Thu, 11 Dec 2014 13:35:35 +0100 |
sheepluva |
let sinegun bounce on weBounce
|
file |
diff |
annotate
|
Thu, 11 Dec 2014 09:50:31 +0100 |
sheepluva |
wrap sinegun
|
file |
diff |
annotate
|
Thu, 11 Dec 2014 01:24:27 +0100 |
sheepluva |
fix some old code that assumes that a bullet under water is always outside land array - which is wrong (e.g. during sudden-death in previous releases, also weSea now)
|
file |
diff |
annotate
|
Tue, 09 Dec 2014 22:56:34 -0500 |
nemo |
Fix in-flight colouring of land spray, make it use tint when added to land too (lua might find that handy), tweak climbhome cake delay slightly
|
file |
diff |
annotate
|
Mon, 08 Dec 2014 23:00:13 +0300 |
unc0rr |
Normalize to length of _1_9 to avoid endless normalization leading to fire particles floating midair indefinitely
|
file |
diff |
annotate
|
Mon, 08 Dec 2014 09:35:14 -0500 |
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?).
|
file |
diff |
annotate
|
Mon, 01 Dec 2014 13:07:42 +0300 |
unC0Rr |
oops
|
file |
diff |
annotate
|
Sun, 30 Nov 2014 23:36:22 +0300 |
unc0rr |
Limit fire particles speed to 2
|
file |
diff |
annotate
|
Sun, 30 Nov 2014 15:30:51 -0500 |
nemo |
expose FlightTime to lua, disable in-air flame harming moving hogs ☹ aaaand override that in ClimbHome ☺
|
file |
diff |
annotate
|
Sun, 30 Nov 2014 15:07:01 -0500 |
nemo |
add a half-second flighttime delay to flamethrower flames so they can leave the "barrel" of the flamethrower without burning the hog
|
file |
diff |
annotate
|
Sun, 30 Nov 2014 02:41:49 +0100 |
sheepluva |
give sea world edges some icegun love
|
file |
diff |
annotate
|
Sat, 29 Nov 2014 15:30:33 -0500 |
nemo |
Reset max team health after script may have screwed with it on start. Maybe a script max health reset function could be useful too. Set climbhome hogs to invulnerable while not their turn if needed to avoid accidental mine/dead hog damage. Tweak cake fire boom a bit.
|
file |
diff |
annotate
|
Sat, 29 Nov 2014 14:57:07 -0500 |
nemo |
Move cake FollowGear to Attack like most others, remove the gmAttack clearing which is also done in Attack.
|
file |
diff |
annotate
|
Sat, 29 Nov 2014 14:00:40 -0500 |
nemo |
duplicate the ammoshove block into the falling fire area - this will make falling flames take out hogs in saucers, on rope, etc. no more dodging your own napalm strike by taking to the skies...
|
file |
diff |
annotate
|