Sun, 29 Apr 2012 16:09:42 +0200 |
Xeli |
target using the utility button, this fixes bee
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Fri, 27 Apr 2012 23:09:27 +0200 |
Xeli |
add ammoprop to enable to up and down buttons on for the touch interface
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Tue, 24 Apr 2012 23:50:40 +0400 |
unc0rr |
Get rid of overloaded functions in uAmmo
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Mon, 23 Apr 2012 19:22:43 +0200 |
Xeli |
fix the ammomenu F# buttons
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Sat, 21 Apr 2012 17:55:45 +0200 |
Xeli |
- Return of the F<numbers> in the ammomenu
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Sun, 08 Apr 2012 18:11:37 +0200 |
koda |
when focus is lost lower the volume to a minimum
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Fri, 23 Mar 2012 14:14:43 +0100 |
Xeli |
first part of the utilitywidget (grenade timer/swap hogs) code
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Sun, 18 Mar 2012 18:19:20 +0100 |
Xeli |
fix ammomenu, the cursor actually works now -_-
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Sun, 18 Mar 2012 00:30:56 -0400 |
nemo |
revert this until someone makes it not screw up camera focus
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Sun, 18 Mar 2012 00:59:17 +0100 |
Xeli |
touchinterface, move the up/down arrows a bit down
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Sun, 18 Mar 2012 00:02:33 +0100 |
Xeli |
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
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Sat, 17 Mar 2012 22:39:16 +0100 |
Xeli |
make ammomenu's speed dependent on RealTicks rather than frames
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Tue, 13 Mar 2012 21:09:46 +0100 |
Xeli |
allow for 0 values on AMShiftTarget, this allows for movement across one axis
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Thu, 23 Feb 2012 12:58:17 -0500 |
nemo |
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
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Sat, 18 Feb 2012 16:56:04 +0100 |
Xeli |
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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Sat, 18 Feb 2012 13:52:37 +0100 |
Xeli |
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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Fri, 17 Feb 2012 20:42:22 -0500 |
nemo |
Experiment. This has bugged me for a long time. Should be possible to tell a team with 1 health from a team with 0
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Fri, 17 Feb 2012 18:23:36 +0100 |
koda |
the most important commit of the year
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Fri, 17 Feb 2012 12:08:01 +0100 |
koda |
refactored a few types involved in the touch interface and corrected a few invisible mistakes
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Thu, 16 Feb 2012 21:32:19 +0100 |
Xeli |
move the aim buttons to be above the jump button
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Thu, 16 Feb 2012 17:48:03 +0100 |
Xeli |
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
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Thu, 16 Feb 2012 16:02:41 +0100 |
Xeli |
added translate/fade animations for OnScreenWidgets
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Wed, 15 Feb 2012 18:22:39 +0100 |
koda |
moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
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Wed, 15 Feb 2012 16:23:59 +0100 |
koda |
small refactoring to touch screen buttons, use a record to store values, added 'offset' fields to adjust active button area
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Mon, 13 Feb 2012 08:18:59 +0100 |
koda |
update position of on screen buttons on resize
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Sun, 12 Feb 2012 15:59:10 +0100 |
koda |
add keywords for landscape ammomenu and touch interface
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Tue, 07 Feb 2012 22:39:36 -0500 |
nemo |
and oooone last off-by-1 in ammo menu
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Tue, 07 Feb 2012 21:19:10 +0100 |
Xeli |
fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
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Tue, 07 Feb 2012 18:56:49 +0100 |
Xeli |
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
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Mon, 06 Feb 2012 22:59:28 -0500 |
nemo |
slider tweak
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Mon, 06 Feb 2012 20:04:32 -0500 |
nemo |
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.
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Mon, 06 Feb 2012 19:46:46 -0500 |
nemo |
Fix slider positions
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Mon, 06 Feb 2012 19:41:46 +0100 |
Xeli |
wops, too much copy pasting
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Mon, 06 Feb 2012 19:16:22 +0100 |
Xeli |
show buttons on the screen, similar to the iOS overlay
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Sun, 05 Feb 2012 20:08:17 -0500 |
nemo |
unbreak ammo menu
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Sun, 05 Feb 2012 15:20:49 -0500 |
nemo |
add individual hog healths to team health bar
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Sat, 04 Feb 2012 16:22:46 +0100 |
Xeli |
Rewrote the Ammomenu:
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Sun, 29 Jan 2012 00:48:39 +0100 |
Xeli |
koda/ammomenu on desktop fix!
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Sat, 28 Jan 2012 23:10:39 +0100 |
koda |
minor cleanup, gather AMSlotSize in uConsts
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Sat, 28 Jan 2012 22:19:42 +0100 |
Xeli |
added the background for the weaponnames in MOBILE
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Sat, 28 Jan 2012 19:04:42 +0100 |
Xeli |
fixed the weapon name position
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Sat, 28 Jan 2012 18:22:39 +0100 |
Xeli |
changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
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Thu, 26 Jan 2012 23:54:53 +0100 |
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)
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Thu, 26 Jan 2012 22:19:52 +0100 |
Xeli |
fixed the ammo menu on android, on tablets all weapons are 'choosable' and on phones I've moved the ammomenu up a bit
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Tue, 17 Jan 2012 09:01:31 -0500 |
lovelacer |
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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Sun, 04 Dec 2011 01:00:18 +0300 |
unc0rr |
No more nested functions in code
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Sun, 27 Nov 2011 23:13:22 +0300 |
unc0rr |
Countless imporvements to the parser and countless help to the parser in sources.
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Thu, 24 Nov 2011 16:18:45 +0100 |
koda |
GSoC 2011: Android port - merged mainstream
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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.
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Mon, 14 Nov 2011 18:08:36 -0500 |
nemo |
Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
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Sat, 12 Nov 2011 19:00:31 +0100 |
koda |
iOS works again (also native touch interface \o/)
hedgeroid
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Sat, 12 Nov 2011 17:06:49 +0100 |
Xeli |
merge...i think
hedgeroid
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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
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Sat, 05 Nov 2011 21:01:21 -0400 |
nemo |
not sure why this condition wasn't here before
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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.
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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
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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
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Mon, 31 Oct 2011 13:36:39 +0100 |
sheepluva |
fix HideMission()
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Fri, 28 Oct 2011 18:26:17 +0200 |
koda |
one dangerous merge
hedgeroid
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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.
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