|
|
@10971
|
9 years |
gania |
referenced the testing level in headers of child classes
|
|
|
@10969
|
9 years |
gania |
follow-up commit
|
|
|
@10968
|
9 years |
gania |
a little clean up
|
|
|
@10958
|
9 years |
gania |
separated MasterController from my hierarchy
|
|
|
@10955
|
9 years |
gania |
cleaned up a bit
|
|
|
@10954
|
9 years |
gania |
added Master
|
|
|
@10953
|
9 years |
gania |
converted hack to a legal class
|
|
|
@10946
|
9 years |
gania |
fix for sigsegv?
|
|
|
@10935
|
9 years |
gania |
cleaned source up a bit
|
|
|
@10934
|
9 years |
gania |
fixed bugs that are not supposed to even exist by initializing a …
|
|
|
@10927
|
9 years |
gania |
fixed?
|
|
|
@10925
|
9 years |
gania |
synchronized AI with a static tick counter
|
|
|
@10924
|
9 years |
gania |
checking in
|
|
|
@10923
|
9 years |
gania |
check in
|
|
|
@10915
|
9 years |
gania |
little fix
|
|
|
@10913
|
9 years |
gania |
quick fix
|
|
|
@10912
|
9 years |
gania |
defaultPatrol and defaultFightAll XML commands
|
|
|
@10910
|
9 years |
gania |
didn'change any behaviour yet, but implemented some methods that I …
|
|
|
@10909
|
9 years |
gania |
decided to get rid of action timer and call action in tick instead: …
|
|
|
@10906
|
9 years |
gania |
tried to fix fighting whn fps is low
|
|
|
@10903
|
9 years |
gania |
AI attacks targets that are close
|
|
|
@10898
|
9 years |
gania |
commented some stuff
|
|
|
@10891
|
9 years |
gania |
hotfix for isnan
|
|
|
@10888
|
9 years |
gania |
started working on pickups
|
|
|
@10886
|
9 years |
gania |
improved dodging
|
|
|
@10885
|
9 years |
gania |
added other weapons
|
|
|
@10883
|
9 years |
gania |
ships spread before fight
|
|
|
@10882
|
9 years |
gania |
fixed a bug in DivisionController, made action transitions smoother
|
|
|
@10881
|
9 years |
gania |
finished fixing FlyingController: AI is flying as smooth as possible …
|
|
|
@10880
|
9 years |
gania |
cut smoothness, gained performance
|
|
|
@10879
|
9 years |
gania |
finished copyOrientation function. Now ships move smoothly
|
|
|
@10877
|
9 years |
gania |
CommonController now has static methods only. Replace with a namespace?
|
|
|
@10875
|
9 years |
gania |
fixed library dependencies
|
|
|
@10873
|
9 years |
gania |
introduced spread
|
|
|
@10872
|
9 years |
gania |
fixed a bug when loop wouldn't transfer to a slave when master died, …
|
|
|
@10871
|
9 years |
gania |
Split up CommonController, so it is easier to debug
|
|
|
@10869
|
9 years |
gania |
fixed a bug and got rid of unnecessary Rank enumeration, used …
|
|
|
@10868
|
9 years |
gania |
first stable version
|
|
|
@10866
|
9 years |
gania |
just some todo comments
|
|
|
@10864
|
9 years |
gania |
split up some code
|
|
|
@10863
|
9 years |
gania |
|
|
|
@10861
|
9 years |
gania |
finished everything, demos are commented out in AITest.oxw
|
|
|
@10859
|
9 years |
gania |
almost all works now, check AITest.oxw
|
|
|
@10858
|
9 years |
gania |
should work, didn't compile
|
|
|
@10856
|
9 years |
gania |
fixed loops
|
|
|
@10855
|
9 years |
gania |
introduced loops
|
|
|
@10854
|
9 years |
gania |
Fixed some bugs, only DivisionController works for now
|
|
|
@10851
|
9 years |
gania |
works for the most part, still need to fix Section and Wingman
|
|
|
@10850
|
9 years |
gania |
ok, now you can use attack and protect just like in my level, but I …
|
|
|
@10849
|
9 years |
gania |
major change: introduced Actionpoints, look AITest.oxw. Only FLY works …
|
|
|
@10848
|
9 years |
gania |
still not compilable
|
|
|
@10847
|
9 years |
gania |
I hope that you don't code today, that version is not compilable just yet
|
|
|
@10844
|
9 years |
gania |
same as above
|
|
|
@10843
|
9 years |
gania |
gani check in before a major change
|
|
|
@10840
|
9 years |
gania |
action PROTECT works. Look FUCK
|
|
|
@10838
|
9 years |
gania |
Gani changed something
|
|
|
@10834
|
9 years |
maxima |
AI_HS15 merged into campaignHS15
|
|
|
@10639
|
9 years |
fvultier |
New branch for PPS
|
|
copied from code/trunk/src:
|
|
|
@10632
|
9 years |
fvultier |
Removed useless code (artifacts from copy-paste) in the Jump minigame.
|