc0rr |
Don't draw snow flakes spawned in land, introduce gstInvisible flag
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Tue, 28 Jun 2011 21:28:13 +0200 |
Henek |
fake crates now with complementary poison
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Sun, 26 Jun 2011 13:38:47 -0400 |
nemo |
Allow control of grenade bounce. Not sure if this is a good idea, but has been requested a lot, so...
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Sun, 26 Jun 2011 02:47:36 +0200 |
Henek |
now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
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Thu, 17 Mar 2011 23:11:48 +0100 |
Henek |
added game mode Tag Team, mostly untested, please test :)
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Wed, 02 Mar 2011 00:27:20 +0100 |
koda |
Happy 2011 :)
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Mon, 17 Jan 2011 01:43:10 +0100 |
koda |
merge default into experimental3D
experimental3D
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Mon, 10 Jan 2011 15:33:15 +0300 |
unc0rr |
Fix formatting
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Tue, 04 Jan 2011 12:53:46 +0100 |
koda |
merge with HEAD after 0.9.15 release, move consts and vars in their proper files
experimental3D
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Sun, 02 Jan 2011 19:30:16 +0100 |
koda |
rearrange quality flags a little, disable snow rendering on rqLowRes
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Sun, 02 Jan 2011 18:12:16 +0100 |
koda |
remove obsolete TrainingFlags code
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Fri, 31 Dec 2010 01:05:23 +0100 |
Henek |
sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
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Wed, 29 Dec 2010 15:57:13 +0100 |
sheepluva |
set windspeed to 0 at the very beginning of the game. (fixes DisableWind game modifier)
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Sun, 21 Nov 2010 13:13:42 -0500 |
nemo |
Increase teams to 8 to match the 8 colours, fix issue #108, reenable rope length modifier
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Sun, 21 Nov 2010 09:12:44 -0500 |
nemo |
After repeated requests, variable length rope. Intended for the infinite rope folks, but values less than 100 make rope more interesting IMO.
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Sat, 20 Nov 2010 23:08:11 +0300 |
unc0rr |
Introduce uGearsRender
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Wed, 17 Nov 2010 20:28:42 +0300 |
unc0rr |
Move variables from uConsts 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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Mon, 15 Nov 2010 12:37:39 +0100 |
koda |
update the 3d branch after release
experimental3D
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Sun, 14 Nov 2010 15:06:02 -0500 |
nemo |
merge 0.9.14.1 to trunk
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Sun, 14 Nov 2010 14:53:44 -0500 |
nemo |
merge 0.9.14
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Sun, 14 Nov 2010 12:57:01 +0100 |
Palewolf |
Small animation on bullet impact
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Sun, 14 Nov 2010 11:19:37 -0500 |
nemo |
disable offsets in GetLaunchX/GetLaunchY instead
0.9.14.1
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Sat, 13 Nov 2010 17:19:18 +0100 |
Henek |
made napalm use napalmbombs instead of just dropping fire
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Sun, 14 Nov 2010 11:10:25 -0500 |
nemo |
2 of the fixes for 0.9.14.1 - still need to fix the frontend desync and config-dir
0.9.14.1
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Sun, 14 Nov 2010 11:06:55 -0500 |
nemo |
revert prior revision. moving to new branch
0.9.14
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Sat, 13 Nov 2010 14:40:06 +0100 |
Henek |
added new sprite for drill strike drills, not intended for .15 release
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Sun, 14 Nov 2010 11:03:55 -0500 |
nemo |
set all offsets to 0 based on user complaints.
0.9.14
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Sat, 13 Nov 2010 00:51:55 +0100 |
Henek |
makes drill attack drills weaker and not affected by wind
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Fri, 12 Nov 2010 22:38:05 +0100 |
Palewolf |
Light trails for bullets
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Fri, 12 Nov 2010 15:57:30 -0500 |
nemo |
engine side of a more wind patch. no frontend hook. just want to check it in to pull it from another machine
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Fri, 12 Nov 2010 14:54:53 +0100 |
koda |
drillstrike! might require the drill patch to improve behavior
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Thu, 11 Nov 2010 11:04:24 -0500 |
nemo |
Move resurrection to utilities, reduce its probablit a bit to match other utilities, rename the "hint" prop since it really isn't being used as a hint anymore. That can be put back if it changes.
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Tue, 09 Nov 2010 19:17:53 +0100 |
Henek |
removed altuse property for sticky mines
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Mon, 08 Nov 2010 23:07:43 +0100 |
Henek |
added flag gfDisableWind to be used in lua scripts
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Sun, 07 Nov 2010 19:24:37 +0300 |
Henek |
renaming gtAmmo_Bomb and gtAmmo_Grenade
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Wed, 03 Nov 2010 16:29:17 +0100 |
koda |
health reset mode ftw (replaces gfmines)
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Sat, 30 Oct 2010 22:48:05 -0400 |
nemo |
Restore pending proper removal and cleanup from frontend. Otherwise we'll just confuse the users.
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Sat, 30 Oct 2010 21:39:50 -0400 |
nemo |
make aura match cross colour, add a faint aura to resurrected hogs. basically mucking about w/ burp's weapon again.
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Sat, 30 Oct 2010 21:43:41 +0200 |
Tobias Neumann |
Resurrector: Levitate hog + show cross
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Wed, 27 Oct 2010 14:02:20 +0200 |
koda |
update branch with latest head, most likely breaking water color in stereo mode
experimental3D
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Fri, 29 Oct 2010 00:24:17 +0200 |
koda |
disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
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Wed, 27 Oct 2010 01:33:25 +0200 |
koda |
engine: reorder GameFlags and update files, frontend and other stuff
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Tue, 26 Oct 2010 19:04:51 +0200 |
koda |
restore king mode
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Sat, 23 Oct 2010 14:10:23 +0200 |
Tobias Neumann |
Resurrector Weapon: Add ammo icon, sound, hedgehog picture (from Tiy).
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Thu, 14 Oct 2010 16:01:43 +0200 |
Tobias Neumann |
Resurrector weapon: do not make it end turn, add description,
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Mon, 11 Oct 2010 20:34:21 +0200 |
Tobias Neumann |
New Weapon: Resurrector (TODO: ammo icon + sprites)
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Sun, 10 Oct 2010 20:16:17 -0400 |
nemo |
Correct another bug in slot switching, adjust width of theme list, really truly fix reset of weps (I hope) should also fix infinite teleport bug in place hogs mode. Slow update of health to 5s for inf attack mode.
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Sun, 10 Oct 2010 12:08:16 -0400 |
nemo |
Add per-hog ammo option, initial stubs for infinite attack and weapon reset, fix a bug in ammo switching
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Mon, 27 Sep 2010 04:58:15 +0200 |
koda |
have engine try for a second position when map loading fails (in this way it's possible to move Missions data to any path)
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Wed, 22 Sep 2010 21:53:29 +0200 |
smaxx |
Engine:
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Sat, 18 Sep 2010 01:50:29 +0200 |
koda |
added forgotten images, removed support for CJK fonts (saving 13 MB)
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Tue, 14 Sep 2010 13:05:49 +0200 |
smaxx |
Engine:
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Sun, 12 Sep 2010 23:43:20 +0200 |
smaxx |
Sounds:
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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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Sun, 29 Aug 2010 16:48:20 +0200 |
burp |
Extend statistics collection (TeamKills, TurnSkips, TeamDamage)
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Thu, 26 Aug 2010 16:02:09 +0200 |
smaxx |
Engine:
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Wed, 25 Aug 2010 21:06:34 +0100 |
tiyuri |
Some survival mode changes by burp
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Fri, 20 Aug 2010 11:26:27 -0400 |
nemo |
Flag for AI survival mode
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Fri, 13 Aug 2010 02:13:18 +0200 |
koda |
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
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Tue, 10 Aug 2010 21:57:33 +0200 |
burp |
* SpawnCustomCrateAt procedure + lua bindings
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Fri, 06 Aug 2010 11:45:20 +0200 |
smaxx |
Engine:
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Tue, 03 Aug 2010 15:13:32 +0200 |
smaxx |
Engine:
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Tue, 03 Aug 2010 14:19:47 +0200 |
smaxx |
Engine:
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Tue, 03 Aug 2010 00:36:36 +0200 |
smaxx |
Engine:
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Mon, 02 Aug 2010 18:19:55 +0200 |
smaxx |
Engine:
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Mon, 02 Aug 2010 18:13:29 +0200 |
koda |
clean and reorder arguments passed to engine
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Mon, 02 Aug 2010 00:48:15 +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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Wed, 18 Aug 2010 20:29:41 +0200 |
smaxx |
Engine:
experimental3D
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Fri, 30 Jul 2010 18:20:42 +0200 |
smaxx |
Engine:
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Thu, 29 Jul 2010 18:31:48 -0400 |
nemo |
I keep forgetting to merge.
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Thu, 29 Jul 2010 18:31:34 -0400 |
nemo |
Set these to saveSurf (still need to actually, oh, write the code to cache the textures)
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Thu, 29 Jul 2010 13:43:57 +0200 |
smaxx |
Engine:
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Sun, 25 Jul 2010 16:02:02 +0200 |
koda |
use llvm to compile, don't preview map on wimpier devices, merge vsync, fix iphone launch image
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Sun, 25 Jul 2010 01:59:41 +0200 |
koda |
tap to play piano notes, fix for audio and pause glitch
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Sat, 24 Jul 2010 23:23:10 +0200 |
koda |
use external libs more consistently
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Sun, 11 Jul 2010 18:39:01 +0200 |
koda |
touch overlay reworked, improvements to zoom and confirmation
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Sun, 11 Jul 2010 03:23:26 +0200 |
koda |
implement the check on the type of ammo requiring a second tap to confirm
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Sat, 10 Jul 2010 15:39:07 +0200 |
koda |
cWeaponTooltips -> rqTooltipsOff
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Sat, 03 Jul 2010 01:31:18 +0200 |
koda |
land arrays are allocated dynamically, so DOWNSCALE and LOWRES macros are now removed and replaced by run time flags rqBlurryLand and rqLowRes
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Sat, 03 Jul 2010 00:11:23 +0200 |
koda |
interpret parameters before initializing everything
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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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Sat, 26 Jun 2010 19:30:16 +0200 |
sheepluva |
portal / slope detection:
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Fri, 25 Jun 2010 22:59:31 -0400 |
nemo |
Flag dimensions with booleans instead of using 0.
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Tue, 22 Jun 2010 23:08:57 -0400 |
nemo |
New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
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Mon, 21 Jun 2010 22:45:52 +0200 |
koda |
merge+smallupdate
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Sun, 20 Jun 2010 19:31:15 -0400 |
nemo |
This reduces CheckLand ~5.5% on average over prior making the overall reduction ~77.4% instead of ~81.9%. It does skip centre pixel in odd w/h, but that really shouldn't matter much in this case. Can alter if any objects are noticeably off.
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Sun, 20 Jun 2010 18:35:59 +0200 |
koda |
fix zoom smoothness
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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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Thu, 03 Jun 2010 23:02:35 +0000 |
koda |
fix iphone version for map preview
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Thu, 03 Jun 2010 14:03:48 +0000 |
smxx |
Engine:
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Tue, 01 Jun 2010 19:33:45 +0000 |
smxx |
Engine:
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Tue, 01 Jun 2010 18:10:06 +0000 |
nemo |
Remove rope offset
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Fri, 28 May 2010 20:05:22 +0000 |
smxx |
Engine (Henek):
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Fri, 28 May 2010 16:21:54 +0000 |
smxx |
Engine:
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Fri, 28 May 2010 13:04:11 +0000 |
smxx |
Engine:
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Fri, 28 May 2010 12:47:17 +0000 |
smxx |
Engine:
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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 |
Engine:
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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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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 15:26:14 +0000 |
nemo |
Henek makes AmmoMenu more flexible
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Thu, 06 May 2010 01:41:07 +0000 |
sheepluva |
portal:
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Mon, 03 May 2010 14:59:42 +0000 |
nemo |
Armagon's new sounds for piano
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Sun, 02 May 2010 16:53:19 +0000 |
nemo |
Revert switch behaviour (can't use AfterAttack here) remove unneeded value from jetpack definition
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Sun, 02 May 2010 02:58:59 +0000 |
nemo |
More portal changes. Allows for a multishoot utility. Hopefully not breaking anything.
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