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2016-01-04PathBuilder: shorten codeJérémy Zurcher1-5/+2
2016-01-04PathBuilder: fix for at least one moveJérémy Zurcher1-11/+12
2016-01-03increase android code releasev16Jérémy Zurcher2-2/+2
2016-01-03assets: update atg and infantryJérémy Zurcher11-52/+52
2016-01-03assets: update ace units1 overlayJérémy Zurcher3-6/+6
2016-01-03assets: update unit1 overlay may fireJérémy Zurcher2-0/+0
2016-01-03assets: update aps imageJérémy Zurcher2-0/+0
2015-12-31update TODOJérémy Zurcher1-1/+4
2015-12-31increase code versionv15Jérémy Zurcher2-2/+2
2015-12-31Options: remove 'Automatic Path' optionJérémy Zurcher2-14/+8
2015-12-31PathBuilder: fitness is the count of reached objectivesJérémy Zurcher1-6/+4
2015-12-31PathBuilder: search for paths even if distance < 2Jérémy Zurcher2-10/+2
2015-12-31PathBuilder: keep looking even if target tile is reachedJérémy Zurcher1-5/+4
2015-12-31Move.TileIterator: fix so that we can pass over the target and come backJérémy Zurcher1-2/+2
2015-12-31PathIterator: fix so that we can pass over the target and come backJérémy Zurcher1-2/+2
2015-12-30OptionsPanel: fix missing paddingJérémy Zurcher1-4/+4
2015-12-30OptionsMenu: fix missing paddingJérémy Zurcher1-5/+5
2015-12-30OptionsPanel: add Automatic PathJérémy Zurcher2-5/+63
2015-12-30OptionsMenu: add autoPathJérémy Zurcher1-8/+11
2015-12-30Config: add autoPath = trueJérémy Zurcher2-1/+3
2015-12-30tests: fix toggle ctrl path points testsJérémy Zurcher2-7/+36
2015-12-30PathBuilder: toggleCtrlTile add boolean quick parameterJérémy Zurcher2-5/+5
2015-12-30tests: fix engine API callsJérémy Zurcher1-4/+2
2015-12-29assets: update apsJérémy Zurcher3-7/+7
2015-12-29assets: change promote action imgJérémy Zurcher2-0/+0
2015-12-29update assetsJérémy Zurcher1-0/+0
2015-12-29Config: graphics default to CHITSJérémy Zurcher1-1/+1
2015-12-29Factory: use turret assets when availableJérémy Zurcher1-1/+15
2015-12-29update assetsJérémy Zurcher35-58/+107
2015-12-29TankFireAnimation: if no canAim -> go back to aiming 0 after firedJérémy Zurcher1-1/+14
2015-12-29HeadedPawn: aimAt does a body rotation if no turretJérémy Zurcher1-3/+6
2015-12-29HeadedPawn: setTurretRotation() -> aimAt(), getTurretRotation() -> getAiming()Jérémy Zurcher4-12/+11
2015-12-29Map0Hex: remove unused importJérémy Zurcher1-2/+0
2015-12-29Tile: remove empty lineJérémy Zurcher1-1/+0
2015-12-29TankFireAnimation: use aim_r to improve shot start positionJérémy Zurcher1-1/+1
2015-12-29TankFireAnimation: reduce shot delay, compute fixed fire durationJérémy Zurcher1-3/+3
2015-12-29TankFireAnimation: reduce SHOT_SCATTERINGJérémy Zurcher1-1/+1
2015-12-29TankFireAnimation: start shoot animation closer to the chitJérémy Zurcher1-2/+3
2015-12-29TankFireAnimation: aim before shootingJérémy Zurcher2-4/+32
2015-12-29MoveToAnimation: gently set the turret rotation to 0Jérémy Zurcher1-2/+11
2015-12-29HeadedPawn: has a chit, a body and a turret that can aimJérémy Zurcher4-24/+74
2015-12-29Unit: enable ace overlay if neededJérémy Zurcher1-0/+1
2015-12-28assets: work on us tanksJérémy Zurcher44-0/+249
2015-12-28units-gimp: bring lots of stuff inJérémy Zurcher29-0/+5
2015-12-28Config: set TANKS as defaultJérémy Zurcher1-1/+1
2015-12-28OptionsMenu: add graphics selectionJérémy Zurcher1-0/+25
2015-12-28update FIXMEJérémy Zurcher2-2/+1
2015-12-28Objective: Tile swallows Objective, ObjectiveSet is destroyed, Board does ↵Jérémy Zurcher11-198/+161
the trick
2015-12-28OrderList: add get(Pawn, Order.OrderType)Jérémy Zurcher1-0/+11
2015-12-28Command: remove spaceJérémy Zurcher1-1/+1