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RustAndDust
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units1
Tactical ground combat simulation for android
Jérémy Zurcher
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core
/
src
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ch
/
asynk
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rustanddust
/
engine
/
gfx
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2016-03-31
add engine/gfx/animations/BounceAnimation
Jérémy Zurcher
1
-0
/
+66
2016-03-31
Moveable: add setScale(float)
Jérémy Zurcher
2
-0
/
+7
2016-03-14
TankFireAnimation: set(...) set region dimensions
Jérémy Zurcher
1
-0
/
+5
2016-01-14
InfantryFireAnimation: add missing var init in Shot.set(...)
Jérémy Zurcher
1
-0
/
+3
2016-01-11
ArrayListIt -> IterableArray
Jérémy Zurcher
1
-3
/
+3
2016-01-09
while, for, if codding style
Jérémy Zurcher
2
-2
/
+2
2016-01-09
use ArrayListIt
Jérémy Zurcher
1
-6
/
+5
2016-01-04
InfantryFireAnimation: add usage of HALF_WIDTH_P
Jérémy Zurcher
1
-2
/
+3
2015-12-29
TankFireAnimation: if no canAim -> go back to aiming 0 after fired
Jérémy Zurcher
1
-1
/
+14
2015-12-29
HeadedPawn: setTurretRotation() -> aimAt(), getTurretRotation() -> getAiming()
Jérémy Zurcher
3
-10
/
+9
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
1
-3
/
+31
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
1
-0
/
+3
2015-12-18
cleanup tree using fix_java
Jérémy Zurcher
4
-11
/
+0
2015-12-18
Game: Factory knows about regions and provide them
Jérémy Zurcher
1
-3
/
+3
2015-11-09
DicAnimation: dimension has to be given at construction
Jérémy Zurcher
1
-4
/
+9
2015-07-19
welcome RustAndDust
Jérémy Zurcher
17
-0
/
+1453