2012-05-29 unc0rr Oops, forgot to set 'erasing' flag on decoding
2012-05-28 unc0rr Fix a bug with wrong state of teams list when color isn't changed manually
2012-05-28 nemo Remove a couple more timers, should mean alpha matches old pulse time now
2012-05-28 nemo also change specialists
2012-05-28 nemo Set air attack to active by default, make time look a bit nicer, avoid plane buzz activating.
2012-05-28 Xeli change the array which represents the keyboard state to be a boolean array rather than byte array
2012-05-28 Xeli Don't allow for multiple key up(or down) events, it will ignore the excess events
2012-05-28 nemo Also change Highlander and Racer
2012-05-28 Wolfgang Steffens moved generic matrix code to uMatrix.pas
2012-05-28 unc0rr merge
2012-05-28 Wolfgang Steffens merge
2012-05-28 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().
2012-05-28 unc0rr Some improvements to pas2c
2012-05-27 unc0rr Fix a remote crasher
2012-05-25 unc0rr - Fix some AI stupidness factors
2012-05-27 unc0rr Make frontend compile with clang
2012-05-27 unc0rr - Allow switching colors with mouse wheel
2012-05-25 Wolfgang Steffens initial GLSL1.2 test version
2012-05-26 nemo Minor freezer changes, allow snow to accumulate on indestructible terrain too.
2012-05-25 Wolfgang Steffens Removed lazy update: workaround for R7103
2012-05-26 unc0rr Bring leftTeams back (with a fix) as it is apparently needed for spectators.
2012-05-25 Wolfgang Steffens merge
2012-05-24 unc0rr - Restore pre-r9257cf8e7af2 behavior
2012-05-23 Medo Merge
2012-05-23 nemo Fix reported in bug #327, comment #3 - untested but seems reasonable/safe.
2012-05-23 nemo http://www.demoties.com/wp-content/uploads/2011/03/mar-01-6.jpg
2012-05-23 unc0rr Mark team for deletion when letting others know it has left during game. Should help with quitters problem.
2012-05-23 unc0rr Don't remove already removed team
2012-05-23 Xeli wops add this too
2012-05-23 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
2012-05-23 Xeli android: fix the default make target
2012-05-23 Xeli Android: add freezer commit message
2012-05-23 koda add NOPNG to cmake to explicitly disable PNG dependency
2012-05-22 koda add GHC and GHFLAGS from cmake too
2012-05-22 koda rename a few internal cmake variables (for consistency and readability)
2012-05-22 Wolfgang Steffens Replaced matrix related FFP code with explicit matrix calculations.
2012-05-22 Medo Merge
2012-05-22 koda there a libSDLMain.a in the bundled SDL framework
2012-05-22 Wolfgang Steffens Merge
2012-05-21 Xeli android: possible fix for bitmap recycle errors
2012-05-21 Xeli fixed wheelup/down
2012-05-21 koda add a nilcheck
2012-05-21 nemo checksum
2012-05-21 unc0rr Feel free to add real checksum function
2012-05-21 koda better lazy loading for cScaleFactor
2012-05-20 nemo Ok. I think *this* should flip it correctly...
2012-05-20 Xeli android: added an unsigned target to the makefile, to help automate signing
2012-05-20 Xeli remove the need to qt and co when using cmake with -DANDROID=1
2012-05-20 nemo Minor tweaks to freezer, mostly to simplify current state to laptop
2012-05-20 nemo clean up pngs
2012-05-20 mikade merge
2012-05-19 mikade + Trivial update.
2012-05-19 mikade A few scripts to try out. 2x challenge, 1x GSoC training, 1x user mission.
2012-05-20 nemo Bit more freezer.
2012-05-18 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
2012-05-18 nemo Might help if this was actually its own unique weapon
2012-05-17 nemo Provide training/campaign with a random seed to ignore/use.
2012-05-17 Xeli remove ProcessKdb references all together, removed movecursor() because it doesnt seem to do anything
2012-05-17 Xeli first attempt at fixing controller/gamepad, it works with the android controller but it doesnt have hats/buttons, needs testing
2012-05-17 Xeli dont allow choosing weapons when the AI is playing
2012-05-17 Xeli android typo/sabotage
2012-05-17 Xeli fix sdl13 build
2012-05-14 Wolfgang Steffens readded optimization for SetScale
2012-05-17 Xeli unbreak android build
2012-05-14 Wolfgang Steffens Replaced FFP code that sets up orthogonal projection with explicit matrix
2012-05-15 Xeli android: add missing graphics, only placeholders tho..
2012-05-14 Wolfgang Steffens Refactored TTexture to allow encoding sprite(s) at an arbitrary location within
2012-05-14 unc0rr Learn hask^Wpascal, dudes!
2012-05-13 nemo AI can't use cWindSpeedf since it now does a smooth transition
2012-05-13 nemo oops
2012-05-13 nemo Dammit Xeli
2012-05-13 unc0rr '\xd7af' -> 0xd7af
2012-05-13 unc0rr Make uUtils.c compile
2012-05-12 unc0rr help pas2c
2012-05-12 unc0rr More magic
2012-05-12 nemo unc0rr's magic macro
2012-05-12 unc0rr oops, wrong type
2012-05-12 unc0rr pas2c stuff again
2012-05-12 unc0rr Get rid of cripple SendIPCc
2012-05-12 unc0rr A solution to char vs string problem: mark single-letter strings with _S macro
2012-05-12 unc0rr Make pas2c even more happier with uGears.c, allow assigning arrays in some cases
2012-05-11 unc0rr Add missing identifiers
2012-05-11 nemo Fix casing and type for gl
2012-05-11 unc0rr sysutils -> SysUtils
2012-05-11 unc0rr Recognize length on arrays as a separate function
2012-05-11 unc0rr More tolerance to pas2c
2012-05-11 unc0rr Properly track type in ref2CF, this fixes issues with functions returning strings used in expression (like "a" + line())
2012-05-11 unc0rr Define NOCONSOLE for pas2c
2012-05-11 unc0rr uCommandHandlers now compiles
2012-05-11 unc0rr Support operator 'in', replace it with equality checks against each element of set
2012-05-11 unc0rr Recognize (hwFloat op int) expressions
2012-05-11 unc0rr Convert "unit.function()" properly
2012-05-11 unc0rr Function to compare string to char ftw
2012-05-11 unc0rr Make pas2c happier with uSound
2012-05-11 unc0rr Be more wise about constant initialization expressions being not arrays
2012-05-11 nemo Avoid returning an array for the sake of pas2c
2012-05-10 koda fix building with lua (i think)
2012-05-10 koda minor changes for warnings and a variables scope
2012-05-10 koda the ios port runs again, although with a few things to sort out
2012-05-10 koda ios: this commit just removes the overlay class files (with all submenus and resources) while working on a proper restoration
2012-05-10 unc0rr Fix identifiers case in uLandTemplates (too lazy to make proper implementation in pas2c)
2012-05-10 unc0rr Declare Param* functions
2012-05-10 unc0rr Fix for Int type and sysutils in hwengine.pas
2012-05-10 unc0rr Some work to make more units compile after conversion to c
2012-05-10 unc0rr Support overloaded operators on (hwFloat op hwFloat) calls
2012-05-10 unc0rr More definitions and mess with pascal code
2012-05-10 unc0rr Render function variables in struct with no mangling. 13 C units are compilable now.
2012-05-10 unc0rr Handle function type differently
2012-05-10 unc0rr Some more definitions and slight fixes
2012-05-10 unc0rr uAmmos.c now compiles (3 warnings though)
2012-05-10 unc0rr Implement built-in functions Low() and High()
2012-05-09 nemo Reflects change in previous revision to uTypes
2012-05-09 unc0rr (PointerTo (SimpleType _)) could be a pointer to a non-struct type
2012-05-07 unc0rr Prepend unit name to function identifiers
2012-05-07 unc0rr Mangle overloaded functions (only different number of parameters is supported)
2012-05-07 koda when Lua is not found, fallback to compiling the one that comes bundled in our sources
2012-05-07 koda invert LUA symbol meaning and avoid hints when compiling without it
2012-05-07 koda add support for FPC and FPFLAGS cmake arguments (helps crosscompiling)
2012-05-05 koda old typed const moved to their proper unit
2012-05-05 koda the scope cleanup continues...
2012-05-05 koda split OnDestroy across the appropriate modules (this doen't cause leaks on mobile, right?)
2012-05-05 koda revisit isTerminated in hwengine
2012-05-05 koda fix more breakage
2012-05-05 Xeli removed the default argument in uWorld
2012-05-05 Xeli fix breakage
2012-05-05 koda adjust the scope of a few uSound variables and functions
2012-05-03 Medo Merge
2012-05-04 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)
2012-05-03 sheepluva some tweaks/fixes/etc to the map preview and reload stuff
2012-05-03 sheepluva visually indicate when map preview generation is in progress.
2012-05-03 koda HAPPY 7000th COMMIT HEDGEWARS
2012-05-03 sheepluva add DLC button to net game room
2012-05-03 sheepluva + display lack of map in a nice way, don't generate bogus preview in the background
2012-05-03 unc0rr Get rid of overloaded functions in uRenderUtils
2012-05-03 nemo merge
2012-05-03 sheepluva small tweaks/fixes to room list header saving and restore...
2012-05-03 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...
2012-05-03 Medo Updated android support library to the latest version (r8)
2012-05-03 sheepluva fix a previewmap-related QObject::disconnect segfault
2012-05-02 nemo Initial stub for freezer
2012-05-02 Medo Merge
2012-05-02 sheepluva fix: issue with playing team list vertically collapsing
2012-05-02 nemo Workaround for stuck pages.
2012-05-02 sheepluva tweak how the header customization is stored in the settings file
2012-05-02 unc0rr Render float consts into defines
2012-05-02 unc0rr GetRandom -> GetRandomf
2012-05-02 sheepluva allow F5 magic to refresh demos/saves list too
2012-05-02 koda rename a few Draw* routines
2012-05-02 koda wut?
2012-05-02 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*)
2012-05-02 sheepluva rooms list
2012-05-02 sheepluva roomslist: reimplement filters
2012-05-02 nemo remove IFDEF 0 for sake of poor parser
2012-05-02 sheepluva room list: replace magic table column indexes with enum. makes future changes to the room list format way easier.
2012-05-02 koda marked a couple of functions as inline
2012-05-02 sheepluva make search filter field have a useable size on low frontend resolution
2012-05-02 koda change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
2012-05-02 sheepluva make column sorting three-state: asc -> dsc -> off/default (= by room state)
2012-05-02 sheepluva sort by room state by default
2012-05-02 sheepluva allow custom sorting of roomslist (by clicking on header sections)
2012-05-02 koda add support for default pascal mode by removing default arguments value (maybe this also helps the parser)
2012-05-01 nemo Removing maps can cause desyncs. This is why we still have Cheese, Sticks, Sheep etc.
2012-05-01 sheepluva remove map: Sticks
2012-05-01 sheepluva roomslistmodel: prettier names for map +rnd+ etc.; point out unavailable maps
2012-05-01 koda breaking news, we don't support typed consts anymore
2012-05-01 unc0rr Hopefully this change doesn't break anything
2012-05-01 unc0rr Better type deriving
2012-05-01 unc0rr Declare const ints as enums
2012-05-01 unc0rr Make Str2PChar more pas2c-friendly
2012-05-01 sheepluva adjust column widths
2012-05-01 koda oops^2
2012-05-01 koda oops
2012-05-01 koda minor changes for more compatibilities with other compilers
2012-05-01 sheepluva RoomsListModel:
2012-05-01 koda remove SDL_SCANCODE_*
2012-05-01 koda add NULL definition and align types to their correct bitwidth
2012-05-01 sheepluva display haxx0red teams colors correctly.
2012-04-30 sheepluva made the hog count thingy prettier when on low space... have fun squishing hogs!
2012-04-30 sheepluva Qt: fix issue with hog count being not visible on low resolutions/long team names and hard to read on very high resolutions
2012-04-30 unc0rr Support recurrent function calls. The code is kinda hackish and ugly, but I really spent a few hours thinking on a good solution.
2012-04-30 sheepluva add missing copyright headers to roomslistmodel
2012-04-30 unc0rr Rework string init macro
2012-04-30 unc0rr Raise exception when .inc file isn't found
2012-04-29 Xeli wops
2012-04-29 Xeli implement switch for the touch interface
2012-04-29 Xeli hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
2012-04-29 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 :>
2012-04-29 sheepluva make it auto-update (whoops,forgot)
2012-04-29 sheepluva hello GameStyleModel
2012-04-29 Xeli target using the utility button, this fixes bee
2012-04-29 Xeli enabled grenade timer, needs a button image
2012-04-28 Xeli wops, removed some writeln
2012-04-28 Xeli changed uKeys to uInputHandler to better reflect its function
2012-04-29 sheepluva * make HatModel update automatically (also renamed class and files)
2012-04-28 sheepluva license header year range adjustments
2012-04-28 Xeli - changed targetting, to launch an airstrike move the cursor/pointer to a location and then press the firebutton
2012-04-28 Xeli -Fixed FingerHasMoved function, still might need a little tweaking
2012-04-27 Xeli remove last boolean keys references and using only ParseCommand in uTouch now
2012-04-28 sheepluva various comment tweaks/fixes
2012-04-28 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
2012-04-28 sheepluva fix for issue 186 ("Screen gets messed up when selecting Hand Drawn Map")
2012-04-28 nemo unbreak snowball
2012-04-28 nemo Ok, 20,000 was a bit much. Arbitrary multiplier that seems to shove things off enough.
2012-04-27 sheepluva MapModel: comments/docs, small tweaks
2012-04-27 Xeli reimplement the quit engine+frontend keys
2012-04-27 Xeli add ammoprop to enable to up and down buttons on for the touch interface
2012-04-27 sheepluva decouple current theme from map theme (fixes theme confusion bugs of last commit)
2012-04-27 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)
2012-04-27 sheepluva MapModel, various cleanups. TODO/FIXME: QComboBox separator not working with custom models
2012-04-26 sheepluva messing with the theme model a bit (gets now auto-updated after DLC download too)
2012-04-27 nemo theme tweaks
2012-04-27 unc0rr Show number of points in drawn map
2012-04-26 unc0rr Cursor for DrawMapScene. Feel free to ajust its look.
2012-04-26 sheepluva mapContainer: use DataManager, reload maps after data update (e.g. by DLC)
2012-04-26 sheepluva make DLC trigger data reload
2012-04-26 sheepluva make DataManager a QObject with reload() slot that emits signal updated()
2012-04-26 sheepluva renaming HWDataManager -> DataManager
2012-04-25 sheepluva reimplement auto-kick for ignored players (it was temporarily removed during refactoring)
2012-04-25 sheepluva nemo said I was boring for removing the "hello" randomizer on room join.
2012-04-24 nemo Oh, and I guess this is needed as well, although if many other places in the code do this, pas2c will need
2012-04-24 nemo Make adler32 friendlier for pas2c - this should work the same (needs testing ofc)
2012-04-24 unc0rr Fix GetAmmoEntry in PascalExports
2012-04-24 unc0rr Get rid of overloaded functions in uAmmo
2012-04-24 unc0rr uCommands compiles
2012-04-24 unc0rr Fix types
2012-04-24 unc0rr Don't add duplicates into string consts
2012-04-24 koda this should enable png screenshots on osx as well
2012-04-23 Xeli in uTouch dont use bools to represent keystrokes, but issue ParseCommands
2012-04-23 Xeli fix the ammomenu F# buttons
2012-04-23 Xeli - change uKeys to be event based rather than polling
2012-04-23 vittorio giovara case sensitivity + correct variable check
2012-04-23 koda when libpng is not found, gratiously fallback to bmp screenshots; untested
2012-04-23 koda ios minor warning and optimisation for team color
2012-04-22 nemo Make clouds/flakes change direction smoothly
2012-04-22 unc0rr Allow LIST command while in room to not annoy old frontends (0.9.17 or less) with warnings
2012-04-22 koda added savepassword checkbox to options page, which now reloads values at every acces
2012-04-22 Stepan777 add a checkbox for the password field prompt (issue 316)
2012-04-22 Xeli fixed uKeys (aka almost revert it back)
2012-04-22 koda ios: turn on more warning messages and start correcting them
2012-04-22 Stepan777 memory leak in hwform.cpp (issue 386)
2012-04-22 koda fix compiling hw for ios (was looking for the wrong math.h and used an old variable name)
2012-04-21 nemo *sigh*
2012-04-21 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.
2012-04-21 unc0rr Oops
2012-04-21 unc0rr Make pas2c even smarter. Now uIO.c compiles fine, and only 1 warning when compiled with -Wall (clang).
2012-04-21 Xeli - Don't crash on back press, but shutdown hedgewars
2012-04-21 Xeli - Added support for keyboards on android
2012-04-21 Xeli - Return of the F<numbers> in the ammomenu
2012-04-21 unc0rr - Remove support for variables in command handlers
2012-04-20 unc0rr Fix parsing of exit() call without parameters
2012-04-20 unc0rr Move all strings into constants to make them of string255 type
2012-04-20 unc0rr Many small improvements to pas2c
2012-04-19 unc0rr Some more progress with pas2c
2012-04-19 unc0rr - Track array size to use for High function
2012-04-19 Xeli android: prevent the app from a semi-crash when exiting a game
2012-04-14 unc0rr Improve rendering of function types, ranges, and more
2012-04-14 unc0rr Fix insanity
2012-04-14 unc0rr More string types
2012-04-14 unc0rr Get rid of TGearsType to simplify pas2c
2012-04-14 unc0rr Render some builtin functions
2012-04-14 unc0rr Render unions
2012-04-12 koda minor gl debug/comments
2012-04-12 koda disable png screenshots on mobile for now
2012-04-12 unc0rr Support string constants
2012-04-12 Stepan777 Oops, forgot file
2012-04-12 Stepan777 png screenshots
2012-04-11 unc0rr Support operators declarations
2012-04-11 unc0rr Simplify converter's life
2012-04-10 unc0rr Improve rendering of function types, arrays, and more
2012-04-09 koda vob* variables need to be reset
2012-04-09 unc0rr Unbreak build (change was only tested with pas2c parser, and was okay to it)
2012-04-09 unc0rr First try to compile with clang: improve renderer a bit. The result of pas2c is still far from normal C source.
2012-04-09 unc0rr Better handle switch statement
2012-04-09 unc0rr Eraser tool
2012-04-09 unc0rr Better support for strings
2012-04-09 koda ios: resample the sound effects in CAF as suggested in ios sdk (100kB of space saved)
2012-04-09 koda ios: refactor the code of the after-game statistics display using delegates
2012-04-09 koda ios: convert audio operation from class to instance, plays better with memory
2012-04-09 koda i don't understand this, but without this change audio doesn't fade on ios
2012-04-09 nemo remove stray pixels
2012-04-08 koda ios: don't prompt restoring a game that didn't complete loading
2012-04-08 koda ios, this method belongs here
2012-04-08 koda ios: schemes table was being drawn on top of the table border
2012-04-08 koda formatting
2012-04-08 koda when focus is lost lower the volume to a minimum
2012-04-07 koda by popular demand, switch Nature and Golf music (issue 383)
2012-04-06 unc0rr Convert some operators
2012-04-05 unc0rr Unwind 'with' construction
2012-04-05 unc0rr Improve rendering into C
2012-04-05 unc0rr Make function more pascal-ish
2012-04-04 unc0rr More external definitions for pas2c
2012-04-04 unc0rr Finish the toughest part of the converter. Now it knows types of everything, so could correctly recognize bitwise operators and type convertions.
2012-04-04 unc0rr Normalize RecordFields before conversion. Helps with namespaces problem.
2012-04-03 unc0rr Fix withState' not returning lastType
2012-04-01 Medo Added copyright notice to Scheme.java
2012-04-03 krdrt5367 ja update
2012-04-01 Medo Hedgeroid: Added ini4j library, updated android support library and added lib licenses
2012-04-03 krdrt5367 de update
2012-04-01 Medo Added some toString methods to help when debugging
2012-04-03 krdrt5 cz update
2012-04-01 Medo Merge
2012-04-02 unc0rr - Handle multidimensional arrays better
2012-04-01 Medo Scheme definitions now use .ini files.
2012-04-02 unc0rr Finally fix the bug with pointer declarations polluting namespace with bad records
2012-03-31 Medo Removed some unused imports and a redundand nullcheck
2012-04-01 koda let's outsmart the compiler for no particular benefit
2012-03-31 Medo Added hashcode function for Team to make it consistent with equals.
2012-03-30 Medo Remove API Level 8 dependency found by Android Lint
2012-03-30 unc0rr More clean namespace, some fixes
2012-03-30 unc0rr Much better types handling, work correctly with functions
2012-03-29 unc0rr - Treat strings as arrays of chars
2012-03-28 unc0rr Better deriving, some fixes
2012-03-28 unc0rr Resolve deferred type on dereference
2012-03-28 nemo invalidate on switch
2012-03-27 koda dates are no more!
2012-03-27 koda ios: fix offset for 'details' table header in iphone game configuration
2012-03-27 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
2012-03-27 koda ios: use notifications instead of class methods (maybe tidier)
2012-03-27 nemo At mikade's request. give scripting access to the map name prior to override.
2012-03-26 unc0rr Dig into namespaces even more
2012-03-26 unc0rr Just some further work
2012-03-26 koda ios, one more grenade timer tweak
2012-03-26 koda i didn't even know it was possible (spotted by adam4813)
2012-03-26 koda ios: fix blocked preview button
2012-03-26 koda ios headers cleanup, with tweaks to +randomPort and grenade timer handling in overlay
2012-03-25 mikade merge
2012-03-25 mikade - don't give hogs air weps when border is enabled
2012-03-25 mikade Added a missing loc
2012-03-25 mikade Add the parameters I missed the first time when I added these hooks.
2012-03-25 unc0rr - Apply unit's namespace to current scope when referencing unit name
2012-03-24 unc0rr Fix wrong type returned from id2C
2012-03-24 unc0rr Fix server thinking game is still not finished sometimes
2012-03-24 Xeli wops ;i
2012-03-24 Xeli ANDROID and WIN32 can both be set to 1, so have ANDROID take preference
2012-03-24 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
2012-03-24 nemo LandBackTex take 2
2012-03-23 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.
2012-03-23 unc0rr Oops
2012-03-23 Xeli unbreak engine
2012-03-22 simmax Improved cmake build script for Android:
2012-03-23 Xeli first part of the utilitywidget (grenade timer/swap hogs) code
2012-03-22 unc0rr Add more strictness in hope it will help with space leak
2012-03-21 nemo Try different splash sounds too
2012-03-20 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.
2012-03-18 Xeli fix ammomenu, the cursor actually works now -_-
2012-03-18 koda workaround the different Lion ABI by forcing fpc 2.6 as minimum compiler version on osx
2012-03-18 koda updated ios project file to work with fpc 2.6
2012-03-18 nemo revert this until someone makes it not screw up camera focus
2012-03-17 Xeli touchinterface, move the up/down arrows a bit down
2012-03-17 Xeli make the Ammomenu show up a little faster
2012-03-17 Xeli You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
2012-03-17 Xeli make ammomenu's speed dependent on RealTicks rather than frames
2012-03-13 Xeli allow for 0 values on AMShiftTarget, this allows for movement across one axis
2012-03-17 nemo Disable anim for stats screen ("In game" stays visible otherwise)
2012-03-17 nemo Ensure flawless is false if any hog is lost, unless it was lost doing a kamikaze
2012-03-17 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.
2012-03-17 nemo eh. guess they really should be here
2012-03-17 nemo Adding leftX/rightX/topY to simplify determining bounds based on map playing area.
2012-03-17 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?
2012-03-17 nemo orient kamikaze correctly when going through portals
2012-03-15 nemo oh yeah, dY...
2012-03-15 nemo Allow RC plane to go through portals
2012-03-14 unc0rr Oops, fix range (2 is too small value)
2012-03-14 nemo Add fall damage
2012-03-14 nemo For reasons I can't fathom, if this portion isn't commented out, the AI completely fails w/ a weaponset of only firepunch.
2012-03-13 unc0rr Variable pen width
2012-03-13 nemo tweak take 2
2012-03-13 nemo Small tweak to return something more useful in the negative 0 case on dX
2012-03-13 nemo Minimise another sqrt check.
2012-03-12 unc0rr Avoid local rate minimums around hog (within 15 pixels). Not tested.
2012-03-12 unc0rr Compatibility
2012-03-12 nemo Change rest of AI tests to floats, reenable snowball
2012-03-12 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.
2012-03-12 nemo Hm. Score was a bit too much, AI was doing suicidal things.
2012-03-12 nemo small tweak. make drowning prefer higher health hogs
2012-03-12 nemo Teach AI to drown with shotgun too
2012-03-12 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.
2012-03-11 nemo Add drowning to grenade too, try some little optimisations
2012-03-11 unc0rr Fix silliness
2012-03-11 nemo First pass at making AI drowning aware. No concerns of performance, only applied to bazooka (not bat/fp etc)
2012-03-11 nemo Minor optimisation for AI to cut down on hwSqrt calls
2012-03-11 nemo bug #336
2012-03-11 nemo Add div to allow safe integer division from lua
2012-03-10 nemo Recount team health if modifying hedgehog health
2012-03-10 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.
2012-03-10 nemo Avoid rare double decrement.
2012-03-10 nemo Prevent pirate ship from repeating on Islands, remove vertical line in art landback
2012-03-04 nemo bug #370
2012-03-01 unc0rr Oh, should also check for game finish when player quits without ROUNDFINISHED message: small refactoring, not tested at all
2012-03-01 nemo comment out reserve to maintain old Qt compat
2012-03-01 unc0rr Also consider game finished when the last player reports ROUNDFINISHED despite the correctness parameter.
2012-02-29 nemo Someone might find this useful. Plan to link to it from the wiki.
2012-02-29 nemo Fix for bug #366, delete gear if hog is drowning (needed either that or a check on nil Gear^.Hedgehog^.Gear)
2012-02-29 unc0rr Don't remove client's teams from teams list on "ROUNDFINISHED 0", just send team removal message to others.
2012-02-29 nemo oops
2012-02-28 Xeli android: fix finding cache dir on prefroyo devices, it now creates the Hedgewars folder if it wasn't there
2012-02-28 nemo attractiveness tweak to the text clip
2012-02-28 nemo Clamp name/team name textures to avoid long team / hog name abuse. Limit width in px instead of chars to avoid unicode issues.
2012-02-26 nemo don't use currenthedgehog
2012-02-26 mikade use per hog ammo game flag. improves AI play
2012-02-26 nemo oops
2012-02-26 nemo right-click colour selection to scroll backwards through colours (bit hackish, subclassing + right click handling would be better than custom menu item signal)
2012-02-26 nemo ugh
2012-02-26 nemo make onAmmoStoreInit optional in the case of onNewAmmoStore
2012-02-26 nemo pass indexes for the clan/team/hedgehog
2012-02-26 nemo copypasta fail
2012-02-26 nemo Add a new script hook. onNewAmmoStore. This will allow scripts like The Specialists to define separate ammo sets for each hog
2012-02-26 unc0rr Send ROUND_FINISHED only once (only from in game mode)
2012-02-25 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.
2012-02-24 unc0rr - Increase server version number due to rooms list protocol changes
2012-02-23 unc0rr Bring back functionality to "Join" button
2012-02-23 unc0rr Setup rooms list headers
2012-02-23 nemo Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
2012-02-23 unc0rr Handle ROOM* commands in rooms list model
2012-02-22 unc0rr Start switching to rooms list model. To be continued.
2012-02-22 koda Added tag hedgeroid-alpha for changeset ce2b24995ab2
2012-02-22 koda Added tag 0.9.17-release for changeset 4670f003f91b
2012-02-22 koda Removed tag 0-9.17-release
2012-02-20 Xeli updated version for market hedgeroid-alpha
2012-02-20 Xeli incremental loading of all the images in teamcreation on android, this should really be rewritten though..
2012-02-20 Xeli fixed a nullpointer exception when creating a new team
2012-02-20 Xeli fixed the schemes on android
2012-02-20 Xeli schemes/teams now get replaces on each version update
2012-02-19 Xeli check if the widget is shown before checking if the finger is on the widget
2012-02-20 unc0rr Show message and return from network game pages on server shutdown
2012-02-20 unc0rr - Register HWTeam metatype so HWTeam objects could be passed via queued connections
2012-02-20 unc0rr Make all signals from HWNet queued, this should fix issues with teams and chat widgets
2012-02-19 koda added one button play feature, like in desktop frontend; need to make sure that the hardcoded stuff never gets deleted
2012-02-19 koda ipad, have the scheme/weapon/style selector always stick in the same position
2012-02-18 koda missions page rotates correctly
2012-02-18 koda two more this time
2012-02-18 koda merge
2012-02-18 Xeli moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
2012-02-18 koda this apparently didn't get updated, but it was enough to reassign the outlets
2012-02-18 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)
2012-02-18 koda prepare a styled button
2012-02-18 Xeli fixed the active region on widgets when they are animated, added active.x:= in uWorld too
2012-02-18 koda oh i thought i had converted every uitableviewcontroller to uiviewcontroller+tableview; this also restores displaying statitstics after game
2012-02-18 koda rotation support for other controllers
2012-02-18 koda one more USE_TOUCH_INTERFACE
2012-02-18 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
2012-02-17 Xeli stop the crosshair from twitching when it's not supposed to move + fix aimingUp/Down booleans
2012-02-17 Xeli change power() to sqr
2012-02-17 Xeli fix crosshair aiming
2012-02-17 Xeli remove all hwFloat calculations
2012-02-17 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
2012-02-17 koda the most important commit of the year
2012-02-17 koda exploit the new setWhatsThis feature in our desktop frontend
2012-02-17 Xeli forgot begin
2012-02-17 unc0rr Use queued signal-slot connections with HWNet class
2012-02-17 koda ops
2012-02-17 koda refactored a few types involved in the touch interface and corrected a few invisible mistakes
2012-02-17 koda and of course fix build for sdl 1.2
2012-02-16 koda carried out some cosmetic TODOs in uTouch
2012-02-16 Xeli move the aim buttons to be above the jump button
2012-02-16 Xeli added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
2012-02-16 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.
2012-02-16 Xeli wops, added an extra USE_TOUCH_INTERFACE
2012-02-16 Xeli added translate/fade animations for OnScreenWidgets
2012-02-15 Xeli use realtick rather than SDL_GetTicks
2012-02-15 Xeli rebuild all modules each time..... :P
2012-02-15 koda moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
2012-02-15 Xeli unbreak uTouch
2012-02-15 koda small refactoring to touch screen buttons, use a record to store values, added 'offset' fields to adjust active button area
2012-02-13 koda update position of on screen buttons on resize
2012-02-12 nemo oops
2012-02-12 unc0rr Show preview immediately on fetch
2012-02-12 koda tweaks to the value tracking slider (doesn't draw outside the superview bounds) and assign proper copyright notice to it
2012-02-12 koda restored interface on iphone
2012-02-12 unc0rr Remove STL dependency (again), fix qmake build
2012-02-12 koda add keywords for landscape ammomenu and touch interface
2012-02-12 koda tipped by xeli, ammomenu texture needs to be redrawn on resize to update its position
2012-02-12 koda gather context restoration under a single keyword
2012-02-12 koda colorWithPatternImage uses too much memory
2012-02-12 koda fixed a little event propagation problem, added rotation support to the scheme setting page
2012-02-12 koda shorten the portait orientation check
2012-02-11 koda ios weapon setting page supports rotation
2012-02-11 koda i don't know how this is possible
2012-02-11 Xeli split the installing and building in the android Makefile
2012-02-11 koda ios check for music preference also for fading methods
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