2012-07-01 belphegorr Added mission 3: The Journey Back
2012-06-09 nemo Remove debug pixel draws, skip tracing on own shoved hogs. Should speed things up allowing more evaluations of stuff.
2012-06-29 belphegorr Fixed some bugs with Mission 2 and Animate.lua.
2012-06-09 unc0rr TestBaseballBat
2012-06-25 belphegorr Fixed a bug in Mission 2, where hidden hogs appeared before getting deleted on losing the game.
2012-06-09 unc0rr - Adjust some consts so whip and firepunch work perfectly
2012-06-25 belphegorr Changed color of the "Natives" team to make it more visible and reduced difficulty of the "easy" challenge in the first mission.
2012-06-09 nemo Ignore all objects for fall tracing with shove to avoid considering checkins as obstacles. many objects will get knocked by the kick anyway, so end result should be pretty good. Oh, and ditch the sniper rifle doubling.
2012-06-25 belphegorr Fixed a bug where, after finishing a campaign mission, the user needed to reselect the team in the frontend in order to see the next mission.
2012-06-09 nemo Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
2012-06-25 belphegorr Added the helper script I forgot to add last time
2012-06-09 unc0rr - Fix damage calculation in TestSniperRifle, aim a bit lower to compensate initial angle shift in sniper rifle. As a result, AI seems to never fail sniper rifle shots.
2012-06-25 belphegorr Copied the first two campaign missions and the helper script into share/hedgewars/Data/
2012-06-09 Xeli restore fpc 2.4.2 compatibility
2012-06-25 belphegorr The first campaign commit with a lot of changes...
2012-06-08 unc0rr New bright and shiny TestFirepunch which actually works
2012-06-08 Xeli fix shift key by disabling the key modifiers for now
2012-06-07 Stepan777 1. Add IFDEFs for video recording
2012-06-08 unc0rr - TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
2012-06-07 Stepan777 merge
2012-06-08 unc0rr Check for gstHHDriven instead of damage check, so ballgun stops when turn ends in multiattack mode
2012-06-07 Stepan777 merge
2012-06-07 Xeli ignore keymodifers other than ctrl/alt/shift
2012-06-06 Xeli removed some writelns
2012-06-06 Xeli first attempt at implementing support for keys with modifiers
2012-06-06 nemo Make it AI survival almost definitely impossible by adding a 3rd pass to FindGear. 1st pass normal, 2nd pass allow close to objects, 3rd pass, allow overlapping objects.
2012-06-06 unc0rr Not needed here
2012-06-05 Wolfgang Steffens Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible.
2012-06-05 unc0rr - Allow camera movement while current hedgehog is falling
2012-06-05 Wolfgang Steffens Merge
2012-06-05 Xeli Android: first attempt at using the density call from java
2012-06-05 Xeli only reset those keys which actually change their bindings
2012-06-04 nemo tidy flags
2012-06-10 Medo Small improvements to the frontend lib for better debugging
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 Stepan777 here it is
2012-06-09 Medo Implemented game launching API for the frontlib.
2012-06-04 unc0rr Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
2012-06-08 Medo Implemented public API for letting the engine render maps
2012-06-04 nemo Make watching AI v AI on ai survival a bit more entertaining
2012-06-07 Medo Added ini reading/writing for game schemes to the frontend lib
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.
2012-06-04 Medo Frontlib: Work on the callback mechanisms for IPC
2012-06-04 nemo After experimenting with a long running average at maxed out FPS and a variety of map sizes, 128 seems to actually be a good size to use if only drawing bits of world with stuff in it. 64 actually did even better in some situations, but significantly worse in others (lots of land, zoomed out).
2012-06-02 Medo frontlib refactoring
2012-06-03 nemo Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
2012-06-02 Medo Merge
2012-06-03 nemo warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
2012-06-02 Xeli Android: added a callback to java to determine dpi/dip how much we should scale the ui
2012-06-02 Medo Merge
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
2012-06-01 unc0rr Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
2012-05-31 mikade merge
2012-06-02 Medo Demo recording for the frontend library
2012-05-31 nemo Name the flags for fall tracking and indicating whether the explosion erases terrain.
2012-05-31 Medo Moved frontlib into project_files
2012-05-31 unc0rr merge
2012-05-31 Medo Further work on the frontend library, restructuring, ...
2012-05-31 unc0rr merge
2012-05-31 mikade Add a GetTag method so that SetTag doesn't feel lonely.
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