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Commits on Aug 31, 2015
  1. @rkettering

    Fixed the kitty-factory pipe-transports which had mysteriously gotten…

    rkettering authored
    … broken during the strict mode conversion.
  2. @rkettering
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  4. @rkettering
Commits on Aug 30, 2015
  1. @rkettering

    Fixed how milgram-pods were failing to play their death fx. (milgram-…

    rkettering authored
    …small is not a death fx type; it's a shame we don't have enums because they'd catch this).
  2. @rkettering
  3. @rkettering

    Made a new prototype deriving from item_acquirable which specifically…

    rkettering authored
    … targets items that came from drops, so that we can unify behavior related to expiration. Used this to add a flicker-effect before drops dissipate.
  4. @rkettering
  5. @rkettering

    Decided we finally need to change our policy on activation borders fo…

    rkettering authored
    …r creatures to 'opt-out' rather than 'opt-in'; anything that derives from movable_enemy or thrown will start with an activation border of 1000 (roughly 3 screen's worth, I think); which should hopefully be just far enough away to fix certain noticeable artifacts of how we pause things when they go offscreen.
  6. @rkettering

    Reimplemented the mook_tracker class around tracking any objects insi…

    rkettering authored
    …de a given box, with the horizontal and vertical parts being checked optionally (checked only if bounds are supplied). If neither's provided then it'll check the entire level.
  7. @rkettering

    Committing a touchstone where the mook_spawning_tracker was built aro…

    rkettering authored
    …und actually holding references to the spawned objects. After testing it, I came to remember that we can't actually hold refs because the referred-to objects are going to get wiped when they get swallowed by the player.
Commits on Aug 28, 2015
  1. @rkettering

    Removed some debugging code, fixed a few disabled parts of the swayin…

    rkettering authored
    …g flower, and placed some swaying flowers in the alteborea.
Commits on Aug 27, 2015
  1. @rkettering

    Switching to tracking 'hit this frame' over to the victim rather than…

    rkettering authored
    … the aggressor seems to eliminate the dual-hits-per-frame (which makes sense, since the aggressors in question are spread-shots, and likely outright different objects), whereas the victim is a single object.
  2. @rkettering

    Some work towards hardening hittable_attache against multi-collisions…

    rkettering authored
    …; may not be fully fixed but seems to be considerably better-in-practice.
  3. @rkettering
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  5. @rkettering

    Fixed some bad filtering where non-hittables were reaching a part of …

    rkettering authored
    …a function they weren't supposed to reach.
Commits on Aug 26, 2015
  1. @ActionPackedJack
  2. @ActionPackedJack
  3. @ActionPackedJack
Commits on Aug 25, 2015
  1. @rkettering
Commits on Aug 24, 2015
  1. @rkettering

    Made hittable_attache objects correctly get filtered by the guard fun…

    rkettering authored
    …ction that prevents more than one collision between two specific objects from firing per frame.
  2. @rkettering
  3. @rkettering

    Some of the infrastructure work necessary for hittable_attache items …

    rkettering authored
    …to be able to deal damage (besides just receiving it). Removed frogatto's own handling of the on_collide_body event so even he, now, uses the core hittable one. Hopefully this doesn't break anything.
Commits on Aug 21, 2015
  1. @rkettering
Commits on Aug 19, 2015
  1. @rkettering
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Commits on Aug 18, 2015
  1. @rkettering
  2. @rkettering
Commits on Aug 16, 2015
  1. @DDR0
Commits on Aug 15, 2015
  1. @DDR0

    Restored camera_controller's strictness.

    DDR0 authored
    With the tweening functions simplified, the bug in casting functions
      with optional arguments to functions with no optional arguments is
      worked around.
  2. @DDR0
  3. @DDR0
Commits on Aug 14, 2015
  1. @ActionPackedJack

    Renamed more voiceover names, coded vocals for Milgram Boss, and inse…

    ActionPackedJack authored
    …rted voiceovers into throne room dialogue. Need help with two points: Milgram's fire breath vocal plays at the end of the fire-breathing animation, but they would be better off playing at the beginning; and after adding the voiceovers to the dialogue, the cutscene freezes at the beginning (though it does not assert).
Commits on Aug 13, 2015
  1. @ActionPackedJack

    Retooled names of Milgram voiceovers, archived voiceovers we aren't u…

    ActionPackedJack authored
    …sing, and modified fire-breathing sounds. Also committing files that claim they've been changed but don't appear to be different.
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