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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
Enter gsConfirm state when loosing focus
2011-08-07, by unc0rr
disable extra time in timeless mode
2011-08-07, by nemo
drowning flake graphics tweak
2011-08-07, by nemo
oops this slipped through
2011-08-07, by koda
Expose TargetX/TargetY to scripting
2011-08-07, by nemo
removed prints
hedgeroid
2011-08-09, by Xeli
disable special case for parachute on rope. legacy? Without it, parachute behaves as one expects
2011-08-07, by nemo
fixed minor download bug
hedgeroid
2011-08-09, by Xeli
make a special case for teleport instead. also allows teleporting off of a parachute
2011-08-07, by nemo
api level 9 for now
hedgeroid
2011-08-09, by Xeli
prevent attempting to teleport in mid-air during inf attack
2011-08-07, by nemo
-
hedgeroid
2011-08-09, by Xeli
Don't reset attack when Unplaced.
2011-08-07, by nemo
Fixed IPC provide gameconfig
hedgeroid
2011-08-09, by Xeli
This should make bee/airstrikes play nicer with infinite attack mode
2011-08-07, by nemo
Added color and team hog count
hedgeroid
2011-08-09, by Xeli
Ditch the renderer system in sdl1.3 and use the 'old fashioned' sdl/opengl context. This gives us more flexibility and less problem in receiving video events (expecially on mobile platform) as well as not having to care to reset the gl context every time sdl interferes.
2011-08-06, by koda
AI thread is now an SDL_Thread rather than pthread
hedgeroid
2011-08-09, by Xeli
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