sheepluva [Mon, 31 Oct 2011 16:56:48 +0100] rev 6252
this seems... um.. random
sheepluva [Mon, 31 Oct 2011 16:44:25 +0100] rev 6251
Bee:
+ don't explode on time expiration but fall instead (still explodes on impact)
* avoid side-effects by removing flag sharing between different bees.
sheepluva [Mon, 31 Oct 2011 14:44:43 +0100] rev 6250
mikade's request: dont delete mission text/texture in HideMission() (so that it can still be looked at in ESC menu
sheepluva [Mon, 31 Oct 2011 13:36:39 +0100] rev 6249
fix HideMission()
sheepluva [Mon, 31 Oct 2011 13:12:10 +0100] rev 6248
don't hide target cursor if a hedgehog (other than current) is drowning, thanks to mikade for pointing this out
koda [Mon, 31 Oct 2011 03:08:16 +0100] rev 6247
unified the objc game state in a single place, which allowed some optimization to ObjcExport class (and more)
koda [Mon, 31 Oct 2011 01:44:32 +0100] rev 6246
just moving ios server stuff around
sheepluva [Sun, 30 Oct 2011 23:24:36 +0100] rev 6245
fix mission map script loading
sheepluva [Sun, 30 Oct 2011 21:19:47 +0100] rev 6244
don't let forced hog movement (with no damage) suspend/halt shot charging
this also caused frozen turns in combination with bee, as reported by Djrulz1
sheepluva [Sun, 30 Oct 2011 17:56:19 +0100] rev 6243
whoops, I'm a nerd
sheepluva [Sun, 30 Oct 2011 17:31:53 +0100] rev 6242
frontend flakes:
don't spawn flakes at locations that will cause them to never be within the visible frame
sheepluva [Sun, 30 Oct 2011 15:31:30 +0100] rev 6241
frontend flakes:
* good-bye clipping
* also "respawn" flakes when leaving window to the right (instead just the botton)
+ flakes rotate in 4 degree steps, so let's only generate 90 animation frames instead of 90
sheepluva [Sun, 30 Oct 2011 08:01:26 +0100] rev 6240
show notice to admin when kicking player
sheepluva [Sun, 30 Oct 2011 07:21:51 +0100] rev 6239
lupdate, german translation
sheepluva [Sun, 30 Oct 2011 06:22:47 +0100] rev 6238
beep on highlight
sheepluva [Sat, 29 Oct 2011 20:47:40 +0200] rev 6237
whoopsy, my bad (segfault due to accepting empty lines)
Xeli [Sat, 12 Nov 2011 15:48:55 +0100] rev 6236
yey sdl implemented multi touch so my implementation isnt needed anymore
sheepluva [Sat, 29 Oct 2011 18:20:56 +0200] rev 6235
stylesheet comments/adjustments
Xeli [Sat, 12 Nov 2011 14:52:48 +0100] rev 6234
these files must not be compiled because they cause compiler errors and noone likes those ;p
sheepluva [Sat, 29 Oct 2011 17:52:35 +0200] rev 6233
html-escape nicknames
Xeli [Sat, 12 Nov 2011 14:50:35 +0100] rev 6232
removed sdl_net which was 'borrowed' (?:P) from peyla's port we'll now be using the official port
sheepluva [Sat, 29 Oct 2011 16:54:46 +0200] rev 6231
change default timestamp format to hh:mm
Xeli [Sat, 12 Nov 2011 14:48:35 +0100] rev 6230
automated the build process some more, users must add the android ndk, sdk and fpc dir to their $PATH and cmake will do the rest, I still need a solution for the sdl dir. Subrepo's perhaps?
sheepluva [Sat, 29 Oct 2011 15:31:45 +0200] rev 6229
* fix highlighting (i just broke it by not negating a boolean expression)
* fix issues with first display: none; being ignored
+ allow css to hide hours / seconds of timestamp
Xeli [Sat, 12 Nov 2011 14:45:36 +0100] rev 6228
added lines to avoid compiler hints, is this really the way we want to do it though? ;/
sheepluva [Sat, 29 Oct 2011 11:47:37 +0200] rev 6227
update name autocompletion after nick change (since own nick isn't suggested)
Xeli [Fri, 28 Oct 2011 18:33:38 +0200] rev 6226
merge
sheepluva [Sat, 29 Oct 2011 09:19:04 +0200] rev 6225
disconnect when going back from lobby page (regression fix)
fix some indentations
koda [Fri, 28 Oct 2011 18:26:17 +0200] rev 6224
one dangerous merge
unc0rr [Fri, 28 Oct 2011 19:20:35 +0400] rev 6223
It doesn't make much sense to make checks like 'if(game)' if you never set game to 0. Using smart pointers instead. Does it fix segfaults? Probably.
sheepluva [Fri, 28 Oct 2011 13:10:46 +0200] rev 6222
+ make names in notice messages and leave messages clickable too
+ experimental: allow adding/removing users to friends/ignore list even after their loggout
sheepluva [Fri, 28 Oct 2011 09:12:05 +0200] rev 6221
chat: don't link own name
koda [Fri, 28 Oct 2011 03:41:52 +0200] rev 6220
ok *this* brings ios 3.* runtime compatibility
koda [Fri, 28 Oct 2011 03:06:31 +0200] rev 6219
restore game config on iphone
sheepluva [Thu, 27 Oct 2011 22:52:22 +0200] rev 6218
actually the those if(...); weren't supposed to be if statements in the first place, since the result is always true at that point of code anyway.
unc0rr [Thu, 27 Oct 2011 21:33:18 +0400] rev 6217
- Remove some old unused code
- Fix some warnings, including "empty if"
sheepluva [Thu, 27 Oct 2011 02:47:05 +0200] rev 6216
having ctrl+w close the engine is just mean... many WASD players think the game crashes all the time because of that - since they close it by accident again and again...
sheepluva [Wed, 26 Oct 2011 11:50:03 +0200] rev 6215
typos
sheepluva [Wed, 26 Oct 2011 05:57:00 +0200] rev 6214
custom highlighting
koda [Wed, 26 Oct 2011 02:21:44 +0200] rev 6213
also imageio is absent from old ios, so weaklink it
sheepluva [Wed, 26 Oct 2011 01:51:42 +0200] rev 6212
few mini-adjustments
sheepluva [Wed, 26 Oct 2011 01:50:08 +0200] rev 6211
move (prematurely) finishing game by removing all teams into engine since that's where it should happen
koda [Wed, 26 Oct 2011 01:17:44 +0200] rev 6210
fix runtime compability with ios 3.* (hopefully) and fix a small glitch in turning off music/sounds
koda [Wed, 26 Oct 2011 00:30:35 +0200] rev 6209
restore runtime compatibility with ios 3.2
koda [Tue, 25 Oct 2011 22:51:10 +0200] rev 6208
move all extra categories in a single source, add caching for HWUtils
koda [Tue, 25 Oct 2011 22:14:55 +0200] rev 6207
updated sdl and lowered minimum ios to 3.0
nemo [Tue, 25 Oct 2011 19:01:56 -0400] rev 6206
As sheepluva pointed out, allowing this message to be legal allows naughtiness. The server usage of this message does not seem to use this check.
sheepluva [Tue, 25 Oct 2011 19:46:59 +0200] rev 6205
remove any thread-safe stuff I introduced since it's not needed
as unC0Rr pointed out it's not needed, we are single-threaded (thanks :D)
from what I understood this time, Qt is clever enough to sequentialize all events and child destructions instead of spawning threads
also some docs/comments