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
(0) -3000 -1000 -300 -100 -96 +96 +100 +300 +1000 +3000 tip