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merge
2010-06-21, by koda
Replace SHA1 with adler32. For simple purposes of checking to see if players are playing the same map, this should be quite adequate and runs 15 times faster.
2010-06-20, by nemo
some memory caring code
2010-06-20, by koda
This reduces CheckLand ~5.5% on average over prior making the overall reduction ~77.4% instead of ~81.9%. It does skip centre pixel in odd w/h, but that really shouldn't matter much in this case. Can alter if any objects are noticeably off.
2010-06-20, by nemo
fix zoom smoothness
2010-06-20, by koda
add initial stubs for selecting weapons in the ifrontend
2010-06-19, by koda
Remove redundant test, add some temp variables to speed up the expensive CheckLand
2010-06-20, by nemo
add local rev number/rev count to dev version suffix
2010-06-18, by sheepluva
rename flags
2010-06-18, by nemo
Forgot to change this flag.
2010-06-18, by nemo
testing if automatic pushes to CIA.vc work now...
2010-06-18, by sheepluva
merge
2010-06-18, by koda
fix cmakefiles to work with mercurial
2010-06-17, by koda
move stuff around and update iphone project
2010-06-17, by koda
now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
2010-06-17, by koda
merge
2010-06-17, by nemo
some pt_BR translation changes by arrom
2010-06-17, by sheepluva
Update repository checking code to reflect our recent Mercurial switch
2010-06-17, by koda
Make land types flagged (to allow stacking future attributes such as indestructible ice, but also for a damaged flag)
2010-06-17, by nemo
correct cake sit-down animation so that it doesn't sit down in mid-air anymore
2010-06-16, by sheepluva
General:
2010-06-16, by mario.liebisch
General:
2010-06-16, by mario.liebisch
Engine:
2010-06-16, by mario.liebisch
update tags
2010-06-16, by convert-repo
lupdate-qt4 / lrelease-qt4 since arrom was nagging me
2010-06-09, by nemo
Some more progress
2010-06-08, by unc0rr
Reimplement more core actions
2010-06-06, by unc0rr
Use sockets instead of handles, use bytestrings instead of strings
2010-06-06, by unc0rr
Engine:
2010-06-05, by smxx
Frontend:
2010-06-05, by smxx
Remove decrement of iterator health. Might fix weird health bug.
2010-06-05, by nemo
Engine:
2010-06-05, by smxx
now engine can be optionally built as library, there's an example wrapper of how to use it
2010-06-05, by koda
Frontend:
2010-06-04, by smxx
fix iphone version for map preview
2010-06-03, by koda
map preview generation reworked like nemo suggested (he was right, it's quickier in this way)
2010-06-03, by koda
Engine:
2010-06-03, by smxx
a bunch of minor stuff
2010-06-02, by koda
Engine:
2010-06-01, by smxx
Remove rope offset
2010-06-01, by nemo
add some memory aware code
2010-05-31, by koda
Graphics:
2010-05-28, by smxx
Engine (Henek):
2010-05-28, by smxx
Engine:
2010-05-28, by smxx
Engine:
2010-05-28, by smxx
Engine:
2010-05-28, by smxx
Engine:
2010-05-28, by smxx
Prevent all portal loops the guaranteed way, at least until sheepluva's tests yield something reliable.
2010-05-23, by nemo
initial support for game modifiers (schemes)
2010-05-23, by koda
Sonic set
2010-05-23, by nemo
claymore says that this needs to be 44.1 for some systems
2010-05-19, by nemo
Henek adds a flamethrower, updates some translations, and tweaks how fire works.
2010-05-19, by nemo
Engine:
2010-05-18, by smxx
Skip collision on X for barrels that aren't knocked over
2010-05-17, by nemo
Increase minimum threshold for barrel damage to reduce likelihood of blowing one up on jumping out, increase damage to compensate (may need tweaking). Only apply dX for collision w/ kick if barrel is rolling.
2010-05-17, by nemo
portal-link-bugfix: make sure deleted portals don't reset links other than those to themselves
2010-05-17, by sheepluva
remove all portal specific code from EndTurnCleanup(), instead have portals self destruct if "CurrentHedgehog" is not the portal's creator
2010-05-17, by sheepluva
Change to just set timer to 0
2010-05-17, by nemo
Fix for artillery mode weapon use
2010-05-17, by nemo
* make portals delete each other only indirectly (by setting timer to 0)
2010-05-16, by sheepluva
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