Sun, 16 Oct 2011 19:02:48 +0200 koda fix the config.inc conflict by making the ios one in another folder 0.9.16
Sat, 24 Sep 2011 01:41:03 +0200 sheepluva rope: CheezeMonkey (omg I mentioned your name :O) has pointed out that there is still a way to get stuck in walls. This should fix it.
Sun, 16 Oct 2011 18:37:57 +0200 koda more details in chCheckProto 0.9.16
Sat, 24 Sep 2011 00:54:47 +0200 koda ios frontend: sounds and music have their own class now (with caching\!) instead of being spread here and there (exploiting class methods like a true oop pro)
Fri, 14 Oct 2011 19:00:31 +0200 koda display a message when network is down or server is not reachable, nemo also made the page refresh at display time 0.9.16
Fri, 23 Sep 2011 22:42:30 +0200 sheepluva many many netclient/frondent changes (just the beginning though):
Wed, 12 Oct 2011 04:14:38 +0200 koda because betas are baaaad (also really fix compiling everywhere) 0.9.16
Sat, 24 Sep 2011 00:00:57 +0400 unc0rr Convert boolean variable + a bunch of fields which make sense only while game is going on into Maybe + structure
Sun, 25 Sep 2011 10:48:18 -0400 nemo merge from default. Pulls in sheepluva's frontend work, and unbreaks engine cmake. 0.9.16
Fri, 23 Sep 2011 09:58:41 +0200 koda don't rumble while synchronising a demo/save
Thu, 22 Sep 2011 23:20:11 +0200 sheepluva randomly selected static/mission maps weren't properly reported to others in room (only new seed was)
Thu, 22 Sep 2011 15:30:40 +0200 koda prevent screen locking while synching saves (can take some time)
Thu, 22 Sep 2011 17:19:39 +0400 unc0rr Fix sheepluva's merge
Thu, 22 Sep 2011 14:02:44 +0200 sheepluva let frontend send (copypasta) multi-line messages line by line to avoid protocol violation
Thu, 22 Sep 2011 11:44:39 +0400 unc0rr My best guess for issue #285 is send thread being stuck at sendAll function, so I move client removing function before sendAll
Wed, 21 Sep 2011 22:03:31 -0400 nemo Disable clouds
Thu, 22 Sep 2011 01:28:50 +0200 koda ios version bump
Thu, 22 Sep 2011 01:28:19 +0200 koda apparently the old way was the correct one
Thu, 22 Sep 2011 01:18:31 +0200 koda aligned credits and game modes to main release
Thu, 22 Sep 2011 01:02:57 +0200 koda create the ios schemes programmatically
Wed, 21 Sep 2011 23:15:44 +0200 koda retina images, again
Wed, 21 Sep 2011 22:51:52 +0200 koda mad several updates to the resource copying phase in the ios project file, changed paths of some images and added some smaller forts version
Wed, 21 Sep 2011 15:00:01 -0400 nemo Couple of missed changes inu pointed out
Wed, 21 Sep 2011 17:31:37 +0200 koda one more
Wed, 21 Sep 2011 17:14:26 +0200 koda moar @2x
Wed, 21 Sep 2011 12:57:30 +0200 koda another round of retina display images
Tue, 20 Sep 2011 20:52:04 -0400 nemo Disable a bit of code from revision 4 that I'm pretty sure is not hit anymore, or we'd end up with plenty of doubled graves at a minimum. Also, clear gstWinner/gstLoser along with gstWait - still need to figure out why exactly those aren't rendering anymore though.
Wed, 21 Sep 2011 02:05:42 +0200 koda fixed several 'retina display' images and added a bunch more (though just from upscaling the normal ones; might be nice to have 'em redrawn at a real higher resolution)
Tue, 20 Sep 2011 23:43:52 +0200 koda let's use the built in events, shall we
Tue, 20 Sep 2011 16:00:20 -0400 nemo check for amNothing
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