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<title>RustAndDust/core/src/ch/asynk/rustanddust/engine/gfx, branch v17</title>
<subtitle>Tactical ground combat simulation for android</subtitle>
<id>https://cgit.asynk.ch/RustAndDust/atom?h=v17</id>
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<updated>2016-01-04T13:59:35Z</updated>
<entry>
<title>InfantryFireAnimation: add usage of HALF_WIDTH_P</title>
<updated>2016-01-04T13:59:35Z</updated>
<author>
<name>Jérémy Zurcher</name>
<email>jeremy@asynk.ch</email>
</author>
<published>2016-01-04T13:59:35Z</published>
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<entry>
<title>TankFireAnimation: if no canAim -&gt; go back to aiming 0 after fired</title>
<updated>2015-12-29T09:33:01Z</updated>
<author>
<name>Jérémy Zurcher</name>
<email>jeremy@asynk.ch</email>
</author>
<published>2015-12-29T09:33:01Z</published>
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<entry>
<title>HeadedPawn: setTurretRotation() -&gt; aimAt(), getTurretRotation() -&gt; getAiming()</title>
<updated>2015-12-29T09:24:48Z</updated>
<author>
<name>Jérémy Zurcher</name>
<email>jeremy@asynk.ch</email>
</author>
<published>2015-12-29T09:24:48Z</published>
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<id>urn:sha1:c58f5d8be319f7d767679ac737d61f3895c52e58</id>
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</entry>
<entry>
<title>TankFireAnimation: use aim_r to improve shot start position</title>
<updated>2015-12-29T07:02:59Z</updated>
<author>
<name>Jérémy Zurcher</name>
<email>jeremy@asynk.ch</email>
</author>
<published>2015-12-29T07:02:59Z</published>
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<entry>
<title>TankFireAnimation: reduce shot delay, compute fixed fire duration</title>
<updated>2015-12-29T07:02:25Z</updated>
<author>
<name>Jérémy Zurcher</name>
<email>jeremy@asynk.ch</email>
</author>
<published>2015-12-29T07:02:25Z</published>
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<entry>
<title>TankFireAnimation: reduce SHOT_SCATTERING</title>
<updated>2015-12-29T07:01:31Z</updated>
<author>
<name>Jérémy Zurcher</name>
<email>jeremy@asynk.ch</email>
</author>
<published>2015-12-29T07:01:31Z</published>
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<entry>
<title>TankFireAnimation: start shoot animation closer to the chit</title>
<updated>2015-12-29T07:00:53Z</updated>
<author>
<name>Jérémy Zurcher</name>
<email>jeremy@asynk.ch</email>
</author>
<published>2015-12-29T07:00:53Z</published>
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<entry>
<title>TankFireAnimation: aim before shooting</title>
<updated>2015-12-29T06:59:31Z</updated>
<author>
<name>Jérémy Zurcher</name>
<email>jeremy@asynk.ch</email>
</author>
<published>2015-12-29T06:59:31Z</published>
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<id>urn:sha1:b6144eafe7f9a6ba4a79c452d60bc63cb3eca0bf</id>
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<entry>
<title>MoveToAnimation: gently set the turret rotation to 0</title>
<updated>2015-12-29T06:54:29Z</updated>
<author>
<name>Jérémy Zurcher</name>
<email>jeremy@asynk.ch</email>
</author>
<published>2015-12-29T06:54:29Z</published>
<link rel='alternate' type='text/html' href='https://cgit.asynk.ch/RustAndDust/commit/?id=bc6ada37ab01906406f28efb2a28007d9c345666'/>
<id>urn:sha1:bc6ada37ab01906406f28efb2a28007d9c345666</id>
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<entry>
<title>HeadedPawn: has a chit, a body and a turret that can aim</title>
<updated>2015-12-29T06:53:28Z</updated>
<author>
<name>Jérémy Zurcher</name>
<email>jeremy@asynk.ch</email>
</author>
<published>2015-12-29T06:53:28Z</published>
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