Mon, 11 Oct 2010 15:47:40 -0400 nemo Extend the >0 / amNothing check
Mon, 11 Oct 2010 21:45:25 +0200 koda merge
Mon, 11 Oct 2010 14:55:13 -0400 nemo Call OnUsedAmmo *after* doing the normal CurAmmoType stuff so CurAmmoType actually points to the right bloody weapon
Mon, 11 Oct 2010 20:47:17 +0200 Tobias Neumann Add dummy amResurrector sprite
Mon, 11 Oct 2010 20:34:21 +0200 Tobias Neumann New Weapon: Resurrector (TODO: ammo icon + sprites)
Mon, 11 Oct 2010 21:41:24 +0400 unc0rr Add debug message about # cmd
Mon, 11 Oct 2010 12:37:42 -0400 nemo Constrain to <= to avoid a bug on bottom edge reported by Henek
Mon, 11 Oct 2010 12:13:06 -0400 nemo Remove bit of debug code from prior, don't switch weapons on end of turn (stick with whatever the last weapon was)
Mon, 11 Oct 2010 11:36:47 -0400 nemo Don't use AfterAttack in saucer - CurAmmoType is switched at this point
Mon, 11 Oct 2010 00:15:01 -0400 nemo update some numerus forms for english
Sun, 10 Oct 2010 23:41:24 -0400 nemo restore the delay between shots
Sun, 10 Oct 2010 22:18:38 -0400 nemo Skip "hurry" message if turn is 10s or less
Sun, 10 Oct 2010 21:43:22 -0400 nemo You win fillammostore
Sun, 10 Oct 2010 21:14:58 -0400 nemo Hopefully fix the last of the more obvious weapon bugs w/ infinite attack mode, add a depixeling sweep every 5s too.
Sun, 10 Oct 2010 20:34:48 -0400 nemo Hopefully fix bee/air attacks w/o screwing anything else up. Set mines to trigger immediately in infinite attack mode (better not use 0s mines)
Mon, 11 Oct 2010 03:28:15 +0200 koda moved some utilities to a separate column with round buttons
Sun, 10 Oct 2010 20:16:17 -0400 nemo Correct another bug in slot switching, adjust width of theme list, really truly fix reset of weps (I hope) should also fix infinite teleport bug in place hogs mode. Slow update of health to 5s for inf attack mode.
Mon, 11 Oct 2010 00:08:48 +0200 koda split the flag tableview in worldwide and community
Sun, 10 Oct 2010 16:51:40 -0400 nemo Add the standard delay (1.25 seconds) between attacks on inf attack mode, as well as checks for damage and win.
Sun, 10 Oct 2010 22:32:01 +0200 koda some rethinking of initial menu presentation and initial orientation (also merging images should be threadsafe now)
Sun, 10 Oct 2010 21:32:18 +0400 unc0rr Some screwing around in try to fix space leak. No luck yet.
Sun, 10 Oct 2010 12:53:16 -0400 nemo Enable resetting of weapons after each turn - useful in combination with a limited weaponset and unlimited attacks
Sun, 10 Oct 2010 12:32:12 -0400 nemo Check on an infinite attacks mode, still many problems in actual weapons
Sun, 10 Oct 2010 12:22:57 -0400 nemo forgot the mapping
Sun, 10 Oct 2010 12:08:16 -0400 nemo Add per-hog ammo option, initial stubs for infinite attack and weapon reset, fix a bug in ammo switching
Sun, 10 Oct 2010 17:13:20 +0200 Carlos Vives Tank fort
Sun, 10 Oct 2010 03:16:25 +0200 koda integrate nicely with external display
Sun, 10 Oct 2010 02:06:42 +0200 koda some optimizations to drawing and fetching data of new ammomenu
Sat, 09 Oct 2010 18:01:47 +0200 koda merge
Fri, 08 Oct 2010 22:46:05 +0400 unc0rr Some optimizations
Fri, 08 Oct 2010 17:47:00 +0200 koda fix issue 24 and issue 81
Thu, 07 Oct 2010 16:02:28 -0400 nemo bug #83 - move test of disabled land objects into AddObjects
Sat, 09 Oct 2010 18:00:53 +0200 koda made the new menu toggable
Wed, 06 Oct 2010 20:21:20 -0400 nemo merge
Sat, 09 Oct 2010 05:57:46 +0200 koda polishing the cocoa ammomenu a little, still requires work
Wed, 06 Oct 2010 22:36:41 +0200 smaxx Engine:
Wed, 06 Oct 2010 20:20:54 -0400 nemo Set ammo to amNothing after using up the current ammo. This should reduce noob fail where they blow themselves up w/ bazooka.
Thu, 07 Oct 2010 02:16:29 +0200 koda remove a useless field from weaponfile format
Wed, 06 Oct 2010 15:37:56 -0400 nemo Inline most of uFloat (saves ~7.5% opcount on a test game), inline a few very short candidates in uMisc, comment out some unused functions in uMisc
Thu, 07 Oct 2010 02:03:01 +0200 koda move all mobile-related functions in their own module, provides a structure for future mobile ports
Wed, 06 Oct 2010 14:40:32 -0400 nemo strip CRLF
Wed, 06 Oct 2010 02:31:04 +0200 koda use dynamic data from engine instead of using hardcoded values
Mon, 04 Oct 2010 14:03:59 -0400 nemo Missing file extensions for icons was screwing up Qt 4.7
Mon, 04 Oct 2010 00:00:42 +0200 koda WIP for an objc ammomenu implementation
Sun, 03 Oct 2010 00:23:05 +0200 koda various classes updates (new version in mainmenu, opt in mapconfig, clear all in savegames)
Sat, 02 Oct 2010 04:23:32 +0200 koda iPad Video Out support (+less warnings +code update for latest SDL)
Fri, 01 Oct 2010 13:56:11 -0400 edge_hog Hungarian locale
Thu, 30 Sep 2010 22:31:38 +0200 koda updated lua loading in the ifrontend and also fixed masked maps
Thu, 30 Sep 2010 18:38:45 +0200 smaxx Engine/Frontend:
Thu, 30 Sep 2010 11:50:32 -0400 nemo Update translations, add a hungarian stub for edge_hog who is volunteering
Thu, 30 Sep 2010 01:34:12 +0200 koda playing a bit with colors
Wed, 29 Sep 2010 23:50:46 +0200 koda implemented endless turns support and added Timeless scheme (also fixed a crasher)
Wed, 29 Sep 2010 16:16:25 -0400 nemo Correct bug in flight ceiling for birdy as well, increase clip on velocity to 1.9 (shouldn't cause problems with most collision checks still), apply clip to both + and -
Mon, 27 Sep 2010 15:40:20 +0200 smaxx Engine:
Mon, 27 Sep 2010 04:58:26 +0200 koda merge
Mon, 27 Sep 2010 04:58:15 +0200 koda have engine try for a second position when map loading fails (in this way it's possible to move Missions data to any path)
Mon, 27 Sep 2010 01:51:12 +0200 koda further rework of MapConfigViewController, lists missions correctly (they don't load fine yet)
Sun, 26 Sep 2010 23:48:03 +0200 koda move all preview drawing code into its own class (for a simplified and more readable MapConfigViewController)
Sun, 26 Sep 2010 19:06:59 -0400 nemo remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
Sun, 26 Sep 2010 16:28:04 -0400 nemo Can't use cHealthDecrease here for these two 'cause it isn't a generic "do some damage to hog" flag, but is rather set when SD starts
Sun, 26 Sep 2010 15:40:59 -0400 nemo Allow UFO to go underwater. Keep UFO active if it runs out of fuel in the air/water, just disable controls.
Sun, 26 Sep 2010 17:02:44 +0200 koda enable Lua for iOS (hooks for frontend to be done)
Sun, 26 Sep 2010 03:41:30 +0200 koda merge
Sun, 26 Sep 2010 03:41:08 +0200 koda finishing touches to save games handling (help label, dim on overlay, edit text only when table is editable)
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