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small cleanup: enum instead of magic numbers
2011-09-26, by sheepluva
Close a game without leaking memory. It should be noted that sending an SDL Quit event leaks memory
hedgeroid
2011-10-07, by Xeli
Added tag Hedgewars-iOS-1.3.2 for changeset 652a199d4f38
2011-09-25, by koda
fix compiling for android, strip out all delphi code, objfpc ftw
hedgeroid
2011-10-04, by koda
my qt version needs this to work...
2011-09-25, by koda
strip eols and delphi mode
hedgeroid
2011-10-04, by koda
fix typo that sneaked in by pressing ctrl+z one time too much I guess :D
2011-09-25, by sheepluva
changed Game arguments to accept data path on 9th array element (like planned)
hedgeroid
2011-09-26, by koda
rename to match prior mass hat rename
2011-09-25, by nemo
code working on ios now
hedgeroid
2011-09-26, by koda
get rid of that annoying 'Invalid state: in Lobby' message after room being closed or player being kicked from room. (the frontend always tried to leave the room he already left again)
2011-09-25, by sheepluva
reviewed the build system and parts of the previous merge, performed some code cleanup
hedgeroid
2011-09-26, by koda
some more cleanups and refactoring.
2011-09-25, by sheepluva
merge
hedgeroid
2011-09-25, by Xeli
fix somebody's sed-oops
2011-09-25, by sheepluva
some hopefully harmless experiments
Hedgewars-iOS-1.3.2
2011-09-25, by koda
this finally fixes the interaction between RestoredGameViewController and StatsPagesViewController
2011-09-25, by koda
warnings round also for ios
2011-09-24, by koda
add a class method for getting the overlay (and fix a silly mistake while at it) and use it
2011-09-24, by koda
better memory cleanup for audiomanager and position of lower stats button
2011-09-24, by koda
disable the followgear vertical offset for small screen devices
2011-09-24, by koda
cleaning up a little bit more, especially team class. we were leaking teams into heap memory on quick game starts btw
2011-09-24, by sheepluva
Report long flight archievement
2011-09-24, by unc0rr
Fix some warnings
2011-09-24, by unc0rr
Store replays for further analysis
2011-09-24, by unc0rr
Fix a bunch of warnings (also improves speed a bit in 32 bit code)
2011-09-24, by unC0Rr
I wanted to move this line, not to delete it heh.
2011-09-24, by sheepluva
code cleanup/etc
2011-09-24, by sheepluva
fix a crash in getting statistics and a glitch that made background music start while in-game
2011-09-24, by koda
close branch
0.9.16
2012-10-26, by koda
yeah, fix dates -.-
2011-09-24, by koda
backport of c90f50e6dd8e (eggshell vgt related segfault)
0.9.16
2011-10-18, by sheepluva
use a real button instead of a cellview in statspage
2011-09-24, by koda
fix the config.inc conflict by making the ios one in another folder
0.9.16
2011-10-16, by koda
rope: CheezeMonkey (omg I mentioned your name :O) has pointed out that there is still a way to get stuck in walls. This should fix it.
2011-09-24, by sheepluva
more details in chCheckProto
0.9.16
2011-10-16, by koda
ios frontend: sounds and music have their own class now (with caching\!) instead of being spread here and there (exploiting class methods like a true oop pro)
2011-09-24, by koda
display a message when network is down or server is not reachable, nemo also made the page refresh at display time
0.9.16
2011-10-14, by koda
many many netclient/frondent changes (just the beginning though):
2011-09-23, by sheepluva
because betas are baaaad (also really fix compiling everywhere)
0.9.16
2011-10-12, by koda
Convert boolean variable + a bunch of fields which make sense only while game is going on into Maybe + structure
2011-09-24, by unc0rr
merge from default. Pulls in sheepluva's frontend work, and unbreaks engine cmake.
0.9.16
2011-09-25, by nemo
don't rumble while synchronising a demo/save
2011-09-23, by koda
randomly selected static/mission maps weren't properly reported to others in room (only new seed was)
2011-09-22, by sheepluva
prevent screen locking while synching saves (can take some time)
2011-09-22, by koda
Fix sheepluva's merge
2011-09-22, by unc0rr
let frontend send (copypasta) multi-line messages line by line to avoid protocol violation
2011-09-22, by sheepluva
My best guess for issue #285 is send thread being stuck at sendAll function, so I move client removing function before sendAll
2011-09-22, by unc0rr
Disable clouds
2011-09-21, by nemo
ios version bump
2011-09-22, by koda
apparently the old way was the correct one
2011-09-22, by koda
aligned credits and game modes to main release
2011-09-22, by koda
create the ios schemes programmatically
2011-09-22, by koda
retina images, again
2011-09-21, by koda
mad several updates to the resource copying phase in the ios project file, changed paths of some images and added some smaller forts version
2011-09-21, by koda
Couple of missed changes inu pointed out
2011-09-21, by nemo
one more
2011-09-21, by koda
moar @2x
2011-09-21, by koda
another round of retina display images
2011-09-21, by koda
Disable a bit of code from revision 4 that I'm pretty sure is not hit anymore, or we'd end up with plenty of doubled graves at a minimum. Also, clear gstWinner/gstLoser along with gstWait - still need to figure out why exactly those aren't rendering anymore though.
2011-09-20, by nemo
fixed several 'retina display' images and added a bunch more (though just from upscaling the normal ones; might be nice to have 'em redrawn at a real higher resolution)
2011-09-21, by koda
let's use the built in events, shall we
2011-09-20, by koda
check for amNothing
2011-09-20, by nemo
Revert koda's c24fdd9a0458 until it stops breaking my builds :-p
2011-09-20, by nemo
Clear gstAnimation and reset Timer before entering death animation
2011-09-20, by nemo
revert prev - that was dumb. wrong gear.
2011-09-20, by nemo
Let's actually add the gstHHDeath check to the right line, shall we?
2011-09-20, by nemo
Check on active hedgehog death animation
2011-09-20, by nemo
this reintroduces the gsSuspend state to fix multitasking on ios
2011-09-19, by koda
using fpc 2.7.1 in ios project file
2011-09-19, by koda
also merge 0.9.16 in to make koda happy
2011-09-19, by sheepluva
merge the 2 heads. I hope I did it right. also I increased proto and ver number
2011-09-19, by sheepluva
return nil for position if no gear
2011-09-19, by nemo
fix mac compilation
0.9.16
2011-09-19, by koda
merge changes from 0.9.16 branch - I bet I just broke something XD
2011-09-18, by sheepluva
Added tag 0.9.16-release for changeset 74bc72746bec
0.9.16
2011-09-19, by koda
make chatsection in game room stretch if space is available
0.9.16
0.9.16-release
2011-09-18, by sheepluva
another fix for a popup window that had no style
0.9.16
2011-09-18, by sheepluva
set a default value for density that shouldn't lead to div by 0
0.9.16
2011-09-18, by sheepluva
Include lib* into src package
0.9.16
2011-09-17, by unc0rr
okay, let's revert this for now
0.9.16
2011-09-17, by unc0rr
- Unset hhdriven flag for gone hedgehog
2011-09-19, by unc0rr
Revert 3ec95dc2b249 - causes hogs to be trapped in the teleport animation. bad breakage
2011-09-17, by nemo
fix style of lobby chatroom user context menu
0.9.16
2011-09-17, by sheepluva
oops, it was already added
2011-09-17, by nemo
Set version to 0.9.16, protocol to 39
0.9.16
2011-09-17, by unc0rr
Add straight lines to changelog
2011-09-17, by nemo
Merge recent changes from default
0.9.16
2011-09-17, by unc0rr
update copyright year of README
2011-09-17, by sheepluva
change the changelog
2011-09-17, by mikade
update credits a bit
2011-09-17, by sheepluva
german translations, a lot was still missing -.-
2011-09-17, by sheepluva
typo
2011-09-16, by nemo
Attempt to prevent oom after restarting too many times
hedgeroid
2011-09-25, by Xeli
merge
2011-09-16, by nemo
make the fire button appear only on android for now, I'll make it depend on a variable later on
hedgeroid
2011-09-25, by Xeli
clear HHJump on portaling
2011-09-16, by nemo
merge
2011-09-16, by nemo
isOnCurrentHog and isOnCrosshair now look at the distance relative to the screen rather than world coords, this means that zooming out doesn't make it harder to touch the hog or crosshair
hedgeroid
2011-09-16, by Xeli
pt update
2011-09-16, by inu
removed some commented lines
hedgeroid
2011-09-16, by Xeli
Requested a few times
2011-09-16, by nemo
Exit hedgewars cleanly and return to the frontend with out crashing + fixed error messages "foo" -> HWEngine_Loader
hedgeroid
2011-09-16, by Xeli
AI insists on using snowball for digging. Until that is prevented, remove snowball
2011-09-16, by nemo
merge
hedgeroid
2011-09-16, by Xeli
- Allow 8 teams in game on 0.9.16-dev
2011-09-16, by unc0rr
Aaaaalllways!
2011-09-16, by nemo
Italian translation
2011-09-16, by Marco Bresciani
whoops, this line got lost in merging action
2011-09-16, by sheepluva
Polish translation updates
2011-09-16, by szczur
2 extra steps was still occasionally causing problems w/ edge cases. hopefully 3 should do the trick
2011-09-15, by nemo
Move options caption to box title. This frees up quite a bit of space at 800x600
2011-09-15, by nemo
Tweak sparkles, glass. Left glass commented out in case he prefers old behaviour.
2011-09-15, by nemo
check waterline
2011-09-16, by mikade
moar sparkles :3
2011-09-16, by sheepluva
Avoid hog repeating himself
2011-09-15, by nemo
Spanish translation
2011-09-16, by Palewolf
TestRectForObstacle: areas outside map borders are not passable
2011-09-16, by sheepluva
changeĀ²log
2011-09-15, by sheepluva
merge :(
2011-09-15, by Henek
fix back button location in post-game stats screen
2011-09-15, by sheepluva
updateing swedish translation
2011-09-15, by Henek
0.9.16 branch
0.9.16
2011-09-15, by unc0rr
fix and optimize kamikaze's png
2011-09-15, by sheepluva
screenshots: display a msg on failure and log causative error
2011-09-15, by sheepluva
based on the fact that the crash never seemed to have happened with default screen resolutions and also inspired by the only other getmem usage in the code I came up with this simple solution which seems to work just fine.
2011-09-15, by sheepluva
cleaned up the screenshot procedure a little.
2011-09-15, by sheepluva
Randy's soldier helmet hat. I fixed the animation, brightened the color and made it a Team-colored hat.
2011-09-15, by sheepluva
Updated translation after typo fix
2011-09-14, by nemo
team edit: restore default hedgehog name if name is empty- since empty names are not supported and will lead to errors; also lupdate
2011-09-15, by sheepluva
merge
2011-09-14, by koda
some love for TeamHeadband.png
2011-09-14, by sheepluva
Updates to golf theme.
2011-09-14, by mikade
merge
2011-09-14, by nemo
oops, just burning through commits today.
2011-09-14, by mikade
Add sounds for incorrectly placed waypoint, fastest time, and no record of any kind.
2011-09-14, by mikade
Revert currently unneccessary changes to uScript.
2011-09-14, by mikade
merge
2011-09-14, by mikade
add blink to cyclops hat
2011-09-14, by sheepluva
Expose some vars for tracking the border.
2011-09-14, by mikade
lua: boolean TestRectForObstacle(x1, y1, x2, y2, landOnly)
2011-09-14, by sheepluva
smoothing should be after despeckling
2011-09-13, by nemo
Balanced shield miser, multi-shot, and boss kills in SI. Added radar ping.
2011-09-14, by mikade
fix for issue #238
2011-09-13, by nemo
Slightly translated ru.lua
2011-09-13, by unc0rr
Translation update
2011-09-13, by unc0rr
Translation update
2011-09-13, by igor-hkr
typo
2011-09-12, by sheepluva
Still haven't received updated lt ts file, but no reason that the .txt and .lua shouldn't get used
2011-09-13, by nemo
Don't set lfDamaged for small tunnels
2011-09-13, by nemo
fix voice preview
2011-09-13, by nemo
Remove extra graphical resweeps, and smooth prior to despeckling. Was getting odd desync here without Land[] seemingly incorrect at end of passes. Just removing seems to fix, and code wasn't that good an idea in its prior state anyway.
2011-09-13, by nemo
oops
2011-09-12, by nemo
Disable GL SetAttributes for Windows due to many testers with problems. This restores .15 behaviour.
2011-09-12, by nemo
Fix hat naming, keep case consistent within the streetfighter group, fix spelling error.
2011-09-12, by nemo
fix for issue #139
2011-09-12, by nemo
Add 0.9.16 and 0.9.17-dev version info to server
2011-09-12, by unc0rr
This should check if Qt provides zlib functions, and adds zlib dependency in case of zlibless Qt. Tested with Qt providing zlib functions only.
2011-09-12, by unc0rr
I.Fight.For.The.Users
2011-09-12, by koda
remove the forced fullscreen resolution since everyone is hating it; kept it around only for stereo rendering (where it's mandatory)
2011-09-12, by koda
fix out-of-dir builds
2011-09-12, by sheepluva
don't load key binds for AI hedgehogs
2011-09-12, by sheepluva
nemo's molotov burst effect; with a slight color modification added
2011-09-12, by sheepluva
fix side-effects of nemo's bottle-turnin'
2011-09-12, by sheepluva
uh, that was just so I could look at the flame more closely, wasn't supposed to be checked in
2011-09-11, by nemo
Since we are tweaking molotov. make the flame flickery and add a drowning frame
2011-09-11, by nemo
smoke for molotov
2011-09-12, by sheepluva
make it more sekret
2011-09-11, by nemo
cyclops hat by Randy
2011-09-11, by sheepluva
rename clean target to ENGINECLEAN due to windows case sensitivity issues, update lua again
2011-09-11, by nemo
aaaallways, I want to beeee with you, and make belieeeeve with you
2011-09-11, by nemo
Save demo when loaded from save game finishes
2011-09-11, by unc0rr
Remove some transparencies, fix some files
2011-09-11, by nemo
Man, checking it at end of turn was just tidier :(
2011-09-11, by nemo
better?
2011-09-11, by nemo
fix for disconnect reason not being shown
2011-09-11, by sheepluva
omg how could I forget
2011-09-11, by sheepluva
added some changes I remembered/saw in the logs to the changelog
2011-09-11, by sheepluva
hand drawn map editor: allow "undo" after "clear"
2011-09-11, by sheepluva
Also this
2011-09-11, by nemo
Should prevent a crasher when drowning while firing
2011-09-11, by nemo
I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
2011-09-11, by nemo
small de update
2011-09-11, by sheepluva
whoops, I didn't want to commit that line
2011-09-11, by sheepluva
tweak
2011-09-11, by nemo
Focus camera on moving current hog (probably more important to player). Should make tumbler, sine gun play, attacking off rope and saucer more playable. Also fix a typo in prior offset, and compensate for zoom.
2011-09-11, by nemo
make "All Files" file filter in file dialog actually display all files rather then just those with a dot in their name
2011-09-11, by sheepluva
fix for issue #269
2011-09-11, by sheepluva
Try the same offsetting as X - I think it helps w/ mikade's Space Invasion camera problem
2011-09-11, by nemo
fix for issue #276
2011-09-10, by sheepluva
german lua translations
2011-09-11, by sheepluva
Substitute broken Tumbler-based GaudyRacer with generic, map independant Racer.
2011-09-11, by mikade
A hopefully reliable lua update. If I clobber anything, well, there's always file history ;)
2011-09-10, by nemo
For better or for worse. Add sheepluva's forcing of clean on engine subdirectory. This works around a bug in fpc 2.4-2.6 that appears to generate incorrect inlining of loops on 2nd build. -B avoids this, but without a clean, the -B never got called. Also restore options, which I had confused w/ config. my bad.
2011-09-10, by nemo
fix timebox (differently), support for more players, remove version numbers,
2011-09-11, by mikade
some portal love for deagle/etc shots
2011-09-11, by sheepluva
tone flash waaaaay down when zoomed out
2011-09-10, by nemo
fix: let's use less random code for drawing the bullet trajectory
2011-09-10, by sheepluva
This condition should have been removed when I was changing targetting
2011-09-10, by nemo
translation fail/typo
2011-09-10, by sheepluva
some sniper training improvements and few german lua translations
2011-09-10, by sheepluva
actual rope fix for hogs getting stuck on walls
2011-09-10, by sheepluva
rollin' back my silly hack ( rea4d1fe665d7 )
2011-09-10, by sheepluva
Fix preview of ruler map. Thanks to Randy for pointing out it was incorrect.
2011-09-10, by sheepluva
Remove some unused variables and options.inc which uFloat doesn't use, probably should never use, and was getting in the way of my testcase - but most importantly, remove the inline on hwSqrt which was causing very bad math on my compiler/machine. We may have to remove more inlining. A pity.
2011-09-09, by nemo
monkey task: always log to userpath
2011-09-09, by sheepluva
move hedgehogs out of walls
2011-09-09, by sheepluva
Don't test for hasGone in unapproved places. Now any possibility of desync on player quit is ruled out. Not tested at all.
2011-09-09, by unc0rr
Changed firebutton, parameters in uTouch might need to be tweaked some more
hedgeroid
2011-09-16, by Xeli
we don't need trailing whitespaces... I guess :P
2011-09-09, by sheepluva
Fix to enable compiling for something else than arm, the compiler for x64_86 didn't recognize Int32 etc..
hedgeroid
2011-09-14, by Xeli
Scripting: Update screen dimensions on screen resize and introduce onScreenResize() event.
2011-09-09, by sheepluva
merge
hedgeroid
2011-09-09, by Xeli
merge
2011-09-09, by mikade
merge
2011-09-09, by mikade
Allow limited form of SuddenDeath (WaterRise = 0) in both CTF modes
2011-09-09, by mikade
er. let's reference the right gear, shall we?
2011-09-08, by nemo
Add support for more players.
2011-09-09, by mikade
There. Push this back on to unc0rr. This effect can still desync, 'cause it always could, but at least now the two are linked w/o argument I think.
2011-09-08, by nemo
For now, don't spawn anything other than health crates.
2011-09-09, by mikade
"fix" for a screen scaling problem I had after resizing to odd width number values
2011-09-09, by sheepluva
* ShoppaKing/TrophyRace maps updated by wolfmarc
2011-09-09, by sheepluva
change minimum resolution back to 640x480 (full weapon menu too big for smaller screens)
2011-09-09, by sheepluva
oops
2011-09-08, by nemo
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