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RustAndDust
PvP
keep
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server
units1
Tactical ground combat simulation for android
Jérémy Zurcher
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core
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src
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ch
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asynk
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rustanddust
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engine
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Commit message (
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Author
Files
Lines
2016-01-10
ArrayListIt: add push pop enqueue dequeue
Jérémy Zurcher
1
-0
/
+20
2016-01-10
OrderList is an ArrayListIt
Jérémy Zurcher
1
-7
/
+11
2016-01-09
TileSet: extends ArrayListIt
Jérémy Zurcher
1
-2
/
+10
2016-01-09
Tile: add constructor param int capacity (of the stack)
Jérémy Zurcher
1
-4
/
+4
2016-01-09
Tile: stack is private and is an ArrayListIt
Jérémy Zurcher
1
-9
/
+9
2016-01-09
Move: swallows PathIterator
Jérémy Zurcher
2
-82
/
+62
2016-01-09
Move: get rid of useless TileIterator
Jérémy Zurcher
1
-51
/
+0
2016-01-09
while, for, if codding style
Jérémy Zurcher
7
-21
/
+21
2016-01-09
Board: set initial size of animations to 10
Jérémy Zurcher
1
-1
/
+1
2016-01-09
Board: forgot to dispose() the animation that is finished
Jérémy Zurcher
1
-1
/
+3
2016-01-09
Board: use ArrayListIt: for animations too
Jérémy Zurcher
1
-10
/
+7
2016-01-09
ArrayListIt: support Iterator.remove()
Jérémy Zurcher
1
-1
/
+3
2016-01-09
use ArrayListIt
Jérémy Zurcher
5
-20
/
+22
2016-01-09
add engine/util/ArrayListIt
Jérémy Zurcher
1
-0
/
+49
2016-01-04
PathBuilder: factorise best(Path, Path) out of chooseBest() and chooseExit()
Jérémy Zurcher
1
-16
/
+17
2016-01-04
PathBuilder: replace setExit(Orientation) with chooseExit(Orientation)
Jérémy Zurcher
1
-11
/
+38
2016-01-04
PathBuilder: factorise keepOnly(Path) out of choosBest() and chooseShortest()
Jérémy Zurcher
1
-12
/
+11
2016-01-04
PathBuilder: use getPaths()
Jérémy Zurcher
1
-11
/
+13
2016-01-04
PathBuilder: factorise getPaths(...) out of canExit()
Jérémy Zurcher
1
-7
/
+8
2016-01-04
PathBuilder: factorise pathCanExit(...) out of canExit()
Jérémy Zurcher
1
-4
/
+10
2016-01-04
PathBuilder: add chooseShortest()
Jérémy Zurcher
1
-0
/
+19
2016-01-04
PathBuilder: remove useless code
Jérémy Zurcher
1
-3
/
+1
2016-01-04
PathBuilder: choosePath() -p chooseBest()
Jérémy Zurcher
1
-1
/
+1
2016-01-04
PathIterator: do not compute size all the time
Jérémy Zurcher
1
-3
/
+2
2016-01-04
PathIterator: fix rotation support
Jérémy Zurcher
1
-2
/
+4
2016-01-04
PathBuilder: do not compute distance if from == to
Jérémy Zurcher
1
-3
/
+5
2016-01-04
PathBuilder: impove error msgs
Jérémy Zurcher
1
-2
/
+2
2016-01-04
PathIterator: support simple rotation
Jérémy Zurcher
1
-3
/
+6
2016-01-04
PathBuilder: if (from == to) build empty path
Jérémy Zurcher
1
-1
/
+6
2016-01-04
InfantryFireAnimation: add usage of HALF_WIDTH_P
Jérémy Zurcher
1
-2
/
+3
2016-01-04
PathBuilder: shorten code
Jérémy Zurcher
1
-5
/
+2
2016-01-04
PathBuilder: fix for at least one move
Jérémy Zurcher
1
-11
/
+12
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
1
-9
/
+1
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
PathBuilder: toggleCtrlTile add boolean quick parameter
Jérémy Zurcher
1
-4
/
+4
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
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
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
2
-11
/
+48
2015-12-28
Objective: Tile swallows Objective, ObjectiveSet is destroyed, Board does the...
Jérémy Zurcher
5
-151
/
+148
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