Thu, 10 Nov 2011 17:37:24 -0500 |
nemo |
unsquash the rescaled clouds
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files
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Thu, 10 Nov 2011 23:14:40 +0300 |
unc0rr |
Improve parsing of complex references like "a^[b[c], d]"
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files
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Wed, 09 Nov 2011 21:36:20 +0300 |
unc0rr |
Fix inifinite loops
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files
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Wed, 09 Nov 2011 21:28:52 +0300 |
unc0rr |
Rearrange token types
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files
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Thu, 10 Nov 2011 15:12:44 -0500 |
nemo |
Add more border checks
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files
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Thu, 10 Nov 2011 12:20:01 -0500 |
nemo |
Make mazes filter use same variable as template filter
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files
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Wed, 09 Nov 2011 22:21:05 -0500 |
nemo |
fix map/template override, remove some pointless command calls
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files
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Wed, 09 Nov 2011 18:40:12 +0300 |
unc0rr |
Less precision - less confusion
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files
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Tue, 08 Nov 2011 22:05:33 +0300 |
unc0rr |
Improve type declarations parsing
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files
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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.
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files
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Sun, 06 Nov 2011 16:21:07 -0500 |
nemo |
Might as well make the air attack team coloured too
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files
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Sun, 06 Nov 2011 23:36:02 +0300 |
unc0rr |
Even more improvements to the parser and converter
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files
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Sun, 06 Nov 2011 14:15:43 -0500 |
nemo |
tweak % again
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files
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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
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files
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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.
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files
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Sun, 06 Nov 2011 13:00:25 -0500 |
nemo |
Add missing grayscale conversions
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files
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Sun, 06 Nov 2011 12:40:35 -0500 |
nemo |
Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
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files
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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
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files
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Sun, 06 Nov 2011 16:41:14 +0100 |
koda |
move two class files in a correct directory
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files
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Sun, 06 Nov 2011 10:26:12 -0500 |
nemo |
exclude hogs from density check
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files
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Sat, 05 Nov 2011 21:51:50 -0400 |
nemo |
too game breaking I think
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files
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Sat, 05 Nov 2011 21:24:54 -0400 |
nemo |
Include density in gear kick
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files
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Sat, 05 Nov 2011 21:01:21 -0400 |
nemo |
not sure why this condition wasn't here before
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files
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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
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files
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Sat, 05 Nov 2011 20:09:48 -0400 |
nemo |
Don't set moving if on flat surface
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files
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Sat, 05 Nov 2011 19:12:15 -0400 |
nemo |
skip when attacking as well
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files
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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.
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files
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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
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files
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Sat, 05 Nov 2011 20:43:20 +0300 |
unc0rr |
Some improvements to the parser
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files
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Sat, 05 Nov 2011 12:10:49 -0400 |
nemo |
Increase rarity of near flakes (don't want them intruding in game much). Also fix stereo. Near flakes were being drawn far.
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Sat, 05 Nov 2011 11:41:56 -0400 |
nemo |
Flatten flakes for halloween theme, based on feedback from sheepluva
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files
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Sat, 05 Nov 2011 09:38:07 +0300 |
unc0rr |
merge
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files
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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
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files
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Sat, 05 Nov 2011 06:02:32 +0100 |
koda |
ooops :D
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files
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Sat, 05 Nov 2011 05:25:04 +0100 |
koda |
fix signedness of sdl bindings
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files
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Sat, 05 Nov 2011 04:58:22 +0100 |
koda |
oops, fix the size of a few event structs i just added
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files
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Sat, 05 Nov 2011 03:05:37 +0100 |
koda |
just for the sake of it, add the missing sdl13 events and do some cleanup
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files
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Sat, 05 Nov 2011 01:25:11 +0100 |
koda |
avoid linking compatible code from sdl library, let's provide our own
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files
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Fri, 04 Nov 2011 19:00:41 -0400 |
nemo |
Avoid overflowing event
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files
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Fri, 04 Nov 2011 21:44:57 +0100 |
sheepluva |
I hope this helps...
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files
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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
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files
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Sat, 05 Nov 2011 09:37:17 +0300 |
unc0rr |
A try to improve parser move (has regressions)
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files
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Fri, 04 Nov 2011 00:38:37 +0100 |
koda |
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
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Fri, 04 Nov 2011 14:10:27 +0300 |
unc0rr |
Many improvements to the parser
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files
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Thu, 03 Nov 2011 23:16:26 +0300 |
unc0rr |
Better 'else' part
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files
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Thu, 03 Nov 2011 23:12:22 +0300 |
unc0rr |
Starting pas2C using library called 'pretty'
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files
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Thu, 03 Nov 2011 22:11:35 +0300 |
unc0rr |
- Update to compile with parsec 3.*
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files
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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
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files
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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.
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files
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Thu, 03 Nov 2011 05:15:39 +0100 |
koda |
small tweak to ingamemenu class
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files
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Thu, 03 Nov 2011 05:09:05 +0100 |
koda |
double two finger tap to make screenshot on ios (though folder is not yet accessible)
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files
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Thu, 03 Nov 2011 03:58:24 +0100 |
koda |
make screenshots with 32bits of depths, so that they are more opengles friendly
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files
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Thu, 03 Nov 2011 01:10:25 +0100 |
koda |
convert gameinterfacebridge in simple-to-use class methods
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files
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Thu, 03 Nov 2011 00:56:44 +0100 |
koda |
aaand remove also ipcport from the class interface as well
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files
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Wed, 02 Nov 2011 19:17:07 +0100 |
koda |
do not forget to keep track of teams here
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files
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Wed, 02 Nov 2011 19:07:37 +0100 |
koda |
don't keep track of the savepath and of engineprotocol objects
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files
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Wed, 02 Nov 2011 17:42:52 +0100 |
koda |
better
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files
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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)
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files
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Wed, 02 Nov 2011 09:48:29 +0100 |
koda |
slight simplification
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files
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Wed, 02 Nov 2011 09:24:18 +0100 |
koda |
move objc overlay creation after sdlwindow has been created
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files
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Mon, 31 Oct 2011 21:04:18 +0100 |
sheepluva |
widen mission list
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files
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Mon, 31 Oct 2011 20:51:00 +0100 |
sheepluva |
mission locale -> UTF-8
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files
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Mon, 31 Oct 2011 22:32:53 +0300 |
unc0rr |
ru localization
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files
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Mon, 31 Oct 2011 15:05:39 -0400 |
nemo |
oh, probably needs resetting here too
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files
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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.
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files
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Mon, 31 Oct 2011 19:40:39 +0200 |
mikade |
Add "Surfer" achievement to Space Invasion.
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files
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Mon, 31 Oct 2011 16:56:48 +0100 |
sheepluva |
this seems... um.. random
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files
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Mon, 31 Oct 2011 16:44:25 +0100 |
sheepluva |
Bee:
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files
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Mon, 31 Oct 2011 14:44:43 +0100 |
sheepluva |
mikade's request: dont delete mission text/texture in HideMission() (so that it can still be looked at in ESC menu
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files
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Mon, 31 Oct 2011 13:36:39 +0100 |
sheepluva |
fix HideMission()
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files
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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
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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)
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files
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Mon, 31 Oct 2011 01:44:32 +0100 |
koda |
just moving ios server stuff around
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files
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Sun, 30 Oct 2011 23:24:36 +0100 |
sheepluva |
fix mission map script loading
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files
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Sun, 30 Oct 2011 21:19:47 +0100 |
sheepluva |
don't let forced hog movement (with no damage) suspend/halt shot charging
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Sun, 30 Oct 2011 17:56:19 +0100 |
sheepluva |
whoops, I'm a nerd
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Sun, 30 Oct 2011 17:31:53 +0100 |
sheepluva |
frontend flakes:
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Sun, 30 Oct 2011 15:31:30 +0100 |
sheepluva |
frontend flakes:
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Sun, 30 Oct 2011 08:01:26 +0100 |
sheepluva |
show notice to admin when kicking player
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files
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Sun, 30 Oct 2011 07:21:51 +0100 |
sheepluva |
lupdate, german translation
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files
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Sun, 30 Oct 2011 06:22:47 +0100 |
sheepluva |
beep on highlight
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files
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Sat, 29 Oct 2011 20:47:40 +0200 |
sheepluva |
whoopsy, my bad (segfault due to accepting empty lines)
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Sat, 12 Nov 2011 15:48:55 +0100 |
Xeli |
yey sdl implemented multi touch so my implementation isnt needed anymore
hedgeroid
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files
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Sat, 29 Oct 2011 18:20:56 +0200 |
sheepluva |
stylesheet comments/adjustments
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files
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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
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files
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Sat, 29 Oct 2011 17:52:35 +0200 |
sheepluva |
html-escape nicknames
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files
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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
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files
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Sat, 29 Oct 2011 16:54:46 +0200 |
sheepluva |
change default timestamp format to hh:mm
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files
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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
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files
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Sat, 29 Oct 2011 15:31:45 +0200 |
sheepluva |
* fix highlighting (i just broke it by not negating a boolean expression)
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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
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files
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Sat, 29 Oct 2011 11:47:37 +0200 |
sheepluva |
update name autocompletion after nick change (since own nick isn't suggested)
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Fri, 28 Oct 2011 18:33:38 +0200 |
Xeli |
merge
hedgeroid
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files
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Sat, 29 Oct 2011 09:19:04 +0200 |
sheepluva |
disconnect when going back from lobby page (regression fix)
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files
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Fri, 28 Oct 2011 18:26:17 +0200 |
koda |
one dangerous merge
hedgeroid
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files
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Fri, 28 Oct 2011 19:20:35 +0400 |
unc0rr |
It doesn't make much sense to make checks like 'if(game)' if you never set game to 0. Using smart pointers instead. Does it fix segfaults? Probably.
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