Tue, 05 Jun 2012 19:33:49 +0200 Xeli only reset those keys which actually change their bindings
Mon, 04 Jun 2012 19:43:39 -0400 nemo tidy flags
Mon, 11 Jun 2012 00:02:17 +0200 Medo Small improvements to the frontend lib for better debugging
Mon, 04 Jun 2012 19:36:55 -0400 nemo Welp. We have a bit of a problem here. Reverting the move of nextturn. But this causes a desync in scripting unless we can find a better fix.
Mon, 04 Jun 2012 21:32:30 +0400 Stepan777 here it is
Sat, 09 Jun 2012 03:28:38 +0200 Medo Implemented game launching API for the frontlib.
Mon, 04 Jun 2012 22:43:56 +0400 unc0rr Don't make unnecessary calls to TestWhip, TestFirePunch, TestBaseballBat and TestHammer functions as they have no need to take Targ parameter into account and thus may only be called once per position
Fri, 08 Jun 2012 19:52:24 +0200 Medo Implemented public API for letting the engine render maps
Mon, 04 Jun 2012 08:11:47 -0400 nemo Make watching AI v AI on ai survival a bit more entertaining
Thu, 07 Jun 2012 02:45:18 +0200 Medo Added ini reading/writing for game schemes to the frontend lib
Sun, 03 Jun 2012 23:04:21 -0400 nemo Workaround for bug #144. This workaround had occurred to me a while ago, but wasn't sure if placing them unfairly was better than not placing them at all. Argument for not placing at all is people should probably abort the game when they notice it. Argument for placing unfairly is people can still abort, and if we really wanted them to abort, we should probably just have halted launch if all hogs failed to spawn. This way at least play can continue.
Mon, 04 Jun 2012 21:12:20 +0200 Medo Frontlib: Work on the callback mechanisms for IPC
Sun, 03 Jun 2012 22:56:30 -0400 nemo After experimenting with a long running average at maxed out FPS and a variety of map sizes, 128 seems to actually be a good size to use if only drawing bits of world with stuff in it. 64 actually did even better in some situations, but significantly worse in others (lots of land, zoomed out).
Sun, 03 Jun 2012 01:24:18 +0200 Medo frontlib refactoring
Sun, 03 Jun 2012 18:52:22 -0400 nemo Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
Sat, 02 Jun 2012 22:54:09 +0200 Medo Merge
Sun, 03 Jun 2012 11:02:12 -0400 nemo warp sound when AI survival hog respawns. attempt at a bit of a crate spawn animation (moar sparkles and a quick fadein)
Sat, 02 Jun 2012 22:31:41 +0200 Xeli Android: added a callback to java to determine dpi/dip how much we should scale the ui
Sat, 02 Jun 2012 14:27:09 +0200 Medo Merge
Sat, 02 Jun 2012 16:25:13 -0400 nemo add onGameTick20 to basic training, extend laser sight out way more (it was visible at top when completely zoomed out), move call of new turn to after AfterSwitchHedgehog to avoid lua issues in onNewTurn - if this causes problems, lua can do delayed actions in onGameTick
Fri, 01 Jun 2012 12:42:44 +0400 unc0rr Some brainfucking code which greatly reduces number of TestCollision* calls in hedgehog walk routine. Especially helpful to AI optimization. Also fixes some edge cases.
Fri, 01 Jun 2012 00:19:30 +0200 mikade merge
Sat, 02 Jun 2012 14:26:52 +0200 Medo Demo recording for the frontend library
Thu, 31 May 2012 12:52:31 -0400 nemo Name the flags for fall tracking and indicating whether the explosion erases terrain.
Thu, 31 May 2012 18:54:40 +0200 Medo Moved frontlib into project_files
Thu, 31 May 2012 20:07:40 +0400 unc0rr merge
Thu, 31 May 2012 18:32:01 +0200 Medo Further work on the frontend library, restructuring, ...
Thu, 31 May 2012 20:07:17 +0400 unc0rr merge
Thu, 31 May 2012 15:50:25 +0200 mikade Add a GetTag method so that SetTag doesn't feel lonely.
Thu, 31 May 2012 00:35:06 +0200 Medo Started work on the frontend networking library
Thu, 31 May 2012 18:02:30 +0400 unc0rr Improve TestWhip
Thu, 31 May 2012 00:11:42 +0200 sheepluva minor tweaks for options page; should improve readability at small window size... a bit...
Tue, 29 May 2012 23:04:03 +0200 Medo Removed dead/deprecated code and comments
Thu, 31 May 2012 15:14:39 +0400 unc0rr pas2c stuff
Wed, 30 May 2012 22:45:30 +0400 unc0rr This should make drawn maps rendering even more faster
Tue, 29 May 2012 22:33:10 +0200 Medo Merge
Wed, 30 May 2012 19:01:19 +0400 unc0rr merge
Wed, 30 May 2012 18:00:29 +0400 unc0rr Render drawn maps 10-500 times faster
Tue, 29 May 2012 22:21:19 +0400 unc0rr Oops, forgot to set 'erasing' flag on decoding
Mon, 28 May 2012 22:42:59 +0400 unc0rr Fix a bug with wrong state of teams list when color isn't changed manually
Mon, 28 May 2012 14:20:51 -0400 nemo Remove a couple more timers, should mean alpha matches old pulse time now
Mon, 28 May 2012 14:11:50 -0400 nemo also change specialists
Mon, 28 May 2012 14:01:23 -0400 nemo Set air attack to active by default, make time look a bit nicer, avoid plane buzz activating.
Mon, 28 May 2012 19:33:57 +0200 Xeli change the array which represents the keyboard state to be a boolean array rather than byte array
Mon, 28 May 2012 19:15:51 +0200 Xeli Don't allow for multiple key up(or down) events, it will ignore the excess events
Mon, 28 May 2012 12:21:54 -0400 nemo Also change Highlander and Racer
Mon, 28 May 2012 10:38:27 +0200 Wolfgang Steffens moved generic matrix code to uMatrix.pas
Mon, 28 May 2012 20:04:49 +0400 unc0rr merge
Mon, 28 May 2012 10:34:33 +0200 Wolfgang Steffens merge
Mon, 28 May 2012 01:51:50 -0400 nemo Add onGameTick20 to try and encourage lua to be a bit more efficient. Rewrite Space Invasion to use it. Top speed of aliens is 25% higher now, although that could be changed, I kinda liked it. Change parameter order of div().
Mon, 28 May 2012 17:54:23 +0400 unc0rr Some improvements to pas2c
Mon, 28 May 2012 00:44:51 +0400 unc0rr Fix a remote crasher
Fri, 25 May 2012 15:35:48 +0400 unc0rr - Fix some AI stupidness factors
Mon, 28 May 2012 00:43:36 +0400 unc0rr Make frontend compile with clang
Sun, 27 May 2012 23:42:43 +0400 unc0rr - Allow switching colors with mouse wheel
Fri, 25 May 2012 09:00:54 +0200 Wolfgang Steffens initial GLSL1.2 test version
Sat, 26 May 2012 16:50:51 -0400 nemo Minor freezer changes, allow snow to accumulate on indestructible terrain too.
Fri, 25 May 2012 08:51:54 +0200 Wolfgang Steffens Removed lazy update: workaround for R7103
Sat, 26 May 2012 22:27:57 +0400 unc0rr Bring leftTeams back (with a fix) as it is apparently needed for spectators.
Fri, 25 May 2012 08:42:26 +0200 Wolfgang Steffens merge
Fri, 25 May 2012 00:06:42 +0400 unc0rr - Restore pre-r9257cf8e7af2 behavior
Wed, 23 May 2012 22:46:37 +0200 Medo Merge
Wed, 23 May 2012 16:51:37 -0400 nemo Fix reported in bug #327, comment #3 - untested but seems reasonable/safe.
Wed, 23 May 2012 16:34:12 -0400 nemo http://www.demoties.com/wp-content/uploads/2011/03/mar-01-6.jpg
Wed, 23 May 2012 23:30:50 +0400 unc0rr Mark team for deletion when letting others know it has left during game. Should help with quitters problem.
Wed, 23 May 2012 23:24:03 +0400 unc0rr Don't remove already removed team
Wed, 23 May 2012 21:19:15 +0200 Xeli wops add this too
Wed, 23 May 2012 21:16:44 +0200 Xeli reimplemented ResetKbd and calling it when exiting gsChat status, this restores behavior from.17: You can now walk -> press t/chat -> type some stuff while still walking -> exit gsChat and stop walking at that moment
Wed, 23 May 2012 19:56:14 +0200 Xeli android: fix the default make target
Wed, 23 May 2012 19:54:53 +0200 Xeli Android: add freezer commit message
Wed, 23 May 2012 02:39:30 +0200 koda add NOPNG to cmake to explicitly disable PNG dependency
Wed, 23 May 2012 01:53:25 +0200 koda add GHC and GHFLAGS from cmake too
Wed, 23 May 2012 01:39:31 +0200 koda rename a few internal cmake variables (for consistency and readability)
Tue, 22 May 2012 09:25:03 +0200 Wolfgang Steffens Replaced matrix related FFP code with explicit matrix calculations.
Tue, 22 May 2012 11:19:32 +0200 Medo Merge
Wed, 23 May 2012 00:45:37 +0200 koda there a libSDLMain.a in the bundled SDL framework
Tue, 22 May 2012 09:18:46 +0200 Wolfgang Steffens Merge
Tue, 22 May 2012 00:41:26 +0200 Xeli android: possible fix for bitmap recycle errors
Tue, 22 May 2012 00:40:43 +0200 Xeli fixed wheelup/down
Mon, 21 May 2012 22:54:34 +0200 koda add a nilcheck
Mon, 21 May 2012 16:46:24 -0400 nemo checksum
Tue, 22 May 2012 00:29:32 +0400 unc0rr Feel free to add real checksum function
Mon, 21 May 2012 06:34:17 +0200 koda better lazy loading for cScaleFactor
Sun, 20 May 2012 19:42:55 -0400 nemo Ok. I think *this* should flip it correctly...
Sun, 20 May 2012 21:09:13 +0200 Xeli android: added an unsigned target to the makefile, to help automate signing
Sun, 20 May 2012 17:17:21 +0200 Xeli remove the need to qt and co when using cmake with -DANDROID=1
Sun, 20 May 2012 10:55:58 -0400 nemo Minor tweaks to freezer, mostly to simplify current state to laptop
Sun, 20 May 2012 10:45:16 -0400 nemo clean up pngs
Sun, 20 May 2012 10:54:52 +0200 mikade merge
Sun, 20 May 2012 00:08:26 +0200 mikade + Trivial update.
Sat, 19 May 2012 17:15:12 +0200 mikade A few scripts to try out. 2x challenge, 1x GSoC training, 1x user mission.
Sun, 20 May 2012 01:00:00 -0400 nemo Bit more freezer.
Fri, 18 May 2012 13:35:22 -0400 nemo Add an emergency return to the timebox in the case of death of rest of team. Also add a small visual effect to AI survival
Thu, 17 May 2012 20:23:58 -0400 nemo Might help if this was actually its own unique weapon
Thu, 17 May 2012 18:22:20 -0400 nemo Provide training/campaign with a random seed to ignore/use.
Thu, 17 May 2012 20:19:35 +0200 Xeli remove ProcessKdb references all together, removed movecursor() because it doesnt seem to do anything
Thu, 17 May 2012 20:01:56 +0200 Xeli first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
Thu, 17 May 2012 16:52:17 +0200 Xeli dont allow choosing weapons when the AI is playing
Thu, 17 May 2012 16:51:54 +0200 Xeli android typo/sabotage
Thu, 17 May 2012 15:58:24 +0200 Xeli fix sdl13 build
Mon, 14 May 2012 22:14:17 +0200 Wolfgang Steffens readded optimization for SetScale
Thu, 17 May 2012 15:58:04 +0200 Xeli unbreak android build
Mon, 14 May 2012 19:48:34 +0200 Wolfgang Steffens Replaced FFP code that sets up orthogonal projection with explicit matrix
Tue, 15 May 2012 21:07:47 +0200 Xeli android: add missing graphics, only placeholders tho..
Mon, 14 May 2012 19:26:50 +0200 Wolfgang Steffens Refactored TTexture to allow encoding sprite(s) at an arbitrary location within
Mon, 14 May 2012 22:47:56 +0400 unc0rr Learn hask^Wpascal, dudes!
Sun, 13 May 2012 18:50:04 -0400 nemo AI can't use cWindSpeedf since it now does a smooth transition
Sun, 13 May 2012 18:31:05 -0400 nemo oops
Sun, 13 May 2012 14:56:05 -0400 nemo Dammit Xeli
Sun, 13 May 2012 21:46:50 +0400 unc0rr '\xd7af' -> 0xd7af
Sun, 13 May 2012 21:39:20 +0400 unc0rr Make uUtils.c compile
Sun, 13 May 2012 01:54:26 +0400 unc0rr help pas2c
Sun, 13 May 2012 00:50:45 +0400 unc0rr More magic
Sat, 12 May 2012 16:45:06 -0400 nemo unc0rr's magic macro
Sun, 13 May 2012 00:40:01 +0400 unc0rr oops, wrong type
Sat, 12 May 2012 23:55:09 +0400 unc0rr pas2c stuff again
Sat, 12 May 2012 22:50:33 +0400 unc0rr Get rid of cripple SendIPCc
Sat, 12 May 2012 22:44:39 +0400 unc0rr A solution to char vs string problem: mark single-letter strings with _S macro
Sat, 12 May 2012 22:13:56 +0400 unc0rr Make pas2c even more happier with uGears.c, allow assigning arrays in some cases
Sat, 12 May 2012 00:25:49 +0400 unc0rr Add missing identifiers
Fri, 11 May 2012 16:09:11 -0400 nemo Fix casing and type for gl
Fri, 11 May 2012 23:36:42 +0400 unc0rr sysutils -> SysUtils
Fri, 11 May 2012 23:34:35 +0400 unc0rr Recognize length on arrays as a separate function
Fri, 11 May 2012 23:22:01 +0400 unc0rr More tolerance to pas2c
Fri, 11 May 2012 23:03:28 +0400 unc0rr Properly track type in ref2CF, this fixes issues with functions returning strings used in expression (like "a" + line())
Fri, 11 May 2012 22:54:19 +0400 unc0rr Define NOCONSOLE for pas2c
Fri, 11 May 2012 22:50:52 +0400 unc0rr uCommandHandlers now compiles
Fri, 11 May 2012 22:35:09 +0400 unc0rr Support operator 'in', replace it with equality checks against each element of set
Fri, 11 May 2012 22:17:39 +0400 unc0rr Recognize (hwFloat op int) expressions
Fri, 11 May 2012 22:09:34 +0400 unc0rr Convert "unit.function()" properly
Fri, 11 May 2012 21:10:58 +0400 unc0rr Function to compare string to char ftw
Fri, 11 May 2012 20:01:57 +0400 unc0rr Make pas2c happier with uSound
Fri, 11 May 2012 19:33:21 +0400 unc0rr Be more wise about constant initialization expressions being not arrays
Fri, 11 May 2012 11:08:50 -0400 nemo Avoid returning an array for the sake of pas2c
Fri, 11 May 2012 00:11:01 +0200 koda fix building with lua (i think)
Fri, 11 May 2012 00:05:47 +0200 koda minor changes for warnings and a variables scope
Thu, 10 May 2012 23:21:56 +0200 koda the ios port runs again, although with a few things to sort out
Thu, 10 May 2012 22:15:31 +0200 koda ios: this commit just removes the overlay class files (with all submenus and resources) while working on a proper restoration
Fri, 11 May 2012 01:01:29 +0400 unc0rr Fix identifiers case in uLandTemplates (too lazy to make proper implementation in pas2c)
Fri, 11 May 2012 00:36:32 +0400 unc0rr Declare Param* functions
Fri, 11 May 2012 00:33:14 +0400 unc0rr Fix for Int type and sysutils in hwengine.pas
Fri, 11 May 2012 00:28:06 +0400 unc0rr Some work to make more units compile after conversion to c
Thu, 10 May 2012 23:51:05 +0400 unc0rr Support overloaded operators on (hwFloat op hwFloat) calls
Thu, 10 May 2012 22:55:13 +0400 unc0rr More definitions and mess with pascal code
Thu, 10 May 2012 13:45:47 +0400 unc0rr Render function variables in struct with no mangling. 13 C units are compilable now.
Thu, 10 May 2012 13:41:18 +0400 unc0rr Handle function type differently
Thu, 10 May 2012 13:16:31 +0400 unc0rr Some more definitions and slight fixes
Thu, 10 May 2012 11:29:18 +0400 unc0rr uAmmos.c now compiles (3 warnings though)
Thu, 10 May 2012 11:12:06 +0400 unc0rr Implement built-in functions Low() and High()
Wed, 09 May 2012 17:33:25 -0400 nemo Reflects change in previous revision to uTypes
Thu, 10 May 2012 00:58:05 +0400 unc0rr (PointerTo (SimpleType _)) could be a pointer to a non-struct type
Tue, 08 May 2012 00:17:02 +0400 unc0rr Prepend unit name to function identifiers
Mon, 07 May 2012 23:48:24 +0400 unc0rr Mangle overloaded functions (only different number of parameters is supported)
Mon, 07 May 2012 14:53:08 +0200 koda when Lua is not found, fallback to compiling the one that comes bundled in our sources
Mon, 07 May 2012 11:59:09 +0200 koda invert LUA symbol meaning and avoid hints when compiling without it
Mon, 07 May 2012 10:51:32 +0200 koda add support for FPC and FPFLAGS cmake arguments (helps crosscompiling)
Sat, 05 May 2012 19:04:59 +0100 koda old typed const moved to their proper unit
Sat, 05 May 2012 18:10:41 +0100 koda the scope cleanup continues...
Sat, 05 May 2012 17:29:04 +0100 koda split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
Sat, 05 May 2012 17:19:33 +0100 koda revisit isTerminated in hwengine
Sat, 05 May 2012 16:53:46 +0100 koda fix more breakage
Sat, 05 May 2012 16:41:14 +0200 Xeli removed the default argument in uWorld
Sat, 05 May 2012 16:38:41 +0200 Xeli fix breakage
Sat, 05 May 2012 15:17:16 +0100 koda adjust the scope of a few uSound variables and functions
Thu, 03 May 2012 22:48:02 +0200 Medo Merge
Sat, 05 May 2012 00:01:12 +0400 unc0rr Convert namespace from list into map in preparation for implementation of overloaded functions support. Greatly improve speed of rendering as a side effect (parse + render time reduced from 5:20 to 0:20)
Thu, 03 May 2012 19:00:17 +0200 sheepluva some tweaks/fixes/etc to the map preview and reload stuff
Thu, 03 May 2012 14:21:53 +0200 sheepluva visually indicate when map preview generation is in progress.
Thu, 03 May 2012 16:04:38 +0100 koda HAPPY 7000th COMMIT HEDGEWARS
Thu, 03 May 2012 13:25:40 +0200 sheepluva add DLC button to net game room
Thu, 03 May 2012 12:33:08 +0200 sheepluva + display lack of map in a nice way, don't generate bogus preview in the background
Thu, 03 May 2012 12:21:16 +0400 unc0rr Get rid of overloaded functions in uRenderUtils
Thu, 03 May 2012 00:21:17 -0400 nemo merge
Thu, 03 May 2012 03:18:10 +0200 sheepluva small tweaks/fixes to room list header saving and restore...
Thu, 03 May 2012 00:20:58 -0400 nemo Switch effects to longint for convenience of tracking ice states. I could add a new Hedgehog value, but since we have this effects list being all useless as booleans anyway...
Thu, 03 May 2012 15:34:26 +0200 Medo Updated android support library to the latest version (r8)
Thu, 03 May 2012 02:45:08 +0200 sheepluva fix a previewmap-related QObject::disconnect segfault
Wed, 02 May 2012 19:16:12 -0400 nemo Initial stub for freezer
Wed, 02 May 2012 23:53:45 +0200 Medo Merge
Thu, 03 May 2012 01:18:29 +0200 sheepluva fix: issue with playing team list vertically collapsing
Wed, 02 May 2012 18:36:27 -0400 nemo Workaround for stuck pages.
Wed, 02 May 2012 21:45:55 +0200 sheepluva tweak how the header customization is stored in the settings file
Wed, 02 May 2012 22:51:42 +0400 unc0rr Render float consts into defines
Wed, 02 May 2012 22:12:58 +0400 unc0rr GetRandom -> GetRandomf
Wed, 02 May 2012 19:36:23 +0200 sheepluva allow F5 magic to refresh demos/saves list too
Wed, 02 May 2012 16:36:11 +0100 koda rename a few Draw* routines
Wed, 02 May 2012 14:41:21 +0100 koda wut?
Wed, 02 May 2012 14:35:54 +0100 koda remove old ukeys hooks from pascalexport (definitely breaking the ios port, will have to work on that, but for now sheepluva and xeli will be happy *hopefully*)
Wed, 02 May 2012 15:33:34 +0200 sheepluva rooms list
Wed, 02 May 2012 14:30:22 +0200 sheepluva roomslist: reimplement filters
Wed, 02 May 2012 07:39:25 -0400 nemo remove IFDEF 0 for sake of poor parser
Wed, 02 May 2012 13:00:10 +0200 sheepluva room list: replace magic table column indexes with enum. makes future changes to the room list format way easier.
Wed, 02 May 2012 11:43:43 +0100 koda marked a couple of functions as inline
Wed, 02 May 2012 12:24:44 +0200 sheepluva make search filter field have a useable size on low frontend resolution
Wed, 02 May 2012 10:53:13 +0100 koda change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
Wed, 02 May 2012 11:28:38 +0200 sheepluva make column sorting three-state: asc -> dsc -> off/default (= by room state)
Wed, 02 May 2012 10:57:36 +0200 sheepluva sort by room state by default
Wed, 02 May 2012 10:47:21 +0200 sheepluva allow custom sorting of roomslist (by clicking on header sections)
Wed, 02 May 2012 08:07:17 +0100 koda add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
Tue, 01 May 2012 17:33:28 -0400 nemo Removing maps can cause desyncs. This is why we still have Cheese, Sticks, Sheep etc.
Tue, 01 May 2012 23:03:25 +0200 sheepluva remove map: Sticks
Tue, 01 May 2012 21:24:04 +0200 sheepluva roomslistmodel: prettier names for map +rnd+ etc.; point out unavailable maps
Tue, 01 May 2012 19:56:55 +0200 koda breaking news, we don't support typed consts anymore
Tue, 01 May 2012 20:54:30 +0400 unc0rr Hopefully this change doesn't break anything
Tue, 01 May 2012 20:54:02 +0400 unc0rr Better type deriving
Tue, 01 May 2012 19:29:47 +0400 unc0rr Declare const ints as enums
Tue, 01 May 2012 19:28:30 +0400 unc0rr Make Str2PChar more pas2c-friendly
Tue, 01 May 2012 16:16:09 +0200 sheepluva adjust column widths
Tue, 01 May 2012 16:20:12 +0200 koda oops^2
Tue, 01 May 2012 15:29:48 +0200 koda oops
Tue, 01 May 2012 15:23:11 +0200 koda minor changes for more compatibilities with other compilers
Tue, 01 May 2012 14:57:40 +0200 sheepluva RoomsListModel:
Tue, 01 May 2012 11:39:24 +0100 koda remove SDL_SCANCODE_*
Tue, 01 May 2012 11:25:44 +0100 koda add NULL definition and align types to their correct bitwidth
Tue, 01 May 2012 11:39:11 +0200 sheepluva display haxx0red teams colors correctly.
Tue, 01 May 2012 00:22:10 +0200 sheepluva made the hog count thingy prettier when on low space... have fun squishing hogs!
Mon, 30 Apr 2012 23:14:40 +0200 sheepluva Qt: fix issue with hog count being not visible on low resolutions/long team names and hard to read on very high resolutions
Mon, 30 Apr 2012 23:35:40 +0400 unc0rr Support recurrent function calls. The code is kinda hackish and ugly, but I really spent a few hours thinking on a good solution.
Mon, 30 Apr 2012 20:12:43 +0200 sheepluva add missing copyright headers to roomslistmodel
Mon, 30 Apr 2012 17:43:21 +0400 unc0rr Rework string init macro
Mon, 30 Apr 2012 16:55:02 +0400 unc0rr Raise exception when .inc file isn't found
Sun, 29 Apr 2012 21:17:27 +0200 Xeli wops
Sun, 29 Apr 2012 21:05:09 +0200 Xeli implement switch for the touch interface
Sun, 29 Apr 2012 18:08:46 +0200 Xeli hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Sun, 29 Apr 2012 20:52:10 +0200 sheepluva map, theme & style selection won't be lost on data updata now (except the selected map/theme/style is deleted ofc). enabling F5 key to reload data :>
Sun, 29 Apr 2012 17:23:05 +0200 sheepluva make it auto-update (whoops,forgot)
Sun, 29 Apr 2012 17:12:49 +0200 sheepluva hello GameStyleModel
Sun, 29 Apr 2012 16:09:42 +0200 Xeli target using the utility button, this fixes bee
Sun, 29 Apr 2012 14:10:59 +0200 Xeli enabled grenade timer, needs a button image
Sat, 28 Apr 2012 15:18:30 +0200 Xeli wops, removed some writeln
Sat, 28 Apr 2012 15:03:52 +0200 Xeli changed uKeys to uInputHandler to better reflect its function
Sun, 29 Apr 2012 14:00:35 +0200 sheepluva * make HatModel update automatically (also renamed class and files)
Sat, 28 Apr 2012 18:56:31 +0200 sheepluva license header year range adjustments
Sat, 28 Apr 2012 14:41:40 +0200 Xeli - changed targetting, to launch an airstrike move the cursor/pointer to a location and then press the firebutton
Sat, 28 Apr 2012 12:46:57 +0200 Xeli -Fixed FingerHasMoved function, still might need a little tweaking
Fri, 27 Apr 2012 23:39:01 +0200 Xeli remove last boolean keys references and using only ParseCommand in uTouch now
Sat, 28 Apr 2012 12:35:29 +0200 sheepluva various comment tweaks/fixes
Sat, 28 Apr 2012 11:56:09 +0200 sheepluva MapModel: add getters for random maps based on type, so that the mapContainer does not have to magically know how maps and separators are ordered within the model
Sat, 28 Apr 2012 09:25:30 +0200 sheepluva fix for issue 186 ("Screen gets messed up when selecting Hand Drawn Map")
Sat, 28 Apr 2012 00:08:12 -0400 nemo unbreak snowball
Fri, 27 Apr 2012 22:25:26 -0400 nemo Ok, 20,000 was a bit much. Arbitrary multiplier that seems to shove things off enough.
Sat, 28 Apr 2012 00:24:37 +0200 sheepluva MapModel: comments/docs, small tweaks
Fri, 27 Apr 2012 23:17:11 +0200 Xeli reimplement the quit engine+frontend keys
Fri, 27 Apr 2012 23:09:27 +0200 Xeli add ammoprop to enable to up and down buttons on for the touch interface
Fri, 27 Apr 2012 23:10:48 +0200 sheepluva decouple current theme from map theme (fixes theme confusion bugs of last commit)
Fri, 27 Apr 2012 22:22:04 +0200 sheepluva MapModel converted to QStandardItemList; separators fixed; changed used data format (human-readable struct instead of magic list) for map info in HwMapContainer (+ various small cleanups in that class)
Fri, 27 Apr 2012 11:47:37 +0200 sheepluva MapModel, various cleanups. TODO/FIXME: QComboBox separator not working with custom models
Thu, 26 Apr 2012 16:15:37 +0200 sheepluva messing with the theme model a bit (gets now auto-updated after DLC download too)
Fri, 27 Apr 2012 16:57:54 -0400 nemo theme tweaks
Fri, 27 Apr 2012 22:15:08 +0400 unc0rr Show number of points in drawn map
Fri, 27 Apr 2012 00:43:48 +0400 unc0rr Cursor for DrawMapScene. Feel free to ajust its look.
Thu, 26 Apr 2012 09:48:52 +0200 sheepluva mapContainer: use DataManager, reload maps after data update (e.g. by DLC)
Thu, 26 Apr 2012 09:47:35 +0200 sheepluva make DLC trigger data reload
Thu, 26 Apr 2012 07:44:44 +0200 sheepluva make DataManager a QObject with reload() slot that emits signal updated()
Thu, 26 Apr 2012 07:22:05 +0200 sheepluva renaming HWDataManager -> DataManager
Wed, 25 Apr 2012 17:44:48 +0200 sheepluva reimplement auto-kick for ignored players (it was temporarily removed during refactoring)
Wed, 25 Apr 2012 08:23:48 +0200 sheepluva nemo said I was boring for removing the "hello" randomizer on room join.
Tue, 24 Apr 2012 17:16:18 -0400 nemo Oh, and I guess this is needed as well, although if many other places in the code do this, pas2c will need
Tue, 24 Apr 2012 16:58:19 -0400 nemo Make adler32 friendlier for pas2c - this should work the same (needs testing ofc)
Tue, 24 Apr 2012 23:56:41 +0400 unc0rr Fix GetAmmoEntry in PascalExports
Tue, 24 Apr 2012 23:50:40 +0400 unc0rr Get rid of overloaded functions in uAmmo
Tue, 24 Apr 2012 23:33:39 +0400 unc0rr uCommands compiles
Tue, 24 Apr 2012 22:27:56 +0400 unc0rr Fix types
Tue, 24 Apr 2012 16:11:07 +0400 unc0rr Don't add duplicates into string consts
Tue, 24 Apr 2012 06:53:39 +0200 koda this should enable png screenshots on osx as well
Mon, 23 Apr 2012 19:23:28 +0200 Xeli in uTouch dont use bools to represent keystrokes, but issue ParseCommands
Mon, 23 Apr 2012 19:22:43 +0200 Xeli fix the ammomenu F# buttons
Mon, 23 Apr 2012 19:22:16 +0200 Xeli - change uKeys to be event based rather than polling
Mon, 23 Apr 2012 13:22:30 +0000 vittorio giovara case sensitivity + correct variable check
Mon, 23 Apr 2012 04:14:21 +0200 koda when libpng is not found, gratiously fallback to bmp screenshots; untested
Mon, 23 Apr 2012 04:05:18 +0200 koda ios minor warning and optimisation for team color
Sun, 22 Apr 2012 13:58:53 -0400 nemo Make clouds/flakes change direction smoothly
Sun, 22 Apr 2012 21:23:32 +0400 unc0rr Allow LIST command while in room to not annoy old frontends (0.9.17 or less) with warnings
Sun, 22 Apr 2012 18:38:34 +0200 koda added savepassword checkbox to options page, which now reloads values at every acces
Sun, 22 Apr 2012 17:03:55 +0200 Stepan777 add a checkbox for the password field prompt (issue 316)
Sun, 22 Apr 2012 15:13:17 +0200 Xeli fixed uKeys (aka almost revert it back)
Sun, 22 Apr 2012 04:48:11 +0200 koda ios: turn on more warning messages and start correcting them
Sun, 22 Apr 2012 03:59:24 +0200 Stepan777 memory leak in hwform.cpp (issue 386)
Sun, 22 Apr 2012 02:10:44 +0200 koda fix compiling hw for ios (was looking for the wrong math.h and used an old variable name)
Sat, 21 Apr 2012 18:11:24 -0400 nemo *sigh*
Sat, 21 Apr 2012 18:05:42 -0400 nemo Seems to me placing hogs does not need 5s since it is a fixed interval now. Maybe if placing hogs was ever 0 seconds or something.
Sat, 21 Apr 2012 23:00:08 +0400 unc0rr Oops
Sat, 21 Apr 2012 20:12:22 +0400 unc0rr Make pas2c even smarter. Now uIO.c compiles fine, and only 1 warning when compiled with -Wall (clang).
Sat, 21 Apr 2012 18:02:44 +0200 Xeli - Don't crash on back press, but shutdown hedgewars
Sat, 21 Apr 2012 17:59:14 +0200 Xeli - Added support for keyboards on android
Sat, 21 Apr 2012 17:55:45 +0200 Xeli - Return of the F<numbers> in the ammomenu
Sat, 21 Apr 2012 19:51:13 +0400 unc0rr - Remove support for variables in command handlers
Fri, 20 Apr 2012 23:03:20 +0400 unc0rr Fix parsing of exit() call without parameters
Fri, 20 Apr 2012 22:56:56 +0400 unc0rr Move all strings into constants to make them of string255 type
Fri, 20 Apr 2012 22:03:35 +0400 unc0rr Many small improvements to pas2c
Fri, 20 Apr 2012 01:50:47 +0400 unc0rr Some more progress with pas2c
Thu, 19 Apr 2012 23:36:20 +0400 unc0rr - Track array size to use for High function
Thu, 19 Apr 2012 18:15:03 +0200 Xeli android: prevent the app from a semi-crash when exiting a game
Sun, 15 Apr 2012 00:47:22 +0400 unc0rr Improve rendering of function types, ranges, and more
Sat, 14 Apr 2012 23:50:14 +0400 unc0rr Fix insanity
Sat, 14 Apr 2012 23:36:57 +0400 unc0rr More string types
Sat, 14 Apr 2012 23:19:45 +0400 unc0rr Get rid of TGearsType to simplify pas2c
Sat, 14 Apr 2012 22:40:23 +0400 unc0rr Render some builtin functions
Sat, 14 Apr 2012 22:24:09 +0400 unc0rr Render unions
Fri, 13 Apr 2012 01:41:11 +0200 koda minor gl debug/comments
Fri, 13 Apr 2012 00:18:10 +0200 koda disable png screenshots on mobile for now
Fri, 13 Apr 2012 00:08:46 +0400 unc0rr Support string constants
Thu, 12 Apr 2012 23:10:35 +0400 Stepan777 Oops, forgot file
Thu, 12 Apr 2012 23:05:46 +0400 Stepan777 png screenshots
Wed, 11 Apr 2012 22:47:21 +0400 unc0rr Support operators declarations
Wed, 11 Apr 2012 22:46:59 +0400 unc0rr Simplify converter's life
Wed, 11 Apr 2012 01:04:58 +0400 unc0rr Improve rendering of function types, arrays, and more
Mon, 09 Apr 2012 23:20:42 +0200 koda vob* variables need to be reset
Tue, 10 Apr 2012 00:00:25 +0400 unc0rr Unbreak build (change was only tested with pas2c parser, and was okay to it)
Mon, 09 Apr 2012 23:55:12 +0400 unc0rr First try to compile with clang: improve renderer a bit. The result of pas2c is still far from normal C source.
Mon, 09 Apr 2012 23:36:23 +0400 unc0rr Better handle switch statement
Mon, 09 Apr 2012 22:01:36 +0400 unc0rr Eraser tool
Mon, 09 Apr 2012 22:01:13 +0400 unc0rr Better support for strings
Mon, 09 Apr 2012 04:55:46 +0200 koda ios: resample the sound effects in CAF as suggested in ios sdk (100kB of space saved)
Mon, 09 Apr 2012 04:43:30 +0200 koda ios: refactor the code of the after-game statistics display using delegates
Mon, 09 Apr 2012 03:25:17 +0200 koda ios: convert audio operation from class to instance, plays better with memory
Mon, 09 Apr 2012 02:02:14 +0200 koda i don't understand this, but without this change audio doesn't fade on ios
Sun, 08 Apr 2012 20:31:01 -0400 nemo remove stray pixels
Sun, 08 Apr 2012 23:41:34 +0200 koda ios: don't prompt restoring a game that didn't complete loading
Sun, 08 Apr 2012 23:31:02 +0200 koda ios, this method belongs here
Sun, 08 Apr 2012 19:06:25 +0200 koda ios: schemes table was being drawn on top of the table border
Sun, 08 Apr 2012 18:46:09 +0200 koda formatting
Sun, 08 Apr 2012 18:11:37 +0200 koda when focus is lost lower the volume to a minimum
Sat, 07 Apr 2012 22:13:15 +0200 koda by popular demand, switch Nature and Golf music (issue 383)
Fri, 06 Apr 2012 16:59:32 +0400 unc0rr Convert some operators
Thu, 05 Apr 2012 17:52:27 +0400 unc0rr Unwind 'with' construction
Thu, 05 Apr 2012 14:58:34 +0400 unc0rr Improve rendering into C
Thu, 05 Apr 2012 14:50:58 +0400 unc0rr Make function more pascal-ish
Thu, 05 Apr 2012 00:42:43 +0400 unc0rr More external definitions for pas2c
Wed, 04 Apr 2012 18:00:46 +0400 unc0rr Finish the toughest part of the converter. Now it knows types of everything, so could correctly recognize bitwise operators and type convertions.
Wed, 04 Apr 2012 15:05:14 +0400 unc0rr Normalize RecordFields before conversion. Helps with namespaces problem.
Tue, 03 Apr 2012 17:53:33 +0400 unc0rr Fix withState' not returning lastType
Sun, 01 Apr 2012 15:23:34 +0200 Medo Added copyright notice to Scheme.java
Tue, 03 Apr 2012 10:08:35 +0100 krdrt5367 ja update
Sun, 01 Apr 2012 15:17:29 +0200 Medo Hedgeroid: Added ini4j library, updated android support library and added lib licenses
Tue, 03 Apr 2012 10:06:58 +0100 krdrt5367 de update
Sun, 01 Apr 2012 15:15:45 +0200 Medo Added some toString methods to help when debugging
Tue, 03 Apr 2012 10:05:26 +0100 krdrt5 cz update
Sun, 01 Apr 2012 04:37:55 +0200 Medo Merge
Mon, 02 Apr 2012 17:28:18 +0400 unc0rr - Handle multidimensional arrays better
Sun, 01 Apr 2012 04:27:46 +0200 Medo Scheme definitions now use .ini files.
Mon, 02 Apr 2012 16:14:29 +0400 unc0rr Finally fix the bug with pointer declarations polluting namespace with bad records
Sat, 31 Mar 2012 20:39:19 +0200 Medo Removed some unused imports and a redundand nullcheck
Mon, 02 Apr 2012 00:32:17 +0200 koda let's outsmart the compiler for no particular benefit
Sat, 31 Mar 2012 20:36:03 +0200 Medo Added hashcode function for Team to make it consistent with equals.
Fri, 30 Mar 2012 19:40:49 +0200 Medo Remove API Level 8 dependency found by Android Lint
Fri, 30 Mar 2012 23:58:08 +0400 unc0rr More clean namespace, some fixes
Fri, 30 Mar 2012 17:00:34 +0400 unc0rr Much better types handling, work correctly with functions
Thu, 29 Mar 2012 17:27:01 +0400 unc0rr - Treat strings as arrays of chars
Thu, 29 Mar 2012 01:01:29 +0400 unc0rr Better deriving, some fixes
Wed, 28 Mar 2012 23:53:45 +0400 unc0rr Resolve deferred type on dereference
Wed, 28 Mar 2012 16:33:50 -0400 nemo invalidate on switch
Wed, 28 Mar 2012 01:56:42 +0200 koda dates are no more!
Wed, 28 Mar 2012 01:26:47 +0200 koda ios: fix offset for 'details' table header in iphone game configuration
Wed, 28 Mar 2012 01:19:36 +0200 koda ios: prevent an horrible hack for the in-game help pages; they would actually need a serious refactoring to allow localisation and rotation support
Wed, 28 Mar 2012 00:42:57 +0200 koda ios: use notifications instead of class methods (maybe tidier)
Mon, 26 Mar 2012 20:29:37 -0400 nemo At mikade's request. give scripting access to the map name prior to override.
Mon, 26 Mar 2012 23:54:12 +0400 unc0rr Dig into namespaces even more
Mon, 26 Mar 2012 17:56:15 +0400 unc0rr Just some further work
Mon, 26 Mar 2012 03:58:03 +0200 koda ios, one more grenade timer tweak
Mon, 26 Mar 2012 03:57:14 +0200 koda i didn't even know it was possible (spotted by adam4813)
Mon, 26 Mar 2012 03:36:11 +0200 koda ios: fix blocked preview button
Mon, 26 Mar 2012 03:24:50 +0200 koda ios headers cleanup, with tweaks to +randomPort and grenade timer handling in overlay
Sun, 25 Mar 2012 21:17:01 +0200 mikade merge
Sun, 25 Mar 2012 17:37:07 +0200 mikade - don't give hogs air weps when border is enabled
Sun, 25 Mar 2012 17:34:40 +0200 mikade Added a missing loc
Sun, 25 Mar 2012 14:51:13 +0200 mikade Add the parameters I missed the first time when I added these hooks.
Sun, 25 Mar 2012 23:10:29 +0400 unc0rr - Apply unit's namespace to current scope when referencing unit name
Sat, 24 Mar 2012 21:19:50 +0400 unc0rr Fix wrong type returned from id2C
Sat, 24 Mar 2012 19:57:06 +0400 unc0rr Fix server thinking game is still not finished sometimes
Sat, 24 Mar 2012 16:46:56 +0100 Xeli wops ;i
Sat, 24 Mar 2012 16:41:35 +0100 Xeli ANDROID and WIN32 can both be set to 1, so have ANDROID take preference
Sat, 24 Mar 2012 15:52:07 +0100 Xeli fixed some typo's. LUA_LIBRARY now points to the right name, regardless of the host machine. Running cmake after a bad attempt (ie forgot to add paths to PATH) now works rather than having to clean the cache
Fri, 23 Mar 2012 21:56:27 -0400 nemo LandBackTex take 2
Fri, 23 Mar 2012 18:20:59 -0400 nemo This has bugged me for a while. Since we are missing the source SVGs for this theme, removed the leaves crudely in GIMP. Also added some basic roots. Someone more artistic is encouraged to try and improve it.
Fri, 23 Mar 2012 23:03:09 +0400 unc0rr Oops
Fri, 23 Mar 2012 14:18:58 +0100 Xeli unbreak engine
Fri, 23 Mar 2012 00:21:34 +0100 simmax Improved cmake build script for Android:
Fri, 23 Mar 2012 14:14:43 +0100 Xeli first part of the utilitywidget (grenade timer/swap hogs) code
Thu, 22 Mar 2012 22:55:38 +0400 unc0rr Add more strictness in hope it will help with space leak
Wed, 21 Mar 2012 00:05:46 -0400 nemo Try different splash sounds too
Tue, 20 Mar 2012 01:30:54 -0400 nemo bit of an experiment in variable splash sizes based on object/speed. not sure if it looks good yet. need to drown more stuff.
Sun, 18 Mar 2012 18:19:20 +0100 Xeli fix ammomenu, the cursor actually works now -_-
Sun, 18 Mar 2012 14:22:13 +0100 koda workaround the different Lion ABI by forcing fpc 2.6 as minimum compiler version on osx
Sun, 18 Mar 2012 14:15:51 +0100 koda updated ios project file to work with fpc 2.6
Sun, 18 Mar 2012 00:30:56 -0400 nemo revert this until someone makes it not screw up camera focus
Sun, 18 Mar 2012 00:59:17 +0100 Xeli touchinterface, move the up/down arrows a bit down
Sun, 18 Mar 2012 00:05:20 +0100 Xeli make the Ammomenu show up a little faster
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
Sat, 17 Mar 2012 22:39:16 +0100 Xeli make ammomenu's speed dependent on RealTicks rather than frames
Tue, 13 Mar 2012 21:09:46 +0100 Xeli allow for 0 values on AMShiftTarget, this allows for movement across one axis
Sat, 17 Mar 2012 17:24:38 -0400 nemo Disable anim for stats screen ("In game" stays visible otherwise)
Sat, 17 Mar 2012 17:18:43 -0400 nemo Ensure flawless is false if any hog is lost, unless it was lost doing a kamikaze
Sat, 17 Mar 2012 16:14:08 -0400 nemo I imagine this should use the game window width, but I'll let someone else figure it out. I'm just sick of frames being half-visible in navigation.
Sat, 17 Mar 2012 14:24:43 -0400 nemo eh. guess they really should be here
Sat, 17 Mar 2012 14:13:16 -0400 nemo Adding leftX/rightX/topY to simplify determining bounds based on map playing area.
Sat, 17 Mar 2012 14:02:11 -0400 nemo I think this is a little more efficient than dxdy, and easier to read. We call DxDy2 a lot, can any of those use Angle/DirAngle?
Sat, 17 Mar 2012 13:16:50 -0400 nemo orient kamikaze correctly when going through portals
Wed, 14 Mar 2012 23:58:56 -0400 nemo oh yeah, dY...
Wed, 14 Mar 2012 21:12:04 -0400 nemo Allow RC plane to go through portals
Wed, 14 Mar 2012 11:07:22 +0400 unc0rr Oops, fix range (2 is too small value)
Tue, 13 Mar 2012 22:25:43 -0400 nemo Add fall damage
Tue, 13 Mar 2012 21:51:50 -0400 nemo For reasons I can't fathom, if this portion isn't commented out, the AI completely fails w/ a weaponset of only firepunch.
Tue, 13 Mar 2012 22:46:55 +0400 unc0rr Variable pen width
Tue, 13 Mar 2012 12:22:56 -0400 nemo tweak take 2
Tue, 13 Mar 2012 12:10:48 -0400 nemo Small tweak to return something more useful in the negative 0 case on dX
Tue, 13 Mar 2012 00:05:03 -0400 nemo Minimise another sqrt check.
Mon, 12 Mar 2012 23:46:28 +0400 unc0rr Avoid local rate minimums around hog (within 15 pixels). Not tested.
Mon, 12 Mar 2012 16:08:40 +0400 unc0rr Compatibility
Mon, 12 Mar 2012 01:00:17 -0400 nemo Change rest of AI tests to floats, reenable snowball
Sun, 11 Mar 2012 23:24:09 -0400 nemo Try adding it to deagle too. Although the routine still doesn't consider angle, so it'll pretty much be luck. Might be a waste of time.
Sun, 11 Mar 2012 22:44:57 -0400 nemo Hm. Score was a bit too much, AI was doing suicidal things.
Sun, 11 Mar 2012 22:35:55 -0400 nemo small tweak. make drowning prefer higher health hogs
Sun, 11 Mar 2012 20:36:50 -0400 nemo Teach AI to drown with shotgun too
Sun, 11 Mar 2012 20:12:31 -0400 nemo Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat.
Sun, 11 Mar 2012 18:28:32 -0400 nemo Add drowning to grenade too, try some little optimisations
Sun, 11 Mar 2012 23:31:32 +0400 unc0rr Fix silliness
Sun, 11 Mar 2012 14:43:36 -0400 nemo First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
Sun, 11 Mar 2012 12:19:04 -0400 nemo Minor optimisation for AI to cut down on hwSqrt calls
Sun, 11 Mar 2012 11:39:45 -0400 nemo bug #336
Sat, 10 Mar 2012 23:00:39 -0500 nemo Add div to allow safe integer division from lua
Sat, 10 Mar 2012 16:32:46 -0500 nemo Recount team health if modifying hedgehog health
Sat, 10 Mar 2012 16:10:38 -0500 nemo Set default empty ammo sets. Current mission handling appears to not pass any default ammo set, so script was never getting a chance to set its own.
Sat, 10 Mar 2012 15:56:36 -0500 nemo Avoid rare double decrement.
Sat, 10 Mar 2012 14:38:31 -0500 nemo Prevent pirate ship from repeating on Islands, remove vertical line in art landback
Sat, 03 Mar 2012 22:40:00 -0500 nemo bug #370
Thu, 01 Mar 2012 23:55:19 +0400 unc0rr Oh, should also check for game finish when player quits without ROUNDFINISHED message: small refactoring, not tested at all
Thu, 01 Mar 2012 14:45:42 -0500 nemo comment out reserve to maintain old Qt compat
Thu, 01 Mar 2012 23:35:13 +0400 unc0rr Also consider game finished when the last player reports ROUNDFINISHED despite the correctness parameter.
Wed, 29 Feb 2012 18:30:37 -0500 nemo Someone might find this useful. Plan to link to it from the wiki.
Wed, 29 Feb 2012 18:24:56 -0500 nemo Fix for bug #366, delete gear if hog is drowning (needed either that or a check on nil Gear^.Hedgehog^.Gear)
Wed, 29 Feb 2012 23:44:49 +0400 unc0rr Don't remove client's teams from teams list on "ROUNDFINISHED 0", just send team removal message to others.
Tue, 28 Feb 2012 21:25:36 -0500 nemo oops
Tue, 28 Feb 2012 22:00:33 +0100 Xeli android: fix finding cache dir on prefroyo devices, it now creates the Hedgewars folder if it wasn't there
Tue, 28 Feb 2012 09:40:48 -0500 nemo attractiveness tweak to the text clip
Mon, 27 Feb 2012 19:01:44 -0500 nemo Clamp name/team name textures to avoid long team / hog name abuse. Limit width in px instead of chars to avoid unicode issues.
Sun, 26 Feb 2012 18:13:26 -0500 nemo don't use currenthedgehog
Sun, 26 Feb 2012 16:31:25 -0500 mikade use per hog ammo game flag. improves AI play
Sun, 26 Feb 2012 15:42:28 -0500 nemo oops
Sun, 26 Feb 2012 13:37:17 -0500 nemo right-click colour selection to scroll backwards through colours (bit hackish, subclassing + right click handling would be better than custom menu item signal)
Sun, 26 Feb 2012 12:56:53 -0500 nemo ugh
Sun, 26 Feb 2012 12:45:00 -0500 nemo make onAmmoStoreInit optional in the case of onNewAmmoStore
Sun, 26 Feb 2012 12:32:48 -0500 nemo pass indexes for the clan/team/hedgehog
Sun, 26 Feb 2012 11:28:28 -0500 nemo copypasta fail
Sun, 26 Feb 2012 11:21:32 -0500 nemo Add a new script hook. onNewAmmoStore. This will allow scripts like The Specialists to define separate ammo sets for each hog
Sun, 26 Feb 2012 12:15:32 +0400 unc0rr Send ROUND_FINISHED only once (only from in game mode)
Sat, 25 Feb 2012 22:18:08 +0400 unc0rr Remove client's teams only when game is running and exit status is 'incorrect exit'. Frontend still sends excessive ROUND_FINISHED, so the bug is not fixed completely.
Fri, 24 Feb 2012 23:49:31 +0400 unc0rr - Increase server version number due to rooms list protocol changes
Thu, 23 Feb 2012 23:13:48 +0400 unc0rr Bring back functionality to "Join" button
Thu, 23 Feb 2012 22:58:52 +0400 unc0rr Setup rooms list headers
Thu, 23 Feb 2012 12:58:17 -0500 nemo Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
Thu, 23 Feb 2012 18:41:52 +0400 unc0rr Handle ROOM* commands in rooms list model
Thu, 23 Feb 2012 00:46:03 +0400 unc0rr Start switching to rooms list model. To be continued.
Wed, 22 Feb 2012 18:13:14 +0100 koda Added tag hedgeroid-alpha for changeset ce2b24995ab2
Wed, 22 Feb 2012 18:09:39 +0100 koda Added tag 0.9.17-release for changeset 4670f003f91b
Wed, 22 Feb 2012 18:09:17 +0100 koda Removed tag 0-9.17-release
Mon, 20 Feb 2012 22:04:57 +0100 Xeli updated version for market hedgeroid-alpha
Mon, 20 Feb 2012 21:55:59 +0100 Xeli incremental loading of all the images in teamcreation on android, this should really be rewritten though..
Mon, 20 Feb 2012 21:50:56 +0100 Xeli fixed a nullpointer exception when creating a new team
Mon, 20 Feb 2012 21:22:21 +0100 Xeli fixed the schemes on android
Mon, 20 Feb 2012 21:22:04 +0100 Xeli schemes/teams now get replaces on each version update
Sun, 19 Feb 2012 16:51:22 +0100 Xeli check if the widget is shown before checking if the finger is on the widget
Mon, 20 Feb 2012 22:04:52 +0400 unc0rr Show message and return from network game pages on server shutdown
Mon, 20 Feb 2012 21:52:18 +0400 unc0rr - Register HWTeam metatype so HWTeam objects could be passed via queued connections
Mon, 20 Feb 2012 20:33:26 +0400 unc0rr Make all signals from HWNet queued, this should fix issues with teams and chat widgets
Sun, 19 Feb 2012 02:52:19 +0100 koda added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
Sun, 19 Feb 2012 01:22:59 +0100 koda ipad, have the scheme/weapon/style selector always stick in the same position
Sun, 19 Feb 2012 00:39:44 +0100 koda missions page rotates correctly
Sun, 19 Feb 2012 00:25:38 +0100 koda two more this time
Sat, 18 Feb 2012 19:33:48 +0100 koda merge
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)
Sat, 18 Feb 2012 19:33:04 +0100 koda this apparently didn't get updated, but it was enough to reassign the outlets
Sat, 18 Feb 2012 15:24:20 +0100 Xeli changed jumping, on x button tap is high jump, on longpress + release is low jump (read: it only does a low jump when you release)
Sat, 18 Feb 2012 19:29:16 +0100 koda prepare a styled button
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
Sat, 18 Feb 2012 19:07:19 +0100 koda oh i thought i had converted every uitableviewcontroller to uiviewcontroller+tableview; this also restores displaying statitstics after game
Sat, 18 Feb 2012 11:59:59 +0100 koda rotation support for other controllers
Sat, 18 Feb 2012 11:18:10 +0100 koda one more USE_TOUCH_INTERFACE
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
Fri, 17 Feb 2012 23:36:05 +0100 Xeli stop the crosshair from twitching when it's not supposed to move + fix aimingUp/Down booleans
Fri, 17 Feb 2012 22:54:45 +0100 Xeli change power() to sqr
Fri, 17 Feb 2012 22:53:02 +0100 Xeli fix crosshair aiming
Fri, 17 Feb 2012 22:18:21 +0100 Xeli remove all hwFloat calculations
Fri, 17 Feb 2012 21:34:33 +0100 Xeli the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now
Fri, 17 Feb 2012 18:23:36 +0100 koda the most important commit of the year
Fri, 17 Feb 2012 17:43:59 +0100 koda exploit the new setWhatsThis feature in our desktop frontend
Fri, 17 Feb 2012 15:55:31 +0100 Xeli forgot begin
Fri, 17 Feb 2012 15:35:20 +0400 unc0rr Use queued signal-slot connections with HWNet class
Fri, 17 Feb 2012 12:17:43 +0100 koda ops
Fri, 17 Feb 2012 12:08:01 +0100 koda refactored a few types involved in the touch interface and corrected a few invisible mistakes
Fri, 17 Feb 2012 09:33:03 +0100 koda and of course fix build for sdl 1.2
Thu, 16 Feb 2012 23:20:49 +0100 koda carried out some cosmetic TODOs in uTouch
Thu, 16 Feb 2012 21:32:19 +0100 Xeli move the aim buttons to be above the jump button
Thu, 16 Feb 2012 17:48:03 +0100 Xeli added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Thu, 16 Feb 2012 20:32:47 +0400 unc0rr Send team removal message on incorrect engine shutdown (when game not finished). Should help with game hang when room master closes engine, then quits room.
Thu, 16 Feb 2012 16:16:59 +0100 Xeli wops, added an extra USE_TOUCH_INTERFACE
Thu, 16 Feb 2012 16:02:41 +0100 Xeli added translate/fade animations for OnScreenWidgets
Wed, 15 Feb 2012 20:59:00 +0100 Xeli use realtick rather than SDL_GetTicks
Wed, 15 Feb 2012 18:34:08 +0100 Xeli rebuild all modules each time..... :P
Wed, 15 Feb 2012 18:22:39 +0100 koda moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
Wed, 15 Feb 2012 18:03:51 +0100 Xeli unbreak uTouch
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
Mon, 13 Feb 2012 08:18:59 +0100 koda update position of on screen buttons on resize
Sun, 12 Feb 2012 15:11:47 -0500 nemo oops
Sun, 12 Feb 2012 22:18:49 +0400 unc0rr Show preview immediately on fetch
Sun, 12 Feb 2012 18:50:22 +0100 koda tweaks to the value tracking slider (doesn't draw outside the superview bounds) and assign proper copyright notice to it
Sun, 12 Feb 2012 18:08:34 +0100 koda restored interface on iphone
Sun, 12 Feb 2012 19:38:32 +0400 unc0rr Remove STL dependency (again), fix qmake build
Sun, 12 Feb 2012 15:59:10 +0100 koda add keywords for landscape ammomenu and touch interface
Sun, 12 Feb 2012 15:35:06 +0100 koda tipped by xeli, ammomenu texture needs to be redrawn on resize to update its position
Sun, 12 Feb 2012 15:27:25 +0100 koda gather context restoration under a single keyword
Sun, 12 Feb 2012 15:04:17 +0100 koda colorWithPatternImage uses too much memory
Sun, 12 Feb 2012 11:05:26 +0100 koda fixed a little event propagation problem, added rotation support to the scheme setting page
Sun, 12 Feb 2012 10:08:58 +0100 koda shorten the portait orientation check
Sat, 11 Feb 2012 19:24:09 +0100 koda ios weapon setting page supports rotation
Sat, 11 Feb 2012 06:11:19 +0100 koda i don't know how this is possible
Sat, 11 Feb 2012 14:30:15 +0100 Xeli split the installing and building in the android Makefile
Sat, 11 Feb 2012 05:48:33 +0100 koda ios check for music preference also for fading methods
Sat, 11 Feb 2012 05:13:56 +0100 koda fix coordinate system on ios overlay
Sat, 11 Feb 2012 04:27:58 +0100 inu one more pt locale update
Sat, 11 Feb 2012 04:24:53 +0100 koda minor changes to ios project file to better behave with buildbot
Fri, 10 Feb 2012 17:18:49 +0400 unc0rr Workaround pointers to not yet defined types
Fri, 10 Feb 2012 12:21:54 +0100 inu updated pt_pt locale
Thu, 09 Feb 2012 19:59:57 +0100 Xeli disable the use of the accelerometer on android, we don't use it and it only drains the battery
Thu, 09 Feb 2012 19:06:43 +0100 koda merge
Thu, 09 Feb 2012 19:05:52 +0100 koda move the classes recently added to a proper folder
Thu, 09 Feb 2012 18:59:46 +0100 koda added MGSplitViewController, popular replacement for uisplitviewcontrollers: this brings rotation support to our settings pages! weapons and schemes are the only controllers displaying minor glitches
Thu, 09 Feb 2012 18:09:03 +0100 koda small ios weapon localisation handling fix
Thu, 09 Feb 2012 17:28:05 +0100 koda ios: added MXAudioPlayerFadeOperation to allow easy fade in and out of background music
Thu, 09 Feb 2012 16:31:02 +0100 inu updated ios description portuguese
Thu, 09 Feb 2012 14:12:50 +0100 Xeli use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
Wed, 08 Feb 2012 15:49:55 +0400 unc0rr Move a bit further
Tue, 07 Feb 2012 22:39:36 -0500 nemo and oooone last off-by-1 in ammo menu
Tue, 07 Feb 2012 23:50:52 +0100 Xeli fixed aiming by touching the crosshair, made it compatible with the aiming buttons and disabled camera movement when touching buttons + some formatting fixes
Tue, 07 Feb 2012 21:19:10 +0100 Xeli fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Tue, 07 Feb 2012 22:18:44 +0400 unc0rr Fix a bug with type declaration trying to resolve type being declared
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
Mon, 06 Feb 2012 22:59:28 -0500 nemo slider tweak
Tue, 07 Feb 2012 02:10:15 +0100 koda merge
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.
Mon, 06 Feb 2012 19:46:46 -0500 nemo Fix slider positions
Tue, 07 Feb 2012 01:18:29 +0100 koda merge
Mon, 06 Feb 2012 23:21:04 +0100 Xeli add the button images to the android assets
Mon, 06 Feb 2012 22:52:15 +0100 Xeli wops, must use tabs not spaces..
Mon, 06 Feb 2012 22:40:09 +0100 Xeli the buttons actually work now!
Mon, 06 Feb 2012 22:39:52 +0100 Xeli fix compiler error for non android build
Mon, 06 Feb 2012 19:41:46 +0100 Xeli wops, too much copy pasting
Mon, 06 Feb 2012 19:16:22 +0100 Xeli show buttons on the screen, similar to the iOS overlay
Tue, 07 Feb 2012 01:18:03 +0100 koda ios game configuration page rotation gliches fix
Mon, 06 Feb 2012 23:17:45 +0400 unc0rr Some progress, still can't find the source of bad behavior
Tue, 07 Feb 2012 00:34:25 +0100 koda ios game configuration page supports rotation, with some enhancements (like the new slider); some glitches here and there
Sun, 05 Feb 2012 22:22:46 -0500 nemo Increase volume on a number of sounds that were many times quieter than the other voices. Also remove empty space in Ooff1.ogg so it plays at the right time.
Sun, 05 Feb 2012 20:13:56 -0500 nemo unbreak tardis
Sun, 05 Feb 2012 20:08:17 -0500 nemo unbreak ammo menu
Sun, 05 Feb 2012 18:20:02 -0500 nemo Disable opacity across the board. It is screwed up in OSX and apparently also Linux. Bad artifacts and overall performance.
Sun, 05 Feb 2012 17:35:52 -0500 nemo ok. really fix by toggling back to ready. At least, I think this should do it...
Sun, 05 Feb 2012 16:21:55 -0500 nemo attempt to fix 3222bb0612ca - otherwise you are unable to start a second game without quitting the room.
Sun, 05 Feb 2012 15:20:49 -0500 nemo add individual hog healths to team health bar
Sun, 05 Feb 2012 23:24:43 +0400 unc0rr Further work on propagating types. Now it hopefully works fully, just need to annotate namespace with types first.
Sun, 05 Feb 2012 15:55:15 +0100 Xeli some refactoring + you can now tap on the ammo menu to select a weapon
Sun, 05 Feb 2012 15:52:26 +0100 koda BUUUUURN OBJC AMMOMENU BUUUURNhg diff! (on a separate note, this reduces the codesize by ~37k)
Sat, 04 Feb 2012 23:06:22 +0100 Xeli check if the latest assets have been moved to the sdcard (compare with versionCode)
Sat, 04 Feb 2012 16:22:46 +0100 Xeli Rewrote the Ammomenu:
Sat, 04 Feb 2012 16:17:31 +0100 Xeli Android makefile: compile with debug symbols and ant clean, otherwise it wont update the apk if you have only changed a lib
Sat, 04 Feb 2012 16:15:57 +0100 Xeli Expanded copyToXY, it doesn't copy the whole src sprite, srcX/Y to srcW/h, added DrawSprite2Surf and DrawLine2Surf
Sun, 29 Jan 2012 18:05:35 +0100 Xeli disable using files from the assets dir, and use fopen()
Fri, 03 Feb 2012 14:21:07 +0400 unc0rr Propagate types on identifiers
Tue, 31 Jan 2012 22:04:41 -0500 cherrotluo chinese update
Mon, 30 Jan 2012 17:32:18 -0500 nemo astyle -C -S -L -N --style=allman --recursive "QTfrontend/*.cpp" "QTfrontend/*.h"
Mon, 30 Jan 2012 23:20:28 +0100 koda more ios pages supporting rotaiton
Mon, 30 Jan 2012 07:51:30 +0100 koda ahem, fix build
Sun, 29 Jan 2012 18:52:01 +0100 koda disabling the discovery of SDL13+ on desktop. SDL13 has become SDL2 with a completely different ABI and will require a new FindSDL2 module for Cmake to be found; for current sdl development installations, hedgewars will either use the compatibility layer (present in sdl1.3 but not in sdl2) or just fail to build (in case sdl2 is installed but sdl1.2.* is not). whew
Sun, 29 Jan 2012 02:48:03 +0100 koda starting to convert the ipad interface to support all ortientations...
Sun, 29 Jan 2012 02:45:12 +0100 koda rotation ftw!!! (engine part)
Sun, 29 Jan 2012 00:48:39 +0100 Xeli koda/ammomenu on desktop fix!
Sat, 28 Jan 2012 23:10:39 +0100 koda minor cleanup, gather AMSlotSize in uConsts
Sat, 28 Jan 2012 22:19:42 +0100 Xeli added the background for the weaponnames in MOBILE
Sat, 28 Jan 2012 19:04:42 +0100 Xeli fixed the weapon name position
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
Fri, 27 Jan 2012 23:02:36 -0500 nemo bump to 0.9.18-dev - not sure how this was missed before
Fri, 27 Jan 2012 10:19:14 +0100 koda this should lower compatibility with qt4.5 again, but i have no way to test it
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)
Thu, 26 Jan 2012 22:20:21 +0100 Xeli background now properly resizes on tablets
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
Thu, 26 Jan 2012 16:04:08 +0400 unc0rr Haha, I was greatly puzzled by "date.month() == 10 && date.daysInMonth() == 31" :D
Thu, 26 Jan 2012 02:06:57 +0100 Xeli enable pause/resume on the java side
Thu, 26 Jan 2012 02:06:16 +0100 Xeli added pause/resume functionality for android, android need the opengl context to be recreated along with textures and whatnot
Tue, 24 Jan 2012 18:11:56 +0100 Xeli added TARDIS to minimal data dir, changed a couple of org_libsdl_app to org_hedgewars_hedgeroid in SDL_android.cpp and updated SDLActivity.java
Tue, 24 Jan 2012 11:54:53 -0500 nemo Tweak voices a bit (always play hurry at correct time, skip "come on then" if other voice is playing)
Tue, 24 Jan 2012 03:38:18 +0100 Xeli add the android support package for Fragments and the like
Tue, 24 Jan 2012 03:26:22 +0100 Xeli not needed when using the updated android ndk.. -_-
Tue, 24 Jan 2012 03:04:23 +0100 Xeli revert Android.mk back after copying SDL_mixer and SDL_ttf
Tue, 24 Jan 2012 02:47:51 +0100 Xeli update the core/android/SDL_android.cpp fix some includes in Android.mks, use a different host to download some libs, sdl doesn't have up to date tarballs..
Tue, 24 Jan 2012 01:59:28 +0100 Xeli these are needed for ndk-build or it won't know what api to build it for
Tue, 24 Jan 2012 01:03:33 +0100 Xeli Added a script to simplify building the android port
Sun, 22 Jan 2012 23:36:36 +0100 Xeli some tweaks to the build process, cmake now generates some vital files, fpc only compiles those files which have been changed since the last time, SDL still does not work
Sun, 22 Jan 2012 23:35:32 +0100 Xeli remove the incorrect text that people need to download before playing
Mon, 16 Jan 2012 14:25:26 +0100 Xeli Android: quick fix from a bug report from the market in the download manager
Wed, 18 Jan 2012 01:11:09 +0100 koda merge
Wed, 18 Jan 2012 01:10:35 +0100 koda little hack for playing less sounds in frontend
Wed, 18 Jan 2012 01:07:07 +0100 koda simplify qpushbuttonwithsound and add a mouseover sound (I tried selecting the least annoying ones, maybe it'd be better to look for proper button sound effects)
Tue, 17 Jan 2012 23:42:30 +0100 bovi skip button sound when exiting
Tue, 17 Jan 2012 23:36:15 +0100 koda move the feedback button in a nicer position
Tue, 17 Jan 2012 09:20:16 -0500 nemo fix line endings
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.
Mon, 16 Jan 2012 10:22:21 +0100 valnut GCI task: season greetings
Sun, 15 Jan 2012 22:01:50 -0500 nemo Also allow lua to change gfPerHogAmmo/gfSharedAmmo even if lua does not define new ammo stores
Mon, 16 Jan 2012 00:03:13 +0100 bovi disable the glitchy exit sound
Sun, 15 Jan 2012 23:54:06 +0100 koda correct language identifier
Sun, 15 Jan 2012 23:50:41 +0100 koda hedgewars.pro formatting and removal of the last pageoptions hr
Sun, 15 Jan 2012 23:35:02 +0100 bovi GCI task: stars
Sun, 15 Jan 2012 23:14:10 +0100 bovi small tweak for compiling with xfire and qt under windows
Sun, 15 Jan 2012 22:57:49 +0100 bovi GCI task: ping
Sun, 15 Jan 2012 22:48:34 +0100 bovi GCI task: iOS _language_ 3 (Romanian)
Sun, 15 Jan 2012 22:46:36 +0100 bovi provide a minimal Romanian translation for engine
Sun, 15 Jan 2012 22:29:24 +0100 bovi updated win build script
Sun, 15 Jan 2012 21:08:15 +0100 Xeli changed error message
Sun, 15 Jan 2012 21:07:52 +0100 Xeli Load the TeamCreationmenu's contents in a different thread
Sun, 15 Jan 2012 21:04:31 +0100 Xeli some bug fixed regarding the downloader
Sun, 15 Jan 2012 21:00:10 +0100 Xeli Graphics used on the android market
Sun, 15 Jan 2012 20:55:22 +0100 Xeli some meta build files needed for newer api levels...
Sun, 15 Jan 2012 12:40:48 -0500 nemo Assign ammo counts as well, in case the game flags were changed by the script
Sat, 14 Jan 2012 14:59:19 +0100 koda somehow my paths slipped in...
Sat, 14 Jan 2012 05:05:53 +0100 valnut GCI task: feedback is important
Sat, 14 Jan 2012 05:03:21 +0100 bovi GCI task: cmd.exe
Fri, 13 Jan 2012 13:48:48 -0500 nemo Fix typos
Fri, 13 Jan 2012 22:28:59 +0400 gallardo_pablo Spanish voice
Wed, 11 Jan 2012 21:46:06 +0000 enveezee Push RopePercent to lua to fix rope if not set
Wed, 11 Jan 2012 22:26:07 -0500 nemo Allow multiple portals, so long as the team hasn't changed...
Tue, 10 Jan 2012 22:41:35 -0500 nemo allow roping into a portal (still detaches rope)
Mon, 09 Jan 2012 01:13:55 -0500 nemo ok. pretty sure that has to be consistent in both. go with the smaller one...
Mon, 09 Jan 2012 00:50:39 -0500 nemo Slow down flakes/clouds that are farther away. Also unbreak NTPX w/ SDL 1.2
Sat, 07 Jan 2012 00:10:47 +0400 unc0rr Disallow dot as a part of identifier
Fri, 06 Jan 2012 01:51:04 +0100 koda fix a couple of loose ends: sdl_mixer is informed of that OGG is provided by Tremor with its own macro, there is no more a segfault on Tremor cleanup, added new event type and timestamp entry for SDL, removed spurious characters from the japanese translation, uSound errors now are output with SDLTry, uSound doesn't need sound preloading any more
Wed, 04 Jan 2012 02:06:44 +0100 Ivo Nunes GCI task: iOS Portuguese
Sun, 01 Jan 2012 15:24:55 -0500 RoFra graphics fix. take 3
Sun, 01 Jan 2012 14:14:55 -0500 ChipHome Fixed unicode italian missions translation update
Sun, 01 Jan 2012 13:20:22 -0500 nemo one more mask, reduce hog count on ruler map
Sun, 01 Jan 2012 12:01:25 -0500 ChipHome Italian update - ditched missions file since encoding appears to be incorrect.
Sat, 31 Dec 2011 03:24:44 +0100 thebowseat GCI task: iOS Japanese
Sat, 31 Dec 2011 03:21:09 +0100 koda update ios project file with new uGears* files; flags for one text file
Sat, 31 Dec 2011 01:52:14 +0300 unc0rr Fix build
Fri, 30 Dec 2011 22:20:57 +0300 unc0rr Oops
Thu, 29 Dec 2011 23:02:40 +0300 unc0rr Send full room info on room add and update events. Less(?) traffic, but current frontend doesn't behave good with this change to server.
Thu, 29 Dec 2011 09:40:16 +0100 jerryma1121 GCI task: one bug (issue 167)
Thu, 29 Dec 2011 09:35:04 +0100 kragniz GCI task: idea
Thu, 29 Dec 2011 09:29:56 +0100 koda testing, let's try -Os optimisation for frontend and engine; small cleanup and typos
Wed, 28 Dec 2011 21:53:40 +0300 unc0rr Take koda's notice into account, also update list of source files
Wed, 28 Dec 2011 11:13:29 -0500 unc0rr add -O2
Wed, 28 Dec 2011 18:40:02 +0300 unc0rr It seems there's no need to copy gear's msg. Fixes bots getting stuck after hog switch.
Tue, 27 Dec 2011 14:14:26 -0500 nemo Experiment in eliminating transparent white from LandPixels - I think it messes up on some graphics cards. Noticed a curious white border on a girder in a theme Randy is working on. At the very least it is slightly more efficient in the blit.
Tue, 20 Dec 2011 16:13:17 -0500 ChipHome Italian update
Sat, 17 Dec 2011 13:12:33 -0500 nemo Little tweak to reduce noob fail. Delay drill rocket explosion by 250ms after spawn in Attack. Unless you drop it straight down w/ no power, it should not explode immediately in your face.
Thu, 15 Dec 2011 12:57:26 -0500 nemo Remove density adjustment in ammoshove. Means a mine and a barrel will be batted same distance again.
Thu, 15 Dec 2011 11:06:36 -0500 nemo Experiment. Applying density to both ammoshove and explosion, w/ distance of a hedgehog knock being standard value (/3 since hedgehog "density" is 3)
Mon, 12 Dec 2011 19:23:05 +0100 Henek added SetAmmoStore to lua for convinience
Mon, 12 Dec 2011 00:10:55 +0100 koda added 'loaded locale' message, other minor things
Mon, 12 Dec 2011 00:10:11 +0100 koda finally hook the engine localization on ios
Sun, 11 Dec 2011 23:20:59 +0100 Resoow GCI task: iOS _languages_ 2 (Bulgarian)
Sun, 11 Dec 2011 23:15:06 +0300 m4tx [GCI] backz task: unify the back button functionality, avoid using the save button
Sun, 11 Dec 2011 19:57:04 +0100 koda make sure to stop music before freeing it
Sun, 11 Dec 2011 14:52:02 +0100 Henek enable lua to also set rope length percent
Sat, 10 Dec 2011 04:10:32 +0100 sheepluva removing my reserved hat.
Thu, 08 Dec 2011 23:30:03 -0500 nemo missing nil
Thu, 08 Dec 2011 14:44:10 +0400 unc0rr Some more work on scopes
Wed, 07 Dec 2011 19:38:33 -0500 nemo oops. this is more efficient anyway.
Wed, 07 Dec 2011 23:35:13 +0100 koda ios italian translation
Wed, 07 Dec 2011 23:04:57 +0300 unc0rr Format code a bit
Wed, 07 Dec 2011 22:54:39 +0300 unc0rr Further progress on dealing with namespaces
Wed, 07 Dec 2011 11:35:03 -0500 nemo Suggestion of sheepluva's - disable timebox in crates after SD, and set to disabled in Ammo. Also disable switch hedgehog for teams of 1 hedgehog in size, and try and correct what appears to be a bug in reserved hats.
Wed, 07 Dec 2011 17:55:23 +0400 unc0rr - Fix type2C id2C call
Wed, 07 Dec 2011 12:19:36 +0100 blackmetalowiec Auto refresh room list after leaving room. Fixes issue #320 for voluntarily and involuntarily coming to room list.
Wed, 07 Dec 2011 08:01:18 +0300 unc0rr "System" unit to help converter
Tue, 06 Dec 2011 22:05:59 +0300 unc0rr Ok, State monad instead
Tue, 06 Dec 2011 16:16:48 -0500 Terrington_Snyde nicer graphic
Tue, 06 Dec 2011 17:59:10 +0400 unc0rr Convert into Reader monad
Mon, 05 Dec 2011 23:52:59 -0500 nemo Fix regression from 6480 too. Extra assignments might make this slightly less efficient.
Mon, 05 Dec 2011 23:10:53 -0500 nemo with statement considered harmful
Tue, 06 Dec 2011 05:53:02 +0200 mikade Don't forget about Rope Training.
Tue, 06 Dec 2011 05:41:52 +0200 mikade oops
Tue, 06 Dec 2011 04:46:47 +0200 mikade merge
Mon, 05 Dec 2011 18:38:25 -0500 nemo ...
Mon, 05 Dec 2011 18:38:07 -0500 nemo ...
Tue, 06 Dec 2011 00:47:24 +0200 mikade Add some (slightly modified) GCI missions.
Mon, 05 Dec 2011 23:04:10 +0300 unc0rr Let .hs be native eol format too
Mon, 05 Dec 2011 17:56:49 +0400 unc0rr Start converting into monadic code using Reader monad (will be used to store information about namespace)
Fri, 02 Dec 2011 15:03:27 +0400 unc0rr Some tiny optimizations
Sun, 04 Dec 2011 15:21:50 -0500 nemo Bind 1-5 in defaults. Missions really need the option to pick a team though, using default team if none supplied.
Sun, 04 Dec 2011 18:58:52 +0100 koda update the ios data script for the new audio mono location
Sun, 04 Dec 2011 18:53:49 +0100 koda audio mono is back
Sun, 04 Dec 2011 18:52:22 +0100 koda ios port working again, mono audio is missing
Sun, 04 Dec 2011 11:53:08 +0100 Kimsey0 GCI task: iOS Danish
Sun, 04 Dec 2011 01:00:18 +0300 unc0rr No more nested functions in code
Sun, 04 Dec 2011 00:56:07 +0300 unc0rr Some cleanup here and there
Sun, 04 Dec 2011 00:52:47 +0300 unc0rr - Give uLand more modularity
Sat, 03 Dec 2011 22:21:23 +0300 unc0rr Add base type tags to identifiers
Sat, 03 Dec 2011 19:18:13 +0100 Xeli android: moved the different objects representing the different game parameters to a different package
Sat, 03 Dec 2011 19:09:24 +0100 Xeli android: rename TouchInterface package to UserInput
Sat, 03 Dec 2011 18:50:29 +0100 Xeli android: startgamemenu now has some default values, plus the themes are ordered alphabetically
Sat, 03 Dec 2011 18:49:17 +0100 Xeli android: hopefully prevents a FC, I can't reproduce it though..
Sat, 03 Dec 2011 15:22:07 +0100 koda fix exe flags of new translations
Sat, 03 Dec 2011 15:20:15 +0100 huseyinaksu GCI task: iOS _language_ (Turkish)
Sat, 03 Dec 2011 15:15:14 +0100 Leonard GCI task: iOS German
Sat, 03 Dec 2011 15:09:46 +0100 Kimsey0 GCI task: Danish translation
Sat, 03 Dec 2011 15:06:47 +0100 koda italian typo, fix issue 324
Sat, 03 Dec 2011 15:01:57 +0100 koda minor cleanup
Sat, 03 Dec 2011 14:43:09 +0100 koda cleanup and example
Sat, 03 Dec 2011 14:36:36 +0100 Oranger GCI task: describez
Sat, 03 Dec 2011 12:00:32 +0100 koda neeeeeeeemoooooooooooooooo
Sat, 03 Dec 2011 11:32:34 +0100 koda .hgignore update
Thu, 01 Dec 2011 18:02:27 +0400 unc0rr - Improve renderer a bit, disallow nested functions
Thu, 01 Dec 2011 11:30:06 +0400 unc0rr Why 'And'? (help parser)
Wed, 30 Nov 2011 23:16:44 +0100 Henek present somthing that could be taken as a structure
Wed, 30 Nov 2011 12:19:10 +0100 blackmetalowiec further updates to iOS polish translation
Tue, 29 Nov 2011 16:24:25 +0100 blackmetalowiec polish iOS translation update
Mon, 28 Nov 2011 17:41:35 -0500 nemo remove placeholder values that snuck in in the merge
Fri, 30 Dec 2011 13:54:39 +0400 unc0rr Start refactoring uGears. Breaks build.
Tue, 29 Nov 2011 17:42:42 +0400 unc0rr - Improve parsing of prefix operators
Mon, 28 Nov 2011 23:14:11 +0300 unc0rr merge
Mon, 28 Nov 2011 17:38:50 +0100 Xeli typo... >,<
Mon, 28 Nov 2011 17:57:25 +0400 unc0rr More verbose progress log, dump the result
Mon, 28 Nov 2011 17:37:43 +0100 Xeli added a switch USE_SDLTHREADS
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)
(0) -3000 -1000 -960 +960 +1000 +3000 tip