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RustAndDust
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Tactical ground combat simulation for android
Jérémy Zurcher
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2015-12-31
Options: remove 'Automatic Path' option
Jérémy Zurcher
2
-14
/
+8
2015-12-31
PathBuilder: fitness is the count of reached objectives
Jérémy Zurcher
1
-6
/
+4
2015-12-31
PathBuilder: search for paths even if distance < 2
Jérémy Zurcher
2
-10
/
+2
2015-12-31
PathBuilder: keep looking even if target tile is reached
Jérémy Zurcher
1
-5
/
+4
2015-12-31
Move.TileIterator: fix so that we can pass over the target and come back
Jérémy Zurcher
1
-2
/
+2
2015-12-31
PathIterator: fix so that we can pass over the target and come back
Jérémy Zurcher
1
-2
/
+2
2015-12-30
OptionsPanel: fix missing padding
Jérémy Zurcher
1
-4
/
+4
2015-12-30
OptionsMenu: fix missing padding
Jérémy Zurcher
1
-5
/
+5
2015-12-30
OptionsPanel: add Automatic Path
Jérémy Zurcher
2
-5
/
+63
2015-12-30
OptionsMenu: add autoPath
Jérémy Zurcher
1
-8
/
+11
2015-12-30
Config: add autoPath = true
Jérémy Zurcher
2
-1
/
+3
2015-12-30
tests: fix toggle ctrl path points tests
Jérémy Zurcher
2
-7
/
+36
2015-12-30
PathBuilder: toggleCtrlTile add boolean quick parameter
Jérémy Zurcher
2
-5
/
+5
2015-12-30
tests: fix engine API calls
Jérémy Zurcher
1
-4
/
+2
2015-12-29
assets: update aps
Jérémy Zurcher
3
-7
/
+7
2015-12-29
assets: change promote action img
Jérémy Zurcher
2
-0
/
+0
2015-12-29
update assets
Jérémy Zurcher
1
-0
/
+0
2015-12-29
Config: graphics default to CHITS
Jérémy Zurcher
1
-1
/
+1
2015-12-29
Factory: use turret assets when available
Jérémy Zurcher
1
-1
/
+15
2015-12-29
update assets
Jérémy Zurcher
35
-58
/
+107
2015-12-29
TankFireAnimation: if no canAim -> go back to aiming 0 after fired
Jérémy Zurcher
1
-1
/
+14
2015-12-29
HeadedPawn: aimAt does a body rotation if no turret
Jérémy Zurcher
1
-3
/
+6
2015-12-29
HeadedPawn: setTurretRotation() -> aimAt(), getTurretRotation() -> getAiming()
Jérémy Zurcher
4
-12
/
+11
2015-12-29
Map0Hex: remove unused import
Jérémy Zurcher
1
-2
/
+0
2015-12-29
Tile: remove empty line
Jérémy Zurcher
1
-1
/
+0
2015-12-29
TankFireAnimation: use aim_r to improve shot start position
Jérémy Zurcher
1
-1
/
+1
2015-12-29
TankFireAnimation: reduce shot delay, compute fixed fire duration
Jérémy Zurcher
1
-3
/
+3
2015-12-29
TankFireAnimation: reduce SHOT_SCATTERING
Jérémy Zurcher
1
-1
/
+1
2015-12-29
TankFireAnimation: start shoot animation closer to the chit
Jérémy Zurcher
1
-2
/
+3
2015-12-29
TankFireAnimation: aim before shooting
Jérémy Zurcher
2
-4
/
+32
2015-12-29
MoveToAnimation: gently set the turret rotation to 0
Jérémy Zurcher
1
-2
/
+11
2015-12-29
HeadedPawn: has a chit, a body and a turret that can aim
Jérémy Zurcher
4
-24
/
+74
2015-12-29
Unit: enable ace overlay if needed
Jérémy Zurcher
1
-0
/
+1
2015-12-28
assets: work on us tanks
Jérémy Zurcher
44
-0
/
+249
2015-12-28
units-gimp: bring lots of stuff in
Jérémy Zurcher
29
-0
/
+5
2015-12-28
Config: set TANKS as default
Jérémy Zurcher
1
-1
/
+1
2015-12-28
OptionsMenu: add graphics selection
Jérémy Zurcher
1
-0
/
+25
2015-12-28
update FIXME
Jérémy Zurcher
2
-2
/
+1
2015-12-28
Objective: Tile swallows Objective, ObjectiveSet is destroyed, Board does the...
Jérémy Zurcher
11
-198
/
+161
2015-12-28
OrderList: add get(Pawn, Order.OrderType)
Jérémy Zurcher
1
-0
/
+11
2015-12-28
Command: remove space
Jérémy Zurcher
1
-1
/
+1
2015-12-28
Army: add overlay which is hex overlay index
Jérémy Zurcher
3
-12
/
+17
2015-12-28
Move: add TileIterator
Jérémy Zurcher
1
-0
/
+51
2015-12-28
PathIterator: throws java.util.NoSuchElementException when needed
Jérémy Zurcher
1
-0
/
+3
2015-12-28
Tile: enableOverlay() does nothing if index < 0
Jérémy Zurcher
1
-5
/
+9
2015-12-26
game:HexSet -> engine:TileSet
Jérémy Zurcher
4
-35
/
+26
2015-12-26
StateWithdraw: add debug error if many paths
Jérémy Zurcher
1
-0
/
+4
2015-12-26
States*: remove uselss empty lines in imports
Jérémy Zurcher
5
-6
/
+0
2015-12-26
StateRotate: hide move assists on enter if option is off
Jérémy Zurcher
1
-0
/
+2
2015-12-24
update TODO
Jérémy Zurcher
1
-4
/
+1
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