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suggestion of mikade's - delete old mines if the collision array shows signs of filling up. This is kind of an edge case, esp now that array is up to 1024, but should prevent (easiest) way to crash by collision array overflow (endless mines/minestrikes).
2011-08-14, by nemo
bump up max collision to 1024 entries
2011-08-14, by nemo
Tiny bit of progress on download page - hooked it up to "Info" button for now.
2011-08-14, by nemo
draw health tag relative to screen if State <> 0
2011-08-14, by nemo
smaller code cleanup
2011-08-15, by koda
For mikade's sake, use old dx/dy/frametick as default, so health crosses move the same
2011-08-14, by nemo
Use same visual gear for health tags and hearts.
2011-08-14, by nemo
Seduction animation. New visual gear type.
2011-08-14, by nemo
Shrink number of circle points to 60, reenable seduction circle (no longer crashes)
2011-08-14, by nemo
Change to "aura" due to odd crasher in DrawCircle, at least on my machine/driver. Less precise, but perhaps more attractive.
2011-08-14, by nemo
Use local scope global var instead
2011-08-14, by unc0rr
new SD flakes from mikade and a flash when sudden death starts
2011-08-13, by Henek
small fix for the ios project file
2011-08-13, by koda
Some screwing around GearsNear code
2011-08-13, by unc0rr
Don't switch to gsConfirm state (which is pretty same as gsGame) when not in gsGame or gsChat state. Prevents crashes and other possible kinds of wierd behaviour.
2011-08-13, by unc0rr
Revert ParseCommandOverride change since it appears to be badly screwing up scripting. Need to find out why. This backs out 7f57d0c7816a and the recent workaround.
2011-08-12, by nemo
extend the workaround. FIXME still applies
2011-08-12, by nemo
oops. accidentaly committed test move of voice line (the FIXME still applies though)
2011-08-12, by nemo
use ansistring instead
2011-08-12, by nemo
Zoom and moving the camera now works with SDL_FINGER* events
hedgeroid
2011-08-15, by Xeli
sheepluva pointed out there are 2 StrPas in pascal, in different units. Do conversion in LuaPas instead
2011-08-12, by nemo
merge
hedgeroid
2011-08-11, by Xeli
This is a WTF checkin. Seriously. Someone needs to look at this to find out why it is behaving as it is.
2011-08-11, by nemo
Android (multitouch) implementation
hedgeroid
2011-08-11, by Xeli
unbreak voice playback in team creation
2011-08-11, by nemo
SDL_FINGERUP/DOWN/MOTION events added
hedgeroid
2011-08-11, by Xeli
disable campaign button, structure and change sudden death music to hell.ogg
2011-08-11, by Henek
start of implementation of the save button, check if there's something to save and update TeamSelectionActivity if a change has been made
hedgeroid
2011-08-11, by Xeli
another merge to clean up
2011-08-10, by nemo
Android touch events propagate to hwengine now
hedgeroid
2011-08-11, by Xeli
:( bad revision.
2011-08-10, by nemo
back key now quits the game
hedgeroid
2011-08-10, by Xeli
merge1
2011-08-10, by nemo
Changed gametype to 'style'
hedgeroid
2011-08-10, by Xeli
Fixed up Golf theme. Should look pretty good, now.
2011-08-10, by mikade
typo on the nullpointer check
hedgeroid
2011-08-10, by Xeli
exclude current hedgehog
2011-08-10, by nemo
Fixed team colors in the UI, delete and a nullpointer bug when no teams are created
hedgeroid
2011-08-10, by Xeli
Revert 3768e9a6ec40. I misread the test. Seems parachute works as expected now already
2011-08-09, by nemo
merge
hedgeroid
2011-08-09, by Xeli
return visual gear in hogsay
2011-08-09, by nemo
slight visual tweak. birdy's wings beat faster if he's just about tired out
2011-08-08, by nemo
gear state flag names for scripting
2011-08-08, by nemo
remove offset in seduction gear creation
2011-08-07, by nemo
Experimental area-of-effect Seduction
2011-08-07, by nemo
Oh, and fix cursor visibility correlations between gsConfirm state and paused state
2011-08-07, by unc0rr
Also unhide mouse cursor when in gsConfirm state
2011-08-07, by unc0rr
Release mouse cursor in gsConfirm state
2011-08-07, by unc0rr
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