- Mar 29, 2012
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Kahrl authored
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Perttu Ahola authored
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Perttu Ahola authored
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- Mar 28, 2012
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Perttu Ahola authored
Reduce EnvRef:set_node() time tenfold by postponing the dayNightDiff update until it is actually needed
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Perttu Ahola authored
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Perttu Ahola authored
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Perttu Ahola authored
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- Mar 27, 2012
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Perttu Ahola authored
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Perttu Ahola authored
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- Mar 25, 2012
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Perttu Ahola authored
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Perttu Ahola authored
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Perttu Ahola authored
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- Mar 24, 2012
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Perttu Ahola authored
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Perttu Ahola authored
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Perttu Ahola authored
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- Mar 22, 2012
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Perttu Ahola authored
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- Mar 20, 2012
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Perttu Ahola authored
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- Mar 19, 2012
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Perttu Ahola authored
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Perttu Ahola authored
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Perttu Ahola authored
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- Mar 18, 2012
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Perttu Ahola authored
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- Mar 15, 2012
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Perttu Ahola authored
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Perttu Ahola authored
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- Mar 12, 2012
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Perttu Ahola authored
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- Mar 11, 2012
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Perttu Ahola authored
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Perttu Ahola authored
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Perttu Ahola authored
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Perttu Ahola authored
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Perttu Ahola authored
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Perttu Ahola authored
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- Mar 10, 2012
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Perttu Ahola authored
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Perttu Ahola authored
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Perttu Ahola authored
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Perttu Ahola authored
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Perttu Ahola authored
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Perttu Ahola authored
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- Mar 07, 2012
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Perttu Ahola authored
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Perttu Ahola authored
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- Feb 05, 2012
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Kahrl authored
Don't set m_removed on dead players (dead players are indicated by hp == 0). Local damage flash is shown whatever the cause was (even from Lua set_hp). PlayerCAO damage flash matches duration of local damage flash. Fall damage is dealt much more consistently (this is done by disallowing jumping when speed.Y is very negative, up to now jumping could sometimes negate fall damage)
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- Jan 22, 2012
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Kahrl authored
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