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RoomsListModel:
2012-05-01, by sheepluva
remove SDL_SCANCODE_*
2012-05-01, by koda
add NULL definition and align types to their correct bitwidth
2012-05-01, by koda
display haxx0red teams colors correctly.
2012-05-01, by sheepluva
made the hog count thingy prettier when on low space... have fun squishing hogs!
2012-05-01, by sheepluva
Qt: fix issue with hog count being not visible on low resolutions/long team names and hard to read on very high resolutions
2012-04-30, by sheepluva
Support recurrent function calls. The code is kinda hackish and ugly, but I really spent a few hours thinking on a good solution.
2012-04-30, by unc0rr
add missing copyright headers to roomslistmodel
2012-04-30, by sheepluva
Rework string init macro
2012-04-30, by unc0rr
Raise exception when .inc file isn't found
2012-04-30, by unc0rr
wops
2012-04-29, by Xeli
implement switch for the touch interface
2012-04-29, by Xeli
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
2012-04-29, by Xeli
map, theme & style selection won't be lost on data updata now (except the selected map/theme/style is deleted ofc). enabling F5 key to reload data :>
2012-04-29, by sheepluva
make it auto-update (whoops,forgot)
2012-04-29, by sheepluva
hello GameStyleModel
2012-04-29, by sheepluva
target using the utility button, this fixes bee
2012-04-29, by Xeli
enabled grenade timer, needs a button image
2012-04-29, by Xeli
wops, removed some writeln
2012-04-28, by Xeli
changed uKeys to uInputHandler to better reflect its function
2012-04-28, by Xeli
* make HatModel update automatically (also renamed class and files)
2012-04-29, by sheepluva
license header year range adjustments
2012-04-28, by sheepluva
- changed targetting, to launch an airstrike move the cursor/pointer to a location and then press the firebutton
2012-04-28, by Xeli
-Fixed FingerHasMoved function, still might need a little tweaking
2012-04-28, by Xeli
remove last boolean keys references and using only ParseCommand in uTouch now
2012-04-27, by Xeli
various comment tweaks/fixes
2012-04-28, by sheepluva
MapModel: add getters for random maps based on type, so that the mapContainer does not have to magically know how maps and separators are ordered within the model
2012-04-28, by sheepluva
fix for issue 186 ("Screen gets messed up when selecting Hand Drawn Map")
2012-04-28, by sheepluva
unbreak snowball
2012-04-28, by nemo
Ok, 20,000 was a bit much. Arbitrary multiplier that seems to shove things off enough.
2012-04-27, by nemo
MapModel: comments/docs, small tweaks
2012-04-28, by sheepluva
reimplement the quit engine+frontend keys
2012-04-27, by Xeli
add ammoprop to enable to up and down buttons on for the touch interface
2012-04-27, by Xeli
decouple current theme from map theme (fixes theme confusion bugs of last commit)
2012-04-27, by sheepluva
MapModel converted to QStandardItemList; separators fixed; changed used data format (human-readable struct instead of magic list) for map info in HwMapContainer (+ various small cleanups in that class)
2012-04-27, by sheepluva
MapModel, various cleanups. TODO/FIXME: QComboBox separator not working with custom models
2012-04-27, by sheepluva
messing with the theme model a bit (gets now auto-updated after DLC download too)
2012-04-26, by sheepluva
theme tweaks
2012-04-27, by nemo
Show number of points in drawn map
2012-04-27, by unc0rr
Cursor for DrawMapScene. Feel free to ajust its look.
2012-04-27, by unc0rr
mapContainer: use DataManager, reload maps after data update (e.g. by DLC)
2012-04-26, by sheepluva
make DLC trigger data reload
2012-04-26, by sheepluva
make DataManager a QObject with reload() slot that emits signal updated()
2012-04-26, by sheepluva
renaming HWDataManager -> DataManager
2012-04-26, by sheepluva
reimplement auto-kick for ignored players (it was temporarily removed during refactoring)
2012-04-25, by sheepluva
nemo said I was boring for removing the "hello" randomizer on room join.
2012-04-25, by sheepluva
Oh, and I guess this is needed as well, although if many other places in the code do this, pas2c will need
2012-04-24, by nemo
Make adler32 friendlier for pas2c - this should work the same (needs testing ofc)
2012-04-24, by nemo
Fix GetAmmoEntry in PascalExports
2012-04-24, by unc0rr
Get rid of overloaded functions in uAmmo
2012-04-24, by unc0rr
uCommands compiles
2012-04-24, by unc0rr
Fix types
2012-04-24, by unc0rr
Don't add duplicates into string consts
2012-04-24, by unc0rr
this should enable png screenshots on osx as well
2012-04-24, by koda
in uTouch dont use bools to represent keystrokes, but issue ParseCommands
2012-04-23, by Xeli
fix the ammomenu F# buttons
2012-04-23, by Xeli
- change uKeys to be event based rather than polling
2012-04-23, by Xeli
case sensitivity + correct variable check
2012-04-23, by vittorio giovara
when libpng is not found, gratiously fallback to bmp screenshots; untested
2012-04-23, by koda
ios minor warning and optimisation for team color
2012-04-23, by koda
Make clouds/flakes change direction smoothly
2012-04-22, by nemo
Allow LIST command while in room to not annoy old frontends (0.9.17 or less) with warnings
2012-04-22, by unc0rr
added savepassword checkbox to options page, which now reloads values at every acces
2012-04-22, by koda
add a checkbox for the password field prompt (issue 316)
2012-04-22, by Stepan777
fixed uKeys (aka almost revert it back)
2012-04-22, by Xeli
ios: turn on more warning messages and start correcting them
2012-04-22, by koda
memory leak in hwform.cpp (issue 386)
2012-04-22, by Stepan777
fix compiling hw for ios (was looking for the wrong math.h and used an old variable name)
2012-04-22, by koda
*sigh*
2012-04-21, by nemo
Seems to me placing hogs does not need 5s since it is a fixed interval now. Maybe if placing hogs was ever 0 seconds or something.
2012-04-21, by nemo
Oops
2012-04-21, by unc0rr
Make pas2c even smarter. Now uIO.c compiles fine, and only 1 warning when compiled with -Wall (clang).
2012-04-21, by unc0rr
- Don't crash on back press, but shutdown hedgewars
2012-04-21, by Xeli
- Added support for keyboards on android
2012-04-21, by Xeli
- Return of the F<numbers> in the ammomenu
2012-04-21, by Xeli
- Remove support for variables in command handlers
2012-04-21, by unc0rr
Fix parsing of exit() call without parameters
2012-04-20, by unc0rr
Move all strings into constants to make them of string255 type
2012-04-20, by unc0rr
Many small improvements to pas2c
2012-04-20, by unc0rr
Some more progress with pas2c
2012-04-20, by unc0rr
- Track array size to use for High function
2012-04-19, by unc0rr
android: prevent the app from a semi-crash when exiting a game
2012-04-19, by Xeli
Improve rendering of function types, ranges, and more
2012-04-15, by unc0rr
Fix insanity
2012-04-14, by unc0rr
More string types
2012-04-14, by unc0rr
Get rid of TGearsType to simplify pas2c
2012-04-14, by unc0rr
Render some builtin functions
2012-04-14, by unc0rr
Render unions
2012-04-14, by unc0rr
minor gl debug/comments
2012-04-13, by koda
disable png screenshots on mobile for now
2012-04-13, by koda
Support string constants
2012-04-13, by unc0rr
Oops, forgot file
2012-04-12, by Stepan777
png screenshots
2012-04-12, by Stepan777
Support operators declarations
2012-04-11, by unc0rr
Simplify converter's life
2012-04-11, by unc0rr
Improve rendering of function types, arrays, and more
2012-04-11, by unc0rr
vob* variables need to be reset
2012-04-09, by koda
Unbreak build (change was only tested with pas2c parser, and was okay to it)
2012-04-10, by unc0rr
First try to compile with clang: improve renderer a bit. The result of pas2c is still far from normal C source.
2012-04-09, by unc0rr
Better handle switch statement
2012-04-09, by unc0rr
Eraser tool
2012-04-09, by unc0rr
Better support for strings
2012-04-09, by unc0rr
ios: resample the sound effects in CAF as suggested in ios sdk (100kB of space saved)
2012-04-09, by koda
ios: refactor the code of the after-game statistics display using delegates
2012-04-09, by koda
ios: convert audio operation from class to instance, plays better with memory
2012-04-09, by koda
i don't understand this, but without this change audio doesn't fade on ios
2012-04-09, by koda
remove stray pixels
2012-04-08, by nemo
ios: don't prompt restoring a game that didn't complete loading
2012-04-08, by koda
ios, this method belongs here
2012-04-08, by koda
ios: schemes table was being drawn on top of the table border
2012-04-08, by koda
formatting
2012-04-08, by koda
when focus is lost lower the volume to a minimum
2012-04-08, by koda
by popular demand, switch Nature and Golf music (issue 383)
2012-04-07, by koda
Convert some operators
2012-04-06, by unc0rr
Unwind 'with' construction
2012-04-05, by unc0rr
Improve rendering into C
2012-04-05, by unc0rr
Make function more pascal-ish
2012-04-05, by unc0rr
More external definitions for pas2c
2012-04-05, by unc0rr
Finish the toughest part of the converter. Now it knows types of everything, so could correctly recognize bitwise operators and type convertions.
2012-04-04, by unc0rr
Normalize RecordFields before conversion. Helps with namespaces problem.
2012-04-04, by unc0rr
Fix withState' not returning lastType
2012-04-03, by unc0rr
Added copyright notice to Scheme.java
2012-04-01, by Medo
ja update
2012-04-03, by krdrt5367
Hedgeroid: Added ini4j library, updated android support library and added lib licenses
2012-04-01, by Medo
de update
2012-04-03, by krdrt5367
Added some toString methods to help when debugging
2012-04-01, by Medo
cz update
2012-04-03, by krdrt5
Merge
2012-04-01, by Medo
- Handle multidimensional arrays better
2012-04-02, by unc0rr
Scheme definitions now use .ini files.
2012-04-01, by Medo
Finally fix the bug with pointer declarations polluting namespace with bad records
2012-04-02, by unc0rr
Removed some unused imports and a redundand nullcheck
2012-03-31, by Medo
let's outsmart the compiler for no particular benefit
2012-04-02, by koda
Added hashcode function for Team to make it consistent with equals.
2012-03-31, by Medo
Remove API Level 8 dependency found by Android Lint
2012-03-30, by Medo
More clean namespace, some fixes
2012-03-30, by unc0rr
Much better types handling, work correctly with functions
2012-03-30, by unc0rr
- Treat strings as arrays of chars
2012-03-29, by unc0rr
Better deriving, some fixes
2012-03-29, by unc0rr
Resolve deferred type on dereference
2012-03-28, by unc0rr
invalidate on switch
2012-03-28, by nemo
dates are no more!
2012-03-28, by koda
ios: fix offset for 'details' table header in iphone game configuration
2012-03-28, by koda
ios: prevent an horrible hack for the in-game help pages; they would actually need a serious refactoring to allow localisation and rotation support
2012-03-28, by koda
ios: use notifications instead of class methods (maybe tidier)
2012-03-28, by koda
At mikade's request. give scripting access to the map name prior to override.
2012-03-26, by nemo
Dig into namespaces even more
2012-03-26, by unc0rr
Just some further work
2012-03-26, by unc0rr
ios, one more grenade timer tweak
2012-03-26, by koda
i didn't even know it was possible (spotted by adam4813)
2012-03-26, by koda
ios: fix blocked preview button
2012-03-26, by koda
ios headers cleanup, with tweaks to +randomPort and grenade timer handling in overlay
2012-03-26, by koda
merge
2012-03-25, by mikade
- don't give hogs air weps when border is enabled
2012-03-25, by mikade
Added a missing loc
2012-03-25, by mikade
Add the parameters I missed the first time when I added these hooks.
2012-03-25, by mikade
- Apply unit's namespace to current scope when referencing unit name
2012-03-25, by unc0rr
Fix wrong type returned from id2C
2012-03-24, by unc0rr
Fix server thinking game is still not finished sometimes
2012-03-24, by unc0rr
wops ;i
2012-03-24, by Xeli
ANDROID and WIN32 can both be set to 1, so have ANDROID take preference
2012-03-24, by Xeli
fixed some typo's. LUA_LIBRARY now points to the right name, regardless of the host machine. Running cmake after a bad attempt (ie forgot to add paths to PATH) now works rather than having to clean the cache
2012-03-24, by Xeli
LandBackTex take 2
2012-03-23, by nemo
This has bugged me for a while. Since we are missing the source SVGs for this theme, removed the leaves crudely in GIMP. Also added some basic roots. Someone more artistic is encouraged to try and improve it.
2012-03-23, by nemo
Oops
2012-03-23, by unc0rr
unbreak engine
2012-03-23, by Xeli
Improved cmake build script for Android:
2012-03-23, by simmax
first part of the utilitywidget (grenade timer/swap hogs) code
2012-03-23, by Xeli
Add more strictness in hope it will help with space leak
2012-03-22, by unc0rr
Try different splash sounds too
2012-03-21, by nemo
bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
2012-03-20, by nemo
fix ammomenu, the cursor actually works now -_-
2012-03-18, by Xeli
workaround the different Lion ABI by forcing fpc 2.6 as minimum compiler version on osx
2012-03-18, by koda
updated ios project file to work with fpc 2.6
2012-03-18, by koda
revert this until someone makes it not screw up camera focus
2012-03-18, by nemo
touchinterface, move the up/down arrows a bit down
2012-03-18, by Xeli
make the Ammomenu show up a little faster
2012-03-18, by Xeli
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
2012-03-18, by Xeli
make ammomenu's speed dependent on RealTicks rather than frames
2012-03-17, by Xeli
allow for 0 values on AMShiftTarget, this allows for movement across one axis
2012-03-13, by Xeli
Disable anim for stats screen ("In game" stays visible otherwise)
2012-03-17, by nemo
Ensure flawless is false if any hog is lost, unless it was lost doing a kamikaze
2012-03-17, by nemo
I imagine this should use the game window width, but I'll let someone else figure it out. I'm just sick of frames being half-visible in navigation.
2012-03-17, by nemo
eh. guess they really should be here
2012-03-17, by nemo
Adding leftX/rightX/topY to simplify determining bounds based on map playing area.
2012-03-17, by nemo
I think this is a little more efficient than dxdy, and easier to read. We call DxDy2 a lot, can any of those use Angle/DirAngle?
2012-03-17, by nemo
orient kamikaze correctly when going through portals
2012-03-17, by nemo
oh yeah, dY...
2012-03-14, by nemo
Allow RC plane to go through portals
2012-03-14, by nemo
Oops, fix range (2 is too small value)
2012-03-14, by unc0rr
Add fall damage
2012-03-13, by nemo
For reasons I can't fathom, if this portion isn't commented out, the AI completely fails w/ a weaponset of only firepunch.
2012-03-13, by nemo
Variable pen width
2012-03-13, by unc0rr
tweak take 2
2012-03-13, by nemo
Small tweak to return something more useful in the negative 0 case on dX
2012-03-13, by nemo
Minimise another sqrt check.
2012-03-13, by nemo
Avoid local rate minimums around hog (within 15 pixels). Not tested.
2012-03-12, by unc0rr
Compatibility
2012-03-12, by unc0rr
Change rest of AI tests to floats, reenable snowball
2012-03-12, by nemo
Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
2012-03-11, by nemo
Hm. Score was a bit too much, AI was doing suicidal things.
2012-03-11, by nemo
small tweak. make drowning prefer higher health hogs
2012-03-11, by nemo
Teach AI to drown with shotgun too
2012-03-11, by nemo
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
2012-03-11, by nemo
Add drowning to grenade too, try some little optimisations
2012-03-11, by nemo
Fix silliness
2012-03-11, by unc0rr
First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
2012-03-11, by nemo
Minor optimisation for AI to cut down on hwSqrt calls
2012-03-11, by nemo
bug #336
2012-03-11, by nemo
Add div to allow safe integer division from lua
2012-03-10, by nemo
Recount team health if modifying hedgehog health
2012-03-10, by nemo
Set default empty ammo sets. Current mission handling appears to not pass any default ammo set, so script was never getting a chance to set its own.
2012-03-10, by nemo
Avoid rare double decrement.
2012-03-10, by nemo
Prevent pirate ship from repeating on Islands, remove vertical line in art landback
2012-03-10, by nemo
bug #370
2012-03-03, by nemo
Oh, should also check for game finish when player quits without ROUNDFINISHED message: small refactoring, not tested at all
2012-03-01, by unc0rr
comment out reserve to maintain old Qt compat
2012-03-01, by nemo
Also consider game finished when the last player reports ROUNDFINISHED despite the correctness parameter.
2012-03-01, by unc0rr
Someone might find this useful. Plan to link to it from the wiki.
2012-02-29, by nemo
Fix for bug #366, delete gear if hog is drowning (needed either that or a check on nil Gear^.Hedgehog^.Gear)
2012-02-29, by nemo
Don't remove client's teams from teams list on "ROUNDFINISHED 0", just send team removal message to others.
2012-02-29, by unc0rr
oops
2012-02-28, by nemo
android: fix finding cache dir on prefroyo devices, it now creates the Hedgewars folder if it wasn't there
2012-02-28, by Xeli
attractiveness tweak to the text clip
2012-02-28, by nemo
Clamp name/team name textures to avoid long team / hog name abuse. Limit width in px instead of chars to avoid unicode issues.
2012-02-27, by nemo
don't use currenthedgehog
2012-02-26, by nemo
use per hog ammo game flag. improves AI play
2012-02-26, by mikade
oops
2012-02-26, by nemo
right-click colour selection to scroll backwards through colours (bit hackish, subclassing + right click handling would be better than custom menu item signal)
2012-02-26, by nemo
ugh
2012-02-26, by nemo
make onAmmoStoreInit optional in the case of onNewAmmoStore
2012-02-26, by nemo
pass indexes for the clan/team/hedgehog
2012-02-26, by nemo
copypasta fail
2012-02-26, by nemo
Add a new script hook. onNewAmmoStore. This will allow scripts like The Specialists to define separate ammo sets for each hog
2012-02-26, by nemo
Send ROUND_FINISHED only once (only from in game mode)
2012-02-26, by unc0rr
Remove client's teams only when game is running and exit status is 'incorrect exit'. Frontend still sends excessive ROUND_FINISHED, so the bug is not fixed completely.
2012-02-25, by unc0rr
- Increase server version number due to rooms list protocol changes
2012-02-24, by unc0rr
Bring back functionality to "Join" button
2012-02-23, by unc0rr
Setup rooms list headers
2012-02-23, by unc0rr
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
2012-02-23, by nemo
Handle ROOM* commands in rooms list model
2012-02-23, by unc0rr
Start switching to rooms list model. To be continued.
2012-02-23, by unc0rr
Added tag hedgeroid-alpha for changeset ce2b24995ab2
2012-02-22, by koda
Added tag 0.9.17-release for changeset 4670f003f91b
2012-02-22, by koda
Removed tag 0-9.17-release
2012-02-22, by koda
updated version for market
hedgeroid-alpha
2012-02-20, by Xeli
incremental loading of all the images in teamcreation on android, this should really be rewritten though..
2012-02-20, by Xeli
fixed a nullpointer exception when creating a new team
2012-02-20, by Xeli
fixed the schemes on android
2012-02-20, by Xeli
schemes/teams now get replaces on each version update
2012-02-20, by Xeli
check if the widget is shown before checking if the finger is on the widget
2012-02-19, by Xeli
Show message and return from network game pages on server shutdown
2012-02-20, by unc0rr
- Register HWTeam metatype so HWTeam objects could be passed via queued connections
2012-02-20, by unc0rr
Make all signals from HWNet queued, this should fix issues with teams and chat widgets
2012-02-20, by unc0rr
added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
2012-02-19, by koda
ipad, have the scheme/weapon/style selector always stick in the same position
2012-02-19, by koda
missions page rotates correctly
2012-02-19, by koda
two more this time
2012-02-19, by koda
merge
2012-02-18, by koda
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
2012-02-18, by Xeli
this apparently didn't get updated, but it was enough to reassign the outlets
2012-02-18, by koda
changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
2012-02-18, by Xeli
prepare a styled button
2012-02-18, by koda
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
2012-02-18, by Xeli
oh i thought i had converted every uitableviewcontroller to uiviewcontroller+tableview; this also restores displaying statitstics after game
2012-02-18, by koda
rotation support for other controllers
2012-02-18, by koda
one more USE_TOUCH_INTERFACE
2012-02-18, by koda
Experiment. This has bugged me for a long time. Should be possible to tell a team with 1 health from a team with 0
2012-02-17, by nemo
stop the crosshair from twitching when it's not supposed to move + fix aimingUp/Down booleans
2012-02-17, by Xeli
change power() to sqr
2012-02-17, by Xeli
fix crosshair aiming
2012-02-17, by Xeli
remove all hwFloat calculations
2012-02-17, by Xeli
the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
2012-02-17, by Xeli
the most important commit of the year
2012-02-17, by koda
exploit the new setWhatsThis feature in our desktop frontend
2012-02-17, by koda
forgot begin
2012-02-17, by Xeli
Use queued signal-slot connections with HWNet class
2012-02-17, by unc0rr
ops
2012-02-17, by koda
refactored a few types involved in the touch interface and corrected a few invisible mistakes
2012-02-17, by koda
and of course fix build for sdl 1.2
2012-02-17, by koda
carried out some cosmetic TODOs in uTouch
2012-02-16, by koda
move the aim buttons to be above the jump button
2012-02-16, by Xeli
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
2012-02-16, by Xeli
Send team removal message on incorrect engine shutdown (when game not finished). Should help with game hang when room master closes engine, then quits room.
2012-02-16, by unc0rr
wops, added an extra USE_TOUCH_INTERFACE
2012-02-16, by Xeli
added translate/fade animations for OnScreenWidgets
2012-02-16, by Xeli
use realtick rather than SDL_GetTicks
2012-02-15, by Xeli
rebuild all modules each time..... :P
2012-02-15, by Xeli
moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
2012-02-15, by koda
unbreak uTouch
2012-02-15, by Xeli
small refactoring to touch screen buttons, use a record to store values, added 'offset' fields to adjust active button area
2012-02-15, by koda
update position of on screen buttons on resize
2012-02-13, by koda
oops
2012-02-12, by nemo
Show preview immediately on fetch
2012-02-12, by unc0rr
tweaks to the value tracking slider (doesn't draw outside the superview bounds) and assign proper copyright notice to it
2012-02-12, by koda
restored interface on iphone
2012-02-12, by koda
Remove STL dependency (again), fix qmake build
2012-02-12, by unc0rr
add keywords for landscape ammomenu and touch interface
2012-02-12, by koda
tipped by xeli, ammomenu texture needs to be redrawn on resize to update its position
2012-02-12, by koda
gather context restoration under a single keyword
2012-02-12, by koda
colorWithPatternImage uses too much memory
2012-02-12, by koda
fixed a little event propagation problem, added rotation support to the scheme setting page
2012-02-12, by koda
shorten the portait orientation check
2012-02-12, by koda
ios weapon setting page supports rotation
2012-02-11, by koda
i don't know how this is possible
2012-02-11, by koda
split the installing and building in the android Makefile
2012-02-11, by Xeli
ios check for music preference also for fading methods
2012-02-11, by koda
fix coordinate system on ios overlay
2012-02-11, by koda
one more pt locale update
2012-02-11, by inu
minor changes to ios project file to better behave with buildbot
2012-02-11, by koda
Workaround pointers to not yet defined types
2012-02-10, by unc0rr
updated pt_pt locale
2012-02-10, by inu
disable the use of the accelerometer on android, we don't use it and it only drains the battery
2012-02-09, by Xeli
merge
2012-02-09, by koda
move the classes recently added to a proper folder
2012-02-09, by koda
added MGSplitViewController, popular replacement for uisplitviewcontrollers: this brings rotation support to our settings pages! weapons and schemes are the only controllers displaying minor glitches
2012-02-09, by koda
small ios weapon localisation handling fix
2012-02-09, by koda
ios: added MXAudioPlayerFadeOperation to allow easy fade in and out of background music
2012-02-09, by koda
updated ios description portuguese
2012-02-09, by inu
use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
2012-02-09, by Xeli
Move a bit further
2012-02-08, by unc0rr
and oooone last off-by-1 in ammo menu
2012-02-07, by nemo
fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
2012-02-07, by Xeli
fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
2012-02-07, by Xeli
Fix a bug with type declaration trying to resolve type being declared
2012-02-07, by unc0rr
prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
2012-02-07, by Xeli
slider tweak
2012-02-06, by nemo
merge
2012-02-07, by koda
Fixes slot sprite and ammo sprites overlapping left side border. There is still the issue that boxes should be 32px between borders, but right now they are 33px on all but the first row (since the outside border overlaps it by 1px) causing the slot sprite to have 2px of border on the left and 1px of border on the right.
2012-02-06, by nemo
Fix slider positions
2012-02-06, by nemo
merge
2012-02-07, by koda
add the button images to the android assets
2012-02-06, by Xeli
wops, must use tabs not spaces..
2012-02-06, by Xeli
the buttons actually work now!
2012-02-06, by Xeli
fix compiler error for non android build
2012-02-06, by Xeli
wops, too much copy pasting
2012-02-06, by Xeli
show buttons on the screen, similar to the iOS overlay
2012-02-06, by Xeli
ios game configuration page rotation gliches fix
2012-02-07, by koda
Some progress, still can't find the source of bad behavior
2012-02-06, by unc0rr
ios game configuration page supports rotation, with some enhancements (like the new slider); some glitches here and there
2012-02-07, by koda
Increase volume on a number of sounds that were many times quieter than the other voices. Also remove empty space in Ooff1.ogg so it plays at the right time.
2012-02-05, by nemo
unbreak tardis
2012-02-05, by nemo
unbreak ammo menu
2012-02-05, by nemo
Disable opacity across the board. It is screwed up in OSX and apparently also Linux. Bad artifacts and overall performance.
2012-02-05, by nemo
ok. really fix by toggling back to ready. At least, I think this should do it...
2012-02-05, by nemo
attempt to fix 3222bb0612ca - otherwise you are unable to start a second game without quitting the room.
2012-02-05, by nemo
add individual hog healths to team health bar
2012-02-05, by nemo
Further work on propagating types. Now it hopefully works fully, just need to annotate namespace with types first.
2012-02-05, by unc0rr
some refactoring + you can now tap on the ammo menu to select a weapon
2012-02-05, by Xeli
BUUUUURN OBJC AMMOMENU BUUUURNhg diff! (on a separate note, this reduces the codesize by ~37k)
2012-02-05, by koda
check if the latest assets have been moved to the sdcard (compare with versionCode)
2012-02-04, by Xeli
Rewrote the Ammomenu:
2012-02-04, by Xeli
Android makefile: compile with debug symbols and ant clean, otherwise it wont update the apk if you have only changed a lib
2012-02-04, by Xeli
Expanded copyToXY, it doesn't copy the whole src sprite, srcX/Y to srcW/h, added DrawSprite2Surf and DrawLine2Surf
2012-02-04, by Xeli
disable using files from the assets dir, and use fopen()
2012-01-29, by Xeli
Propagate types on identifiers
2012-02-03, by unc0rr
chinese update
2012-01-31, by cherrotluo
astyle -C -S -L -N --style=allman --recursive "QTfrontend/*.cpp" "QTfrontend/*.h"
2012-01-30, by nemo
more ios pages supporting rotaiton
2012-01-30, by koda
ahem, fix build
2012-01-30, by koda
disabling the discovery of SDL13+ on desktop. SDL13 has become SDL2 with a completely different ABI and will require a new FindSDL2 module for Cmake to be found; for current sdl development installations, hedgewars will either use the compatibility layer (present in sdl1.3 but not in sdl2) or just fail to build (in case sdl2 is installed but sdl1.2.* is not). whew
2012-01-29, by koda
starting to convert the ipad interface to support all ortientations...
2012-01-29, by koda
rotation ftw!!! (engine part)
2012-01-29, by koda
koda/ammomenu on desktop fix!
2012-01-29, by Xeli
minor cleanup, gather AMSlotSize in uConsts
2012-01-28, by koda
added the background for the weaponnames in MOBILE
2012-01-28, by Xeli
fixed the weapon name position
2012-01-28, by Xeli
changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
2012-01-28, by Xeli
bump to 0.9.18-dev - not sure how this was missed before
2012-01-27, by nemo
this should lower compatibility with qt4.5 again, but i have no way to test it
2012-01-27, by koda
ios sanity restored: applied new paths for sdl projects, turned off fullscreen, added 3 lines of documentation, removal of sdl patch (every mod has been integrated mainstream)
2012-01-26, by koda
background now properly resizes on tablets
2012-01-26, by Xeli
fixed the ammo menu on android, on tablets all weapons are 'choosable' and on phones I've moved the ammomenu up a bit
2012-01-26, by Xeli
Haha, I was greatly puzzled by "date.month() == 10 && date.daysInMonth() == 31" :D
2012-01-26, by unc0rr
enable pause/resume on the java side
2012-01-26, by Xeli
added pause/resume functionality for android, android need the opengl context to be recreated along with textures and whatnot
2012-01-26, by Xeli
added TARDIS to minimal data dir, changed a couple of org_libsdl_app to org_hedgewars_hedgeroid in SDL_android.cpp and updated SDLActivity.java
2012-01-24, by Xeli
Tweak voices a bit (always play hurry at correct time, skip "come on then" if other voice is playing)
2012-01-24, by nemo
add the android support package for Fragments and the like
2012-01-24, by Xeli
not needed when using the updated android ndk.. -_-
2012-01-24, by Xeli
revert Android.mk back after copying SDL_mixer and SDL_ttf
2012-01-24, by Xeli
update the core/android/SDL_android.cpp fix some includes in Android.mks, use a different host to download some libs, sdl doesn't have up to date tarballs..
2012-01-24, by Xeli
these are needed for ndk-build or it won't know what api to build it for
2012-01-24, by Xeli
Added a script to simplify building the android port
2012-01-24, by Xeli
some tweaks to the build process, cmake now generates some vital files, fpc only compiles those files which have been changed since the last time, SDL still does not work
2012-01-22, by Xeli
remove the incorrect text that people need to download before playing
2012-01-22, by Xeli
Android: quick fix from a bug report from the market in the download manager
2012-01-16, by Xeli
merge
2012-01-18, by koda
little hack for playing less sounds in frontend
2012-01-18, by koda
simplify qpushbuttonwithsound and add a mouseover sound (I tried selecting the least annoying ones, maybe it'd be better to look for proper button sound effects)
2012-01-18, by koda
skip button sound when exiting
2012-01-17, by bovi
move the feedback button in a nicer position
2012-01-17, by koda
fix line endings
2012-01-17, by nemo
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
2012-01-17, by lovelacer
GCI task: season greetings
2012-01-16, by valnut
Also allow lua to change gfPerHogAmmo/gfSharedAmmo even if lua does not define new ammo stores
2012-01-15, by nemo
disable the glitchy exit sound
2012-01-16, by bovi
correct language identifier
2012-01-15, by koda
hedgewars.pro formatting and removal of the last pageoptions hr
2012-01-15, by koda
GCI task: stars
2012-01-15, by bovi
small tweak for compiling with xfire and qt under windows
2012-01-15, by bovi
GCI task: ping
2012-01-15, by bovi
GCI task: iOS _language_ 3 (Romanian)
2012-01-15, by bovi
provide a minimal Romanian translation for engine
2012-01-15, by bovi
updated win build script
2012-01-15, by bovi
changed error message
2012-01-15, by Xeli
Load the TeamCreationmenu's contents in a different thread
2012-01-15, by Xeli
some bug fixed regarding the downloader
2012-01-15, by Xeli
Graphics used on the android market
2012-01-15, by Xeli
some meta build files needed for newer api levels...
2012-01-15, by Xeli
Assign ammo counts as well, in case the game flags were changed by the script
2012-01-15, by nemo
somehow my paths slipped in...
2012-01-14, by koda
GCI task: feedback is important
2012-01-14, by valnut
GCI task: cmd.exe
2012-01-14, by bovi
Fix typos
2012-01-13, by nemo
Spanish voice
2012-01-13, by gallardo_pablo
Push RopePercent to lua to fix rope if not set
2012-01-11, by enveezee
Allow multiple portals, so long as the team hasn't changed...
2012-01-11, by nemo
allow roping into a portal (still detaches rope)
2012-01-10, by nemo
ok. pretty sure that has to be consistent in both. go with the smaller one...
2012-01-09, by nemo
Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
2012-01-09, by nemo
Disallow dot as a part of identifier
2012-01-07, by unc0rr
fix a couple of loose ends: sdl_mixer is informed of that OGG is provided by Tremor with its own macro, there is no more a segfault on Tremor cleanup, added new event type and timestamp entry for SDL, removed spurious characters from the japanese translation, uSound errors now are output with SDLTry, uSound doesn't need sound preloading any more
2012-01-06, by koda
GCI task: iOS Portuguese
2012-01-04, by Ivo Nunes
graphics fix. take 3
2012-01-01, by RoFra
Fixed unicode italian missions translation update
2012-01-01, by ChipHome
one more mask, reduce hog count on ruler map
2012-01-01, by nemo
Italian update - ditched missions file since encoding appears to be incorrect.
2012-01-01, by ChipHome
GCI task: iOS Japanese
2011-12-31, by thebowseat
update ios project file with new uGears* files; flags for one text file
2011-12-31, by koda
Fix build
2011-12-31, by unc0rr
Oops
2011-12-30, by unc0rr
Send full room info on room add and update events. Less(?) traffic, but current frontend doesn't behave good with this change to server.
2011-12-29, by unc0rr
GCI task: one bug (issue 167)
2011-12-29, by jerryma1121
GCI task: idea
2011-12-29, by kragniz
testing, let's try -Os optimisation for frontend and engine; small cleanup and typos
2011-12-29, by koda
Take koda's notice into account, also update list of source files
2011-12-28, by unc0rr
add -O2
2011-12-28, by unc0rr
It seems there's no need to copy gear's msg. Fixes bots getting stuck after hog switch.
2011-12-28, by unc0rr
Experiment in eliminating transparent white from LandPixels - I think it messes up on some graphics cards. Noticed a curious white border on a girder in a theme Randy is working on. At the very least it is slightly more efficient in the blit.
2011-12-27, by nemo
Italian update
2011-12-20, by ChipHome
Little tweak to reduce noob fail. Delay drill rocket explosion by 250ms after spawn in Attack. Unless you drop it straight down w/ no power, it should not explode immediately in your face.
2011-12-17, by nemo
Remove density adjustment in ammoshove. Means a mine and a barrel will be batted same distance again.
2011-12-15, by nemo
Experiment. Applying density to both ammoshove and explosion, w/ distance of a hedgehog knock being standard value (/3 since hedgehog "density" is 3)
2011-12-15, by nemo
added SetAmmoStore to lua for convinience
2011-12-12, by Henek
added 'loaded locale' message, other minor things
2011-12-12, by koda
finally hook the engine localization on ios
2011-12-12, by koda
GCI task: iOS _languages_ 2 (Bulgarian)
2011-12-11, by Resoow
[GCI] backz task: unify the back button functionality, avoid using the save button
2011-12-11, by m4tx
make sure to stop music before freeing it
2011-12-11, by koda
enable lua to also set rope length percent
2011-12-11, by Henek
removing my reserved hat.
2011-12-10, by sheepluva
missing nil
2011-12-08, by nemo
Some more work on scopes
2011-12-08, by unc0rr
oops. this is more efficient anyway.
2011-12-07, by nemo
ios italian translation
2011-12-07, by koda
Format code a bit
2011-12-07, by unc0rr
Further progress on dealing with namespaces
2011-12-07, by unc0rr
Suggestion of sheepluva's - disable timebox in crates after SD, and set to disabled in Ammo. Also disable switch hedgehog for teams of 1 hedgehog in size, and try and correct what appears to be a bug in reserved hats.
2011-12-07, by nemo
- Fix type2C id2C call
2011-12-07, by unc0rr
Auto refresh room list after leaving room. Fixes issue #320 for voluntarily and involuntarily coming to room list.
2011-12-07, by blackmetalowiec
"System" unit to help converter
2011-12-07, by unc0rr
Ok, State monad instead
2011-12-06, by unc0rr
nicer graphic
2011-12-06, by Terrington_Snyde
Convert into Reader monad
2011-12-06, by unc0rr
Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
2011-12-05, by nemo
with statement considered harmful
2011-12-05, by nemo
Don't forget about Rope Training.
2011-12-06, by mikade
oops
2011-12-06, by mikade
merge
2011-12-06, by mikade
...
2011-12-05, by nemo
...
2011-12-05, by nemo
Add some (slightly modified) GCI missions.
2011-12-06, by mikade
Let .hs be native eol format too
2011-12-05, by unc0rr
Start converting into monadic code using Reader monad (will be used to store information about namespace)
2011-12-05, by unc0rr
Some tiny optimizations
2011-12-02, by unc0rr
Bind 1-5 in defaults. Missions really need the option to pick a team though, using default team if none supplied.
2011-12-04, by nemo
update the ios data script for the new audio mono location
2011-12-04, by koda
audio mono is back
2011-12-04, by koda
ios port working again, mono audio is missing
2011-12-04, by koda
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