Mon, 28 Nov 2011 17:38:50 +0100 Xeli typo... >,<
Mon, 28 Nov 2011 16:21:35 +0100 Xeli android: use linkedlist instead of the deque interface, Deque<> isn't supported until gingerbread
Mon, 28 Nov 2011 17:37:43 +0100 Xeli added a switch USE_SDLTHREADS
Mon, 28 Nov 2011 16:20:48 +0100 Xeli android: check if the sdcard directory is writable, if it isn't close the app
Mon, 28 Nov 2011 16:21:35 +0100 Xeli android: use linkedlist instead of the deque interface, Deque<> isn't supported until gingerbread
Mon, 28 Nov 2011 16:19:27 +0100 Xeli update android version
Mon, 28 Nov 2011 16:20:48 +0100 Xeli android: check if the sdcard directory is writable, if it isn't close the app
Mon, 28 Nov 2011 17:57:25 +0400 unc0rr More verbose progress log, dump the result
Mon, 28 Nov 2011 16:19:27 +0100 Xeli update android version
Sun, 27 Nov 2011 23:13:22 +0300 unc0rr Countless imporvements to the parser and countless help to the parser in sources.
Sun, 27 Nov 2011 19:34:08 +0300 unc0rr More work on the parser
Mon, 28 Nov 2011 06:55:55 +0100 jose1711 Updated Slovak translation
Sun, 27 Nov 2011 14:46:57 +0300 unc0rr - Improvement to the parser
Sun, 27 Nov 2011 14:08:08 +0100 jose1711 Updated Slovak translation
Sun, 27 Nov 2011 00:57:43 +0100 Xeli woopsy we dont want that :d
Sun, 27 Nov 2011 00:55:45 +0100 Xeli android: load graphics multithreaded for superduper loadtimes
Sun, 27 Nov 2011 00:54:00 +0100 Xeli android: cleaned up the code a bit and removed a bug with the parsing of the xml
Sun, 27 Nov 2011 00:53:08 +0100 Xeli android: update manifest to the market version
Sun, 27 Nov 2011 00:25:28 +0300 unc0rr - Help parser more
Sat, 26 Nov 2011 21:12:23 +0300 unc0rr - Help parser by dropping that insane formatting syntax in str function
Sat, 26 Nov 2011 12:01:13 -0500 nemo ffs
Sat, 26 Nov 2011 17:47:55 +0100 koda raise the minimum qt version required to 4.6; this was needed as the new animation frameworks were absent in 4.5 and lower
Sat, 26 Nov 2011 17:45:34 +0100 koda disable opacity effect for non-linux as it is working only there, fix a glitch that would print the page for a frame and then animate it from another position, change the animation curve to something a little more speedy
Sat, 26 Nov 2011 17:42:31 +0100 Xeli merge
Sat, 26 Nov 2011 16:47:36 +0100 Henek Updated the Tracker to handle hog hiding and restoring.
Sat, 26 Nov 2011 17:40:25 +0100 Xeli Android: fixed serviceconnectionleak, made the result code of asynctask a bit better, fix cancel button
Sat, 26 Nov 2011 16:18:44 +0100 Xeli Sort the weapons/schemes/styles and give make give them a default value
Sat, 26 Nov 2011 11:47:31 +0100 Xeli merge
Sat, 26 Nov 2011 11:40:54 +0100 Xeli android: remove the "continue in background" button for now
Sat, 26 Nov 2011 11:39:41 +0100 Xeli android: fix compatibility with donut
Fri, 25 Nov 2011 19:36:03 +0100 Xeli Use proper names when storing custom teams, also fixes the bug which created new teams when you editted one of the default ones
Fri, 25 Nov 2011 19:33:55 +0100 Xeli android: default team is now an AI
Sat, 26 Nov 2011 11:37:25 +0100 koda fix compiling with LUA_DISABLED
Fri, 25 Nov 2011 19:33:17 +0100 Xeli new build which works with android ICS
Sat, 26 Nov 2011 00:45:00 -0500 Oranger eyecandy
Fri, 25 Nov 2011 19:32:54 +0100 Xeli android: prevent the virtual keyboard from opening at the start
Fri, 25 Nov 2011 23:22:35 +0300 unc0rr Help parser a bit
Fri, 25 Nov 2011 18:36:12 +0300 unc0rr - Parse unions, sets, function type, packed arrays and some more imporvements to the parser. Now it parses uVariable, uConsts and even SDLh.pas
Fri, 25 Nov 2011 05:15:38 +0100 Kamil Pilarski GCI task: iOS Polish
Fri, 25 Nov 2011 05:11:11 +0100 Rom le Clair GCI task: iOS French
Fri, 25 Nov 2011 05:06:39 +0100 Ángel Alonso GCI task: iOS Spanish
Fri, 25 Nov 2011 05:05:34 +0100 koda also for the description
Fri, 25 Nov 2011 04:57:59 +0100 koda better ios localization files
Thu, 24 Nov 2011 16:40:17 -0500 nemo Tidy up flake land generation, to avoid ragged holes in landbacktex. Remove of one odd Land[] change forces a PROTO bump. Well, had to happen eventually.
Thu, 24 Nov 2011 19:15:29 +0100 sheepluva hide all context menu options for own nick, except for info
Thu, 24 Nov 2011 20:59:13 +0300 unc0rr Improve parser a bit, preparation to parsing whole program at once and compiling it into single C file
Thu, 24 Nov 2011 16:33:36 +0100 Xeli removed extra endif
Thu, 24 Nov 2011 16:18:45 +0100 koda GSoC 2011: Android port - merged mainstream
Wed, 23 Nov 2011 20:12:16 +0300 unc0rr Finish preprocessor. Now it correctly handles $IFDEF, $IFNDEF, $ELSE, $ENDIF and $DEFINE.
Tue, 22 Nov 2011 22:48:02 +0300 unc0rr Preprocessor strips comments
Tue, 22 Nov 2011 19:34:15 +0300 unc0rr - Split PascalParser into modules
Tue, 22 Nov 2011 02:08:42 +0100 koda group the ios files to be translated (aka localization)
Fri, 26 Oct 2012 14:19:57 +0100 koda close branch 0.9.17
Sun, 20 Nov 2011 19:07:59 +0100 koda SDL included some of our patches mainstream
Mon, 21 Nov 2011 21:23:23 +0100 sheepluva this should fix the highlighting failz with non-lowercase player names like the one CheezeMonkey ran into. 0.9.17
Sun, 20 Nov 2011 19:45:40 +0300 unc0rr Merge with 0.9.17 server fix
Sat, 19 Nov 2011 23:34:09 +0100 jose1711 Updated Slovak translation
Mon, 21 Nov 2011 11:00:42 +0100 koda Added tag 0-9.17-release for changeset 4670f003f91b 0.9.17
Sat, 19 Nov 2011 15:36:33 -0500 nemo Aaaand merge into trunk too in case guys I was playing earlier are on trunk
Sun, 20 Nov 2011 19:45:03 +0300 unc0rr Fix empty teams list when trying to spectate 0.9.17
Sat, 19 Nov 2011 15:34:38 -0500 nemo Fix missing nametags in placement mode 0.9.17 0.9.17-release
Sat, 19 Nov 2011 22:42:52 +0300 unc0rr merge, as --rebase didn't work for some reason
Sat, 19 Nov 2011 14:30:58 -0500 nemo Merge 0.9.17 with trunk 0.9.17
Sat, 19 Nov 2011 22:38:31 +0300 unc0rr Improve parser and converter
Sat, 19 Nov 2011 14:29:35 -0500 nemo Update changelog again
Sat, 19 Nov 2011 19:30:20 +0300 unc0rr Oops, function call has parens
Fri, 18 Nov 2011 12:47:40 -0500 nemo Only make AI avoid damaged dead mines and dangerously smoking barrels once the attack is finished.
Fri, 18 Nov 2011 15:05:32 +0400 unc0rr Make AI be less scared by crates. Actually, now it starts using switcher just to pick a crate up.
Fri, 18 Nov 2011 00:32:52 +0100 koda yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
Thu, 17 Nov 2011 23:14:24 +0300 unc0rr Make AI use switcher when:
Thu, 17 Nov 2011 21:44:35 +0300 unc0rr - Move actions stack out of Walk procedure
Thu, 17 Nov 2011 17:57:45 +0400 unc0rr - Parse sets initialization
Wed, 16 Nov 2011 16:36:17 -0500 nemo This should have been added before. add log spew if this ever happens. We should hopefully identify the various circumstances and make sure it is all cleaned up so the list becomes unnecessary.
Wed, 16 Nov 2011 15:16:17 -0500 nemo prevent flinging up into any land.
Wed, 16 Nov 2011 21:35:14 +0300 unc0rr Recognize some built-in functions
Wed, 16 Nov 2011 20:42:45 +0300 unc0rr Less code
Wed, 16 Nov 2011 19:25:25 +0300 unc0rr Prefix followed by prefix issue solved. Also some slight improvements.
Tue, 15 Nov 2011 00:43:19 -0500 nemo Fix for issue #291 - this check should probably be in ApplyDamage though
Mon, 14 Nov 2011 22:41:08 -0500 nemo Disable loading content.html on startup, it is fetched on pushing to top of stack already.
Mon, 14 Nov 2011 22:38:24 -0500 nemo increase land tex size to 512, which is the current minimum required just to load a hat. On my system max fps rose from 840 to 890 - about 6% change.
Tue, 15 Nov 2011 02:02:08 +0100 koda move the order of reloading texture to workaround buggy drivers
Mon, 14 Nov 2011 18:28:05 -0500 nemo Only recreate texture for non-empty lines
Mon, 14 Nov 2011 18:08:36 -0500 nemo Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
Mon, 14 Nov 2011 17:56:44 -0500 nemo reset chat lines too
Mon, 14 Nov 2011 23:46:23 +0200 mikade Make Highlander moar awesome.
Mon, 14 Nov 2011 16:17:58 -0500 nemo Since I'm storing the text string anyway, might as well recreate captions on resize as well
Mon, 14 Nov 2011 15:51:02 -0500 nemo Not useful.
Mon, 14 Nov 2011 13:31:38 -0500 nemo Aaand in .17 0.9.17
Mon, 14 Nov 2011 13:30:17 -0500 nemo oops. tex could expire, too...
Mon, 14 Nov 2011 13:15:55 -0500 nemo Aaaand merge .17 into trunk.
Mon, 14 Nov 2011 13:14:32 -0500 nemo merge with trunk (sound fade tweak, iOS changes) 0.9.17
Mon, 14 Nov 2011 13:13:38 -0500 nemo Skip rerendering the caption if the text is unchanged. Scripts make heavy use of caption, often onGameTick 0.9.17
Mon, 14 Nov 2011 13:28:16 +0400 unc0rr Make server know release version 0.9.17
Sun, 13 Nov 2011 21:39:52 -0500 nemo these flakes are supposed to look like silvery edges of dark stuff in background, so look odd unflattened 0.9.17
Sun, 13 Nov 2011 19:17:47 -0500 nemo this one should not be delayed 0.9.17
Sun, 13 Nov 2011 21:28:11 +0100 koda be more gentle when you stop channels at the end of the game
Sun, 13 Nov 2011 14:41:02 -0500 nemo merge sound changes into .17, and, why not everything else too. 0.9.17
Sun, 13 Nov 2011 21:18:33 +0100 koda fix accessing a released object
Sun, 13 Nov 2011 14:39:39 -0500 nemo My understanding from unc0rr is that as long as trunk and .17 are in sync, they maintain the protocol number.
Sun, 13 Nov 2011 14:33:14 -0500 nemo Use -1 to clear all channels before playing victory sound
Sun, 13 Nov 2011 19:32:42 +0100 koda modify ReleaseSound so that it performs a partial release of unused sounds, useful for responding to memory warnings
Sun, 13 Nov 2011 13:27:04 -0500 nemo Merge .17 and trunk
Sun, 13 Nov 2011 13:18:56 -0500 nemo Clear all other sounds before playing flawless victory / victory 0.9.17
Sun, 13 Nov 2011 13:05:19 -0500 nemo stray " 0.9.17
Sun, 13 Nov 2011 12:45:54 -0500 nemo oops 0.9.17
Sun, 13 Nov 2011 20:24:55 +0300 unc0rr Something
Sun, 13 Nov 2011 12:30:32 -0500 nemo Release? 0.9.17
Sun, 13 Nov 2011 13:46:26 +0300 unc0rr Introduce initialization expressions
Sun, 13 Nov 2011 12:13:21 -0500 nemo RELEEEEEEEEEASE 0.9.17
Sun, 13 Nov 2011 18:23:05 +0100 koda restore displaying statistics at the end of a game and restore warning lower views that they are going to appear
Sun, 13 Nov 2011 12:11:44 -0500 inu pt update
Sun, 13 Nov 2011 11:06:07 -0500 nemo This should not be in the unplaced section
Thu, 24 Nov 2011 13:44:30 +0100 Xeli new download manager \o/ hedgeroid
Sun, 13 Nov 2011 17:52:50 +0200 mikade Correct outdated feedback.
Thu, 24 Nov 2011 13:40:17 +0100 Xeli Added a minimal data dir, we should move this to hedgewars/share sometime hedgeroid
Sun, 13 Nov 2011 10:34:35 -0500 nemo Make AI avoid barrels the more they are damaged
Mon, 14 Nov 2011 18:03:51 +0100 Xeli merge hedgeroid
Sun, 13 Nov 2011 09:51:01 -0500 szczur pl update
Sat, 12 Nov 2011 19:00:31 +0100 koda iOS works again (also native touch interface \o/) hedgeroid
Mon, 14 Nov 2011 18:03:31 +0100 Xeli first part of the new downloader implementation hedgeroid
Sun, 13 Nov 2011 09:30:27 -0500 BioHazardX it update
Sat, 12 Nov 2011 18:38:21 +0100 koda slight cleanup, fix compiling with sdl-1.2 hedgeroid
Mon, 14 Nov 2011 17:59:26 +0100 Xeli added quotes for those with spaces in their path hedgeroid
Sat, 12 Nov 2011 21:44:26 -0500 nemo this should allow overriding static maps from lua
Sat, 12 Nov 2011 18:02:55 +0100 Xeli and now it even works for sdl12 \o/ hedgeroid
Sat, 12 Nov 2011 21:59:10 +0100 koda in class methods you can call [self alloc], as per objc specifications
Sat, 12 Nov 2011 17:55:23 +0100 Xeli use the new SDL_CreateThread call hedgeroid
Sat, 12 Nov 2011 21:53:39 +0100 koda nevermind
Sat, 12 Nov 2011 17:27:47 +0100 Xeli merge hedgeroid
Sat, 12 Nov 2011 21:07:53 +0100 koda even faster and no more warning
Sat, 12 Nov 2011 17:27:23 +0100 Xeli Java side makes use of the official multitouch implementation of SDL hedgeroid
Sat, 12 Nov 2011 12:41:12 -0500 unc0rr faster math
Sat, 12 Nov 2011 17:14:56 +0100 Xeli merge fix hedgeroid
Sat, 12 Nov 2011 11:02:02 -0500 nemo Eh. n/m. Even when I did 1 shl, didn't seem right, and anyway, it isn't much of a mask if there are 16 categories and we use 10, of which those are the most common.
Sat, 12 Nov 2011 17:06:49 +0100 Xeli merge...i think hedgeroid
Sat, 12 Nov 2011 10:44:10 -0500 nemo Add an event mask for SDL1.2
Fri, 11 Nov 2011 15:28:58 -0500 nemo Add hillbilly voice
Fri, 11 Nov 2011 15:11:41 -0500 nemo Update changelog, comment on possibly redundant lines in GSHandlers
Fri, 11 Nov 2011 14:13:25 -0500 nemo flip some flames
Fri, 11 Nov 2011 14:05:39 -0500 nemo Dir should not be 0, but set it to 1 if 0 in case I missed some other place this was done. Also correct cloud scaling.
Thu, 10 Nov 2011 21:11:57 -0500 nemo If I'm going to be arbitrary about it, might as well go for the more minimal arbitrariness
Fri, 11 Nov 2011 01:40:23 +0100 koda further engine interaction refactoring
Fri, 11 Nov 2011 01:18:19 +0100 koda minor updates to ServerProtocolNetwork class
Fri, 11 Nov 2011 00:23:09 +0100 koda restore a lost view message
Thu, 10 Nov 2011 17:37:24 -0500 nemo unsquash the rescaled clouds
Thu, 10 Nov 2011 23:14:40 +0300 unc0rr Improve parsing of complex references like "a^[b[c], d]"
Wed, 09 Nov 2011 21:36:20 +0300 unc0rr Fix inifinite loops
Wed, 09 Nov 2011 21:28:52 +0300 unc0rr Rearrange token types
Thu, 10 Nov 2011 15:12:44 -0500 nemo Add more border checks
Thu, 10 Nov 2011 12:20:01 -0500 nemo Make mazes filter use same variable as template filter
Wed, 09 Nov 2011 22:21:05 -0500 nemo fix map/template override, remove some pointless command calls
Wed, 09 Nov 2011 18:40:12 +0300 unc0rr Less precision - less confusion
Tue, 08 Nov 2011 22:05:33 +0300 unc0rr Improve type declarations parsing
Mon, 07 Nov 2011 17:37:00 -0500 nemo Another set of colours. These are an attempt to fuse ideas from mikade and bugq, based on channel feedback/voting.
Sun, 06 Nov 2011 16:21:07 -0500 nemo Might as well make the air attack team coloured too
Sun, 06 Nov 2011 23:36:02 +0300 unc0rr Even more improvements to the parser and converter
Sun, 06 Nov 2011 14:15:43 -0500 nemo tweak % again
Sun, 06 Nov 2011 13:53:25 -0500 nemo Set default water colours in greyscale mode in case the theme does not define them, decrement piano weapon on use
Sun, 06 Nov 2011 13:17:42 -0500 nemo Set CurrentAmmoGear on piano (should fix notes again). Also disable focus on current hog if unplaced.
Sun, 06 Nov 2011 13:00:25 -0500 nemo Add missing grayscale conversions
Sun, 06 Nov 2011 12:40:35 -0500 nemo Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
Sun, 06 Nov 2011 17:43:57 +0100 koda engine interaction class refactoring, round 4 or 5, can't remember: this time use the class methods to create an instance object and operates on that, reducing the number of arguments between methods and simplifying memory management
Sun, 06 Nov 2011 16:41:14 +0100 koda move two class files in a correct directory
Sun, 06 Nov 2011 10:26:12 -0500 nemo exclude hogs from density check
Sat, 05 Nov 2011 21:51:50 -0400 nemo too game breaking I think
Sat, 05 Nov 2011 21:24:54 -0400 nemo Include density in gear kick
Sat, 05 Nov 2011 21:01:21 -0400 nemo not sure why this condition wasn't here before
Sat, 05 Nov 2011 20:51:15 -0400 nemo Due to the small values and friction, halve the step in low gravity, instead of the value
Sat, 05 Nov 2011 20:09:48 -0400 nemo Don't set moving if on flat surface
Sat, 05 Nov 2011 19:12:15 -0400 nemo skip when attacking as well
Sat, 05 Nov 2011 17:42:30 -0400 nemo This has bugged me for a while. Fix text position in frame 4. Also shrink size.
Sat, 05 Nov 2011 17:24:09 -0400 nemo A bit less WTF of ice, ice chutes now work. Also tweak flake respawn positions a bit
Sat, 05 Nov 2011 20:43:20 +0300 unc0rr Some improvements to the parser
Sat, 05 Nov 2011 12:10:49 -0400 nemo Increase rarity of near flakes (don't want them intruding in game much). Also fix stereo. Near flakes were being drawn far.
Sat, 05 Nov 2011 11:41:56 -0400 nemo Flatten flakes for halloween theme, based on feedback from sheepluva
Sat, 05 Nov 2011 09:38:07 +0300 unc0rr merge
Sat, 05 Nov 2011 06:06:04 +0100 koda and while we are giving SDLh.pas all this love, let's fix the signature of one SDL_ttf calls
Sat, 05 Nov 2011 06:02:32 +0100 koda ooops :D
Sat, 05 Nov 2011 05:25:04 +0100 koda fix signedness of sdl bindings
Sat, 05 Nov 2011 04:58:22 +0100 koda oops, fix the size of a few event structs i just added
Sat, 05 Nov 2011 03:05:37 +0100 koda just for the sake of it, add the missing sdl13 events and do some cleanup
Sat, 05 Nov 2011 01:25:11 +0100 koda avoid linking compatible code from sdl library, let's provide our own
Fri, 04 Nov 2011 19:00:41 -0400 nemo Avoid overflowing event
Fri, 04 Nov 2011 21:44:57 +0100 sheepluva I hope this helps...
Fri, 04 Nov 2011 12:50:37 +0100 sheepluva tweak DrawTunnel call of blowtorch. should fix issues with blowtorch going horizontal when it shouldn't
Sat, 05 Nov 2011 09:37:17 +0300 unc0rr A try to improve parser move (has regressions)
Fri, 04 Nov 2011 00:38:37 +0100 koda while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
Fri, 04 Nov 2011 14:10:27 +0300 unc0rr Many improvements to the parser
Thu, 03 Nov 2011 23:16:26 +0300 unc0rr Better 'else' part
Thu, 03 Nov 2011 23:12:22 +0300 unc0rr Starting pas2C using library called 'pretty'
Thu, 03 Nov 2011 22:11:35 +0300 unc0rr - Update to compile with parsec 3.*
Thu, 03 Nov 2011 10:36:10 -0400 nemo Bounce can't be set on this anyway, and if we did make it work, it'd probably be OP
Thu, 03 Nov 2011 17:15:54 +0400 unc0rr Improve pascal parser, now it is able to successfully parse uGame.pas (though it eats all comments). Many things are still missing. Well, it's just a matter of time to implement the rest. All basic work is already done anyway.
Thu, 03 Nov 2011 05:15:39 +0100 koda small tweak to ingamemenu class
Thu, 03 Nov 2011 05:09:05 +0100 koda double two finger tap to make screenshot on ios (though folder is not yet accessible)
Thu, 03 Nov 2011 03:58:24 +0100 koda make screenshots with 32bits of depths, so that they are more opengles friendly
Thu, 03 Nov 2011 01:10:25 +0100 koda convert gameinterfacebridge in simple-to-use class methods
Thu, 03 Nov 2011 00:56:44 +0100 koda aaand remove also ipcport from the class interface as well
Wed, 02 Nov 2011 19:17:07 +0100 koda do not forget to keep track of teams here
Wed, 02 Nov 2011 19:07:37 +0100 koda don't keep track of the savepath and of engineprotocol objects
Wed, 02 Nov 2011 17:42:52 +0100 koda better
Wed, 02 Nov 2011 16:31:16 +0100 koda remove the need of saving the calling controller (disabling stats, but they were already broken by a previous commit)
Wed, 02 Nov 2011 09:48:29 +0100 koda slight simplification
Wed, 02 Nov 2011 09:24:18 +0100 koda move objc overlay creation after sdlwindow has been created
Mon, 31 Oct 2011 21:04:18 +0100 sheepluva widen mission list
Mon, 31 Oct 2011 20:51:00 +0100 sheepluva mission locale -> UTF-8
Mon, 31 Oct 2011 22:32:53 +0300 unc0rr ru localization
Mon, 31 Oct 2011 15:05:39 -0400 nemo oh, probably needs resetting here too
Mon, 31 Oct 2011 14:08:10 -0400 nemo Force a desync if there is a script name mismatch. This avoids playing until the game desyncs due to script differences.
Mon, 31 Oct 2011 19:40:39 +0200 mikade Add "Surfer" achievement to Space Invasion.
Mon, 31 Oct 2011 16:56:48 +0100 sheepluva this seems... um.. random
Mon, 31 Oct 2011 16:44:25 +0100 sheepluva Bee:
Mon, 31 Oct 2011 14:44:43 +0100 sheepluva mikade's request: dont delete mission text/texture in HideMission() (so that it can still be looked at in ESC menu
Mon, 31 Oct 2011 13:36:39 +0100 sheepluva fix HideMission()
Mon, 31 Oct 2011 13:12:10 +0100 sheepluva don't hide target cursor if a hedgehog (other than current) is drowning, thanks to mikade for pointing this out
Mon, 31 Oct 2011 03:08:16 +0100 koda unified the objc game state in a single place, which allowed some optimization to ObjcExport class (and more)
Mon, 31 Oct 2011 01:44:32 +0100 koda just moving ios server stuff around
Sun, 30 Oct 2011 23:24:36 +0100 sheepluva fix mission map script loading
Sun, 30 Oct 2011 21:19:47 +0100 sheepluva don't let forced hog movement (with no damage) suspend/halt shot charging
Sun, 30 Oct 2011 17:56:19 +0100 sheepluva whoops, I'm a nerd
Sun, 30 Oct 2011 17:31:53 +0100 sheepluva frontend flakes:
Sun, 30 Oct 2011 15:31:30 +0100 sheepluva frontend flakes:
Sun, 30 Oct 2011 08:01:26 +0100 sheepluva show notice to admin when kicking player
Sun, 30 Oct 2011 07:21:51 +0100 sheepluva lupdate, german translation
Sun, 30 Oct 2011 06:22:47 +0100 sheepluva beep on highlight
Sat, 29 Oct 2011 20:47:40 +0200 sheepluva whoopsy, my bad (segfault due to accepting empty lines)
Sat, 12 Nov 2011 15:48:55 +0100 Xeli yey sdl implemented multi touch so my implementation isnt needed anymore hedgeroid
Sat, 29 Oct 2011 18:20:56 +0200 sheepluva stylesheet comments/adjustments
Sat, 12 Nov 2011 14:52:48 +0100 Xeli these files must not be compiled because they cause compiler errors and noone likes those ;p hedgeroid
Sat, 29 Oct 2011 17:52:35 +0200 sheepluva html-escape nicknames
Sat, 12 Nov 2011 14:50:35 +0100 Xeli removed sdl_net which was 'borrowed' (?:P) from peyla's port we'll now be using the official port hedgeroid
Sat, 29 Oct 2011 16:54:46 +0200 sheepluva change default timestamp format to hh:mm
Sat, 12 Nov 2011 14:48:35 +0100 Xeli 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? hedgeroid
Sat, 29 Oct 2011 15:31:45 +0200 sheepluva * fix highlighting (i just broke it by not negating a boolean expression)
Sat, 12 Nov 2011 14:45:36 +0100 Xeli added lines to avoid compiler hints, is this really the way we want to do it though? ;/ hedgeroid
Sat, 29 Oct 2011 11:47:37 +0200 sheepluva update name autocompletion after nick change (since own nick isn't suggested)
Fri, 28 Oct 2011 18:33:38 +0200 Xeli merge hedgeroid
Sat, 29 Oct 2011 09:19:04 +0200 sheepluva disconnect when going back from lobby page (regression fix)
Fri, 28 Oct 2011 18:26:17 +0200 koda one dangerous merge hedgeroid
Fri, 28 Oct 2011 19:20:35 +0400 unc0rr 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.
Fri, 28 Oct 2011 13:10:46 +0200 sheepluva + make names in notice messages and leave messages clickable too
Fri, 28 Oct 2011 09:12:05 +0200 sheepluva chat: don't link own name
Fri, 28 Oct 2011 03:41:52 +0200 koda ok *this* brings ios 3.* runtime compatibility
Fri, 28 Oct 2011 03:06:31 +0200 koda restore game config on iphone
Thu, 27 Oct 2011 22:52:22 +0200 sheepluva 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.
Thu, 27 Oct 2011 21:33:18 +0400 unc0rr - Remove some old unused code
Thu, 27 Oct 2011 02:47:05 +0200 sheepluva 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...
Wed, 26 Oct 2011 11:50:03 +0200 sheepluva typos
Wed, 26 Oct 2011 05:57:00 +0200 sheepluva custom highlighting
Wed, 26 Oct 2011 02:21:44 +0200 koda also imageio is absent from old ios, so weaklink it
Wed, 26 Oct 2011 01:51:42 +0200 sheepluva few mini-adjustments
Wed, 26 Oct 2011 01:50:08 +0200 sheepluva move (prematurely) finishing game by removing all teams into engine since that's where it should happen
Wed, 26 Oct 2011 01:17:44 +0200 koda fix runtime compability with ios 3.* (hopefully) and fix a small glitch in turning off music/sounds
Wed, 26 Oct 2011 00:30:35 +0200 koda restore runtime compatibility with ios 3.2
Tue, 25 Oct 2011 22:51:10 +0200 koda move all extra categories in a single source, add caching for HWUtils
Tue, 25 Oct 2011 22:14:55 +0200 koda updated sdl and lowered minimum ios to 3.0
Tue, 25 Oct 2011 19:01:56 -0400 nemo 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.
Tue, 25 Oct 2011 19:46:59 +0200 sheepluva remove any thread-safe stuff I introduced since it's not needed
Tue, 25 Oct 2011 13:30:02 +0400 unc0rr Fix for 'The "optimized" argument must be followed by a library.' cmake failure
Tue, 25 Oct 2011 03:00:08 +0200 sheepluva adding simple doc build script
Mon, 24 Oct 2011 23:24:01 +0200 sheepluva this should fix stylesheet importing on windows, but we'll see
Mon, 24 Oct 2011 22:46:35 +0200 sheepluva fix of /saveStyleSheet command, error message on stylesheet import fail
Mon, 24 Oct 2011 20:01:25 +0200 sheepluva tweak and document abstract page
Mon, 24 Oct 2011 11:14:09 +0200 sheepluva on file save: create parent directories if needed
Mon, 24 Oct 2011 10:59:52 +0200 sheepluva unbreak command auto-completion (was broken since r0b92341adb6a - 52 commits ago)
Mon, 24 Oct 2011 10:30:47 +0200 sheepluva chat:
Mon, 24 Oct 2011 06:54:46 +0200 sheepluva minor cleanups, mostly in own code
Mon, 24 Oct 2011 06:10:28 +0200 sheepluva * fixing my hat preview bug nemo pointed out (thanks!)
Mon, 24 Oct 2011 01:09:33 +0200 sheepluva improve and cash hilight regexp
Sun, 23 Oct 2011 22:47:59 +0200 sheepluva highlight improvements
Sun, 23 Oct 2011 14:44:19 -0400 nemo oops
Sun, 23 Oct 2011 11:37:52 +0400 unc0rr Case-insensitive comparison of nicks
Sun, 23 Oct 2011 09:01:53 +0200 sheepluva potential fix for issue #217 (SigSegV while in game room in KillAllTeams - team list change?)
Sun, 23 Oct 2011 01:47:44 -0400 nemo retain dx/dy from landgun
Sat, 22 Oct 2011 20:49:26 +0200 sheepluva doxygen seems to get confused if a ///< line is followed by a /// line
Sat, 22 Oct 2011 20:41:23 +0200 sheepluva * adding destructors to my line edit subclasses
Sat, 22 Oct 2011 19:37:39 +0200 sheepluva let's create some templates so that the user knows how to start off
Sat, 22 Oct 2011 18:24:36 +0200 sheepluva document css files better
Sat, 22 Oct 2011 11:50:55 -0400 nemo Tweak ratios to deemphasise foreground flakes further
Sat, 22 Oct 2011 10:59:06 +0200 sheepluva minor signal fail fix
Sat, 22 Oct 2011 10:52:07 +0200 sheepluva some more chat fixes and changes, I think. hum. what was that? um. aaah, I better go catch some sheep ... er sleep.. um..
Sat, 22 Oct 2011 08:51:02 +0200 sheepluva ugh wth... cleaned FL/IL change notifications up
Sat, 22 Oct 2011 06:55:14 +0200 sheepluva some changes to the css... display:none; works now (e.g. you can use it for user join/leave messages that are not your friends)
Sat, 22 Oct 2011 00:49:55 -0400 nemo Bit of an experiment with giving flakes a bit more depth. Might need to be theme flagged, or theme flakes reworked on some themes. Looks neat in stereo. Also finally use an array for the layers
Sat, 22 Oct 2011 02:41:59 +0200 sheepluva BOOOOooOM <headshot>! removing default stylesheets from c++ code and adding them as text files to the qt resources
Sat, 22 Oct 2011 01:53:14 +0200 sheepluva same for chat. changed the paths to: css/qt.css css/chat.css
Sat, 22 Oct 2011 01:00:21 +0200 sheepluva frontend will use the data file misc/qt_style.css instead of hardcoded stylesheet - if the file exists
Sat, 22 Oct 2011 00:00:48 +0200 sheepluva moving a file around, fixing a png, etc.
Fri, 21 Oct 2011 20:58:49 +0200 sheepluva fix multiplayer script loading
Fri, 21 Oct 2011 19:37:45 +0200 sheepluva fix netgame layout issues, I think all layout issues caused by page refactoring are fixed now, if you find any more let me know
Fri, 21 Oct 2011 19:27:40 +0200 sheepluva fix lobby layout issues
Fri, 21 Oct 2011 19:17:08 +0200 sheepluva fix layout of net page
Fri, 21 Oct 2011 18:53:36 +0200 sheepluva fix multiplayer page layout, doc/comment fixes
Fri, 21 Oct 2011 18:23:43 +0200 sheepluva fix overlapping issue in main menu
Fri, 21 Oct 2011 17:55:32 +0200 sheepluva fix an include; fix/add comments
Fri, 21 Oct 2011 08:41:21 +0200 sheepluva simplified some stuff I wrote
Fri, 21 Oct 2011 08:03:42 +0200 sheepluva finishing SDLInterface cleanup (wrt audio)
Fri, 21 Oct 2011 07:00:49 +0200 sheepluva moving and renaming SDLs.*, making it a singleton; cleaning up class responsibilties wrt SDLInteraction; some comments
Fri, 21 Oct 2011 04:11:26 +0200 sheepluva change SDL.h/SDL.cpp to use HWDataManager instead of poking around on the harddrive - also I added doc/comments to the class
Fri, 21 Oct 2011 01:47:53 +0200 sheepluva oops and good night
Fri, 21 Oct 2011 01:36:13 +0200 sheepluva comment fixes
Fri, 21 Oct 2011 00:02:11 +0200 sheepluva comments
Thu, 20 Oct 2011 23:25:16 +0200 sheepluva cleaning up some more, also adding a WIP file. changes: hats in the hat selection are now sorted like this: NoHat, Reserved hats (alphabetically), All other hats (alphabeticall)
Thu, 20 Oct 2011 13:10:24 +0200 sheepluva introduce HWDataManager util for transparent access to [user-]data files
Thu, 20 Oct 2011 05:52:11 +0200 sheepluva comment typo
Thu, 20 Oct 2011 02:56:58 +0200 sheepluva move this widget into the widget dir
Wed, 19 Oct 2011 22:32:26 -0400 nemo lolwut
Wed, 19 Oct 2011 21:53:39 -0400 nemo Fix sticky mine/mine activation bug
Wed, 19 Oct 2011 21:50:03 -0400 nemo Fix birdy flight bug
Wed, 19 Oct 2011 21:55:42 +0200 sheepluva allow changing number of hogs or weapons with mousewheel
Wed, 19 Oct 2011 21:14:21 +0200 sheepluva make this transparent so that people can actually see /what/ they have disabled...
Wed, 19 Oct 2011 16:10:18 +0200 sheepluva give the room name edit box a history of previous room. however I hate that box from the bottom of my heart, it shall dieeeee... later...
Wed, 19 Oct 2011 02:10:27 +0200 sheepluva frontend chat input history, use arrow keys UP/DOWN
Tue, 18 Oct 2011 15:34:40 +0200 sheepluva + don't suggest ignored nicknames
Tue, 18 Oct 2011 09:09:49 -0400 Guillaume Englert Fix repeat on SkyL, remove SkyR
Tue, 18 Oct 2011 14:28:50 +0200 sheepluva feature-pimpin'-up the chat input line in frontend:
Tue, 18 Oct 2011 00:13:50 +0200 sheepluva server lobby: don't stretch buttons right of the roomlist - instead let the roomlist use all the available space
Tue, 18 Oct 2011 00:01:26 +0200 sheepluva don't hoard empty friends/ignore-lists on the HDD
Mon, 17 Oct 2011 22:48:11 +0200 sheepluva fix overlapping pixel in stormtrooper hat
Mon, 17 Oct 2011 20:40:15 +0200 sheepluva fix outline of rcplane
Mon, 17 Oct 2011 14:05:34 -0400 nemo never doing any graphics stuff when I can't test, again :(
Mon, 17 Oct 2011 14:00:15 -0400 nemo :(
Mon, 17 Oct 2011 13:49:55 -0400 nemo Not being able to test sucks :(
Mon, 17 Oct 2011 13:29:54 -0400 nemo Riiight. Let's try this instead
Mon, 17 Oct 2011 13:03:39 -0400 nemo tint RC plane with team colour. untested.
Mon, 17 Oct 2011 13:01:08 -0400 mikade graphic for team coloured RC planes
Mon, 17 Oct 2011 12:09:04 -0400 nemo Sheepluva suggestion - brighten so that the team colours look less muddy, if some artist hates the result, they are welcome to clean it up
Mon, 17 Oct 2011 11:21:08 -0400 nemo Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
Mon, 17 Oct 2011 02:07:58 +0200 sheepluva add tiara hat
Sun, 16 Oct 2011 21:21:43 +0200 koda missed a compiler option from previous merge
Sun, 16 Oct 2011 15:09:26 -0400 nemo tweak. constrain to full opacity
Sun, 16 Oct 2011 21:03:30 +0200 koda merge the changes applied to 0.9.16
Sun, 16 Oct 2011 11:45:46 -0400 nemo Blend the outter side too
Fri, 14 Oct 2011 11:36:46 -0400 Florian Fabre Hide focus outline on buttons.
Thu, 13 Oct 2011 13:50:41 -0400 nemo oops
Thu, 13 Oct 2011 11:15:07 -0400 Guillaume Englert Add SkyL/SkyR to avoid repeating the cave entrance
Wed, 12 Oct 2011 21:00:12 -0400 nemo Remove unnecessary assignments post-creation. Simplifies Lua manipulation of these adds as well as just being tidier.
Tue, 11 Oct 2011 10:44:27 -0400 Guillaume Englert another crystal, spray and landtex tweaks.
Tue, 11 Oct 2011 01:07:37 +0200 sheepluva something for nemo to play around with
Tue, 11 Oct 2011 00:06:46 +0200 sheepluva make slope calcs skip small gaps
Mon, 10 Oct 2011 16:36:35 -0400 nemo tidier
Mon, 10 Oct 2011 16:23:08 -0400 nemo Make sticky mines and normal mines start their typical behaviour a second after creation in infinite attack mode.
Mon, 10 Oct 2011 15:45:19 -0400 nemo set followgear to cluster/melon/gascloud
Mon, 10 Oct 2011 15:25:59 -0400 nemo Make a few more things be impacted by explosions nearby
Mon, 10 Oct 2011 14:37:19 -0400 nemo tweak (still a hack)
Mon, 10 Oct 2011 14:13:35 -0400 nemo Experiment in making ice more treacherous. also tweak to snow/christmas flake spawn
Sun, 09 Oct 2011 21:47:47 -0400 nemo Aaaand another flag that used to be cleared here...
Mon, 10 Oct 2011 02:50:01 +0200 koda HUGE refactoring of the ipad interface, finally understood how to use interface builder with custom uiviewcontrollers, as well as converted some uitableviewcontrollers to uiviewcontrollers for simplicity
Sun, 09 Oct 2011 20:03:04 -0400 nemo expose border color to lua
Sun, 09 Oct 2011 19:48:13 -0400 nemo oops
Sun, 09 Oct 2011 19:36:09 -0400 nemo Restrict slipperiness to girders and bridges. Make girders more obviously ice.
Sat, 08 Oct 2011 23:36:52 -0400 nemo Fix a few masks. The one that needed it the most was trophyrace.
Sat, 08 Oct 2011 22:52:51 -0400 nemo add a couple more
Sun, 09 Oct 2011 03:04:45 +0200 koda finally removed the white border glitch of the ipad preview map, moved initialization from IB to code
Sun, 09 Oct 2011 01:45:12 +0200 koda refreshed the ipad interface with some white
Sun, 09 Oct 2011 00:24:58 +0200 koda some code refactoring of the ios game config
Sat, 08 Oct 2011 23:23:25 +0200 koda ooops
Sat, 08 Oct 2011 22:51:01 +0200 koda move some config files
Sat, 08 Oct 2011 22:44:32 +0200 koda create teams programmatically
Sat, 08 Oct 2011 21:17:24 +0200 koda convert creation chamber functions to class methods
Sat, 08 Oct 2011 17:22:06 +0200 jose1711 Updated Slovak translation
Sat, 08 Oct 2011 16:54:56 +0200 jose1711 merge
Sat, 08 Oct 2011 13:39:40 +0200 koda sed commands should be tested beforehand
Sat, 08 Oct 2011 02:05:22 -0400 nemo Another flag that was relying on this routine to clear it...
Sat, 08 Oct 2011 01:27:43 -0400 nemo tweak Y movement
Sat, 08 Oct 2011 00:34:41 -0400 nemo Couple more, add back misplaced clearing of Land
Fri, 07 Oct 2011 23:57:14 -0400 nemo Add landbacktex to a few maps, just to see how it looks.
Sat, 08 Oct 2011 03:07:04 +0200 koda minor changes
Sat, 08 Oct 2011 02:57:30 +0200 koda added iphone interface for missions/trainings page, setters/getters unlocked
Sat, 08 Oct 2011 00:04:18 +0200 koda move out xib files from Resources to Classes
Fri, 07 Oct 2011 18:52:04 -0400 nemo This should allow hedgehogs to still move freely after trapping other hedgehogs in a portal loop.
Fri, 07 Oct 2011 17:29:00 -0400 nemo Move the crystals to sprays to reduce the regularity of the land texture
Thu, 06 Oct 2011 14:54:55 -0400 Guillaume Englert Add Cave theme
Thu, 06 Oct 2011 03:55:51 +0200 koda (a lot of) ooops
Thu, 06 Oct 2011 00:11:55 +0400 unc0rr - Frontend: don't pass /script for missions
Wed, 05 Oct 2011 22:57:42 +0400 unc0rr Tiny cleanup
Wed, 05 Oct 2011 10:05:14 +0200 koda the retina infection keeps spreading...
Wed, 05 Oct 2011 09:49:39 +0200 koda be a good memory aware citizen
Wed, 05 Oct 2011 01:06:58 +0200 koda make the missions/trainings start
Wed, 05 Oct 2011 00:18:54 +0200 koda first pass for implementing missions/training selection on ipad (not yet running)
Tue, 04 Oct 2011 17:13:39 -0400 nemo hm. probably should set both
Sun, 02 Oct 2011 10:36:43 -0400 nemo Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
Sun, 02 Oct 2011 03:45:09 +0200 koda on ipad2 and above animate the little hogs on game config and fix the hat display imaging
Sun, 02 Oct 2011 01:35:20 +0200 koda little changes and fixes to the previous commit
(0) -3000 -1000 -384 +384 +1000 +3000 tip