Mercurial
Mercurial
>
hedgewars
/ graph
summary
|
shortlog
|
changelog
| graph |
tags
|
bookmarks
|
branches
|
files
|
help
less
more
|
(0)
-3000
-1000
-300
-100
-60
+60
+100
+300
+1000
+3000
+10000
tip
Find changesets by keywords (author, files, the commit message), revision number or hash, or
revset expression
.
The revision graph only works with JavaScript-enabled browsers.
Call OnUsedAmmo *after* doing the normal CurAmmoType stuff so CurAmmoType actually points to the right bloody weapon
2010-10-11, by nemo
Add dummy amResurrector sprite
2010-10-11, by Tobias Neumann
New Weapon: Resurrector (TODO: ammo icon + sprites)
2010-10-11, by Tobias Neumann
Add debug message about # cmd
2010-10-11, by unc0rr
Constrain to <= to avoid a bug on bottom edge reported by Henek
2010-10-11, by nemo
Remove bit of debug code from prior, don't switch weapons on end of turn (stick with whatever the last weapon was)
2010-10-11, by nemo
Don't use AfterAttack in saucer - CurAmmoType is switched at this point
2010-10-11, by nemo
update some numerus forms for english
2010-10-11, by nemo
restore the delay between shots
2010-10-10, by nemo
Skip "hurry" message if turn is 10s or less
2010-10-10, by nemo
You win fillammostore
2010-10-10, by nemo
Hopefully fix the last of the more obvious weapon bugs w/ infinite attack mode, add a depixeling sweep every 5s too.
2010-10-10, by nemo
Hopefully fix bee/air attacks w/o screwing anything else up. Set mines to trigger immediately in infinite attack mode (better not use 0s mines)
2010-10-10, by nemo
moved some utilities to a separate column with round buttons
2010-10-11, by koda
Correct another bug in slot switching, adjust width of theme list, really truly fix reset of weps (I hope) should also fix infinite teleport bug in place hogs mode. Slow update of health to 5s for inf attack mode.
2010-10-10, by nemo
split the flag tableview in worldwide and community
2010-10-11, by koda
Add the standard delay (1.25 seconds) between attacks on inf attack mode, as well as checks for damage and win.
2010-10-10, by nemo
some rethinking of initial menu presentation and initial orientation (also merging images should be threadsafe now)
2010-10-10, by koda
Some screwing around in try to fix space leak. No luck yet.
2010-10-10, by unc0rr
Enable resetting of weapons after each turn - useful in combination with a limited weaponset and unlimited attacks
2010-10-10, by nemo
Check on an infinite attacks mode, still many problems in actual weapons
2010-10-10, by nemo
forgot the mapping
2010-10-10, by nemo
Add per-hog ammo option, initial stubs for infinite attack and weapon reset, fix a bug in ammo switching
2010-10-10, by nemo
Tank fort
2010-10-10, by Carlos Vives
integrate nicely with external display
2010-10-10, by koda
some optimizations to drawing and fetching data of new ammomenu
2010-10-10, by koda
merge
2010-10-09, by koda
Some optimizations
2010-10-08, by unc0rr
fix issue 24 and issue 81
2010-10-08, by koda
bug #83 - move test of disabled land objects into AddObjects
2010-10-07, by nemo
made the new menu toggable
2010-10-09, by koda
merge
2010-10-06, by nemo
polishing the cocoa ammomenu a little, still requires work
2010-10-09, by koda
Engine:
2010-10-06, by smaxx
Set ammo to amNothing after using up the current ammo. This should reduce noob fail where they blow themselves up w/ bazooka.
2010-10-06, by nemo
remove a useless field from weaponfile format
2010-10-07, by koda
Inline most of uFloat (saves ~7.5% opcount on a test game), inline a few very short candidates in uMisc, comment out some unused functions in uMisc
2010-10-06, by nemo
move all mobile-related functions in their own module, provides a structure for future mobile ports
2010-10-07, by koda
strip CRLF
2010-10-06, by nemo
use dynamic data from engine instead of using hardcoded values
2010-10-06, by koda
Missing file extensions for icons was screwing up Qt 4.7
2010-10-04, by nemo
WIP for an objc ammomenu implementation
2010-10-04, by koda
various classes updates (new version in mainmenu, opt in mapconfig, clear all in savegames)
2010-10-03, by koda
iPad Video Out support (+less warnings +code update for latest SDL)
2010-10-02, by koda
Hungarian locale
2010-10-01, by edge_hog
updated lua loading in the ifrontend and also fixed masked maps
2010-09-30, by koda
Engine/Frontend:
2010-09-30, by smaxx
Update translations, add a hungarian stub for edge_hog who is volunteering
2010-09-30, by nemo
playing a bit with colors
2010-09-30, by koda
implemented endless turns support and added Timeless scheme (also fixed a crasher)
2010-09-29, by koda
Correct bug in flight ceiling for birdy as well, increase clip on velocity to 1.9 (shouldn't cause problems with most collision checks still), apply clip to both + and -
2010-09-29, by nemo
Engine:
2010-09-27, by smaxx
merge
2010-09-27, by koda
have engine try for a second position when map loading fails (in this way it's possible to move Missions data to any path)
2010-09-27, by koda
further rework of MapConfigViewController, lists missions correctly (they don't load fine yet)
2010-09-27, by koda
move all preview drawing code into its own class (for a simplified and more readable MapConfigViewController)
2010-09-26, by koda
remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
2010-09-26, by nemo
Can't use cHealthDecrease here for these two 'cause it isn't a generic "do some damage to hog" flag, but is rather set when SD starts
2010-09-26, by nemo
Allow UFO to go underwater. Keep UFO active if it runs out of fuel in the air/water, just disable controls.
2010-09-26, by nemo
enable Lua for iOS (hooks for frontend to be done)
2010-09-26, by koda
less
more
|
(0)
-3000
-1000
-300
-100
-60
+60
+100
+300
+1000
+3000
+10000
tip