smxx [Sat, 27 Mar 2010 20:51:53 +0000] rev 3123
Engine:
* Added sounds for Birdy (eggs breaking still missing)
* Added random coughs/moans to poisoned hogs
* Fixed one frame flickers when using fade in/out
* Fixed fade in/out while using zoom
Frontend:
* Added chat context menu icons
Themes:
* Updated Underwater's horizon
koda [Sat, 27 Mar 2010 17:45:51 +0000] rev 3122
hide the background gl context that remains active (might be worth freeing ithide the background gl context that remains active (might be worth freeing it))
nemo [Sat, 27 Mar 2010 17:45:26 +0000] rev 3121
Restore this for now until I figure out why ShowCrosshair is being cleared on last rope
palewolf [Sat, 27 Mar 2010 17:40:42 +0000] rev 3120
Fix mortar grey border
smxx [Sat, 27 Mar 2010 17:32:46 +0000] rev 3119
Engine:
* Updated engine to use voice packs' Melon.ogg
* Added new drill rocket sound
nemo [Sat, 27 Mar 2010 17:32:04 +0000] rev 3118
New impact sounds for HHG
koda [Sat, 27 Mar 2010 17:31:01 +0000] rev 3117
complete previous commit (which broken my local copy as well)
koda [Sat, 27 Mar 2010 17:27:15 +0000] rev 3116
branch ipad/iphone files to keep compatibility between versions
smxx [Sat, 27 Mar 2010 17:22:33 +0000] rev 3115
Engine:
* Updated Birdy's eggs and added egg shell fragments (missing sound)
nemo [Sat, 27 Mar 2010 17:03:27 +0000] rev 3114
Tidier way to handle crosshair drawing. show/hide based on CurAmmoGear for alt attack weps
koda [Sat, 27 Mar 2010 16:57:18 +0000] rev 3113
* port fadeout to opengles
* better notification mechanism
* add a confirmation message before ending game
* new structure for custom settings (splitview)
smxx [Sat, 27 Mar 2010 15:48:59 +0000] rev 3112
Engine:
* Added visible poison effect
* Updated homing bee in hand animation
nemo [Sat, 27 Mar 2010 15:41:21 +0000] rev 3111
Keep crosshair active when using rope, regardless of alt wep
smxx [Sat, 27 Mar 2010 14:57:41 +0000] rev 3110
Engine:
* Fixed new animations/sprites for homing bee
nemo [Sat, 27 Mar 2010 14:55:59 +0000] rev 3109
Reduce turns to -1 to allow processing health machine on first turn. Needs testing with Sudden Death set to 0