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RustAndDust
PvP
keep
master
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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game
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Author
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2016-01-05
Player: add boolean canDoSomething()
Jérémy Zurcher
1
-0
/
+11
2016-01-04
StateMove: fix checkExit(Hex) usage, and path building
Jérémy Zurcher
1
-15
/
+20
2016-01-04
PathBuilder: replace setExit(Orientation) with chooseExit(Orientation)
Jérémy Zurcher
2
-5
/
+3
2016-01-04
StateMove: split checkExit() -> inplace | from hex
Jérémy Zurcher
1
-5
/
+14
2016-01-04
OptionsPanel: fix quit battle
Jérémy Zurcher
1
-0
/
+1
2016-01-04
StateBreak: use chooseShortest()
Jérémy Zurcher
2
-6
/
+6
2016-01-04
PathBuilder: choosePath() -p chooseBest()
Jérémy Zurcher
2
-2
/
+2
2016-01-04
OptionsPanel: quick closing
Jérémy Zurcher
1
-0
/
+5
2016-01-04
Map: fix call getDefense( defender.tile )
Jérémy Zurcher
1
-1
/
+1
2016-01-04
PathBuilder: impove error msgs
Jérémy Zurcher
2
-2
/
+2
2016-01-04
UnitDock: replace selected red border with light grey Bg
Jérémy Zurcher
2
-7
/
+5
2015-12-31
Options: remove 'Automatic Path' option
Jérémy Zurcher
1
-3
/
+0
2015-12-30
OptionsPanel: fix missing padding
Jérémy Zurcher
1
-4
/
+4
2015-12-30
OptionsPanel: add Automatic Path
Jérémy Zurcher
2
-5
/
+63
2015-12-30
Config: add autoPath = true
Jérémy Zurcher
2
-1
/
+3
2015-12-30
PathBuilder: toggleCtrlTile add boolean quick parameter
Jérémy Zurcher
1
-1
/
+1
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
Map0Hex: remove unused import
Jérémy Zurcher
1
-2
/
+0
2015-12-29
TankFireAnimation: aim before shooting
Jérémy Zurcher
1
-1
/
+1
2015-12-29
HeadedPawn: has a chit, a body and a turret that can aim
Jérémy Zurcher
2
-13
/
+26
2015-12-29
Unit: enable ace overlay if needed
Jérémy Zurcher
1
-0
/
+1
2015-12-28
Config: set TANKS as default
Jérémy Zurcher
1
-1
/
+1
2015-12-28
update FIXME
Jérémy Zurcher
1
-1
/
+1
2015-12-28
Objective: Tile swallows Objective, ObjectiveSet is destroyed, Board does the...
Jérémy Zurcher
6
-47
/
+13
2015-12-28
Command: remove space
Jérémy Zurcher
1
-1
/
+1
2015-12-28
Army: add overlay which is hex overlay index
Jérémy Zurcher
2
-12
/
+16
2015-12-26
game:HexSet -> engine:TileSet
Jérémy Zurcher
3
-35
/
+6
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
Hex: blockLineOfSightFrom(Tile) -> blockLineOfSight(Tile, Tile)
Jérémy Zurcher
1
-2
/
+2
2015-12-24
battles: add Battle00
Jérémy Zurcher
3
-1
/
+124
2015-12-24
Hex: simplify blockLineOfSightFrom(Tile)
Jérémy Zurcher
1
-4
/
+1
2015-12-24
State: replace touchUp() and touchDown() with touch(Hex)
Jérémy Zurcher
13
-150
/
+61
2015-12-24
States: do not use downHex or upHex out of touchDown() and touchUp()
Jérémy Zurcher
2
-5
/
+5
2015-12-24
ObjectiveSet: respond to isObjectiveFor() taking peristence into account
Jérémy Zurcher
1
-4
/
+1
2015-12-23
StateRotate: fix bug when in HQ activation, start rotate, but do not complete it
Jérémy Zurcher
1
-1
/
+4
2015-12-23
BattleTest: be a test battle again
Jérémy Zurcher
1
-47
/
+55
2015-12-23
game.Factory -> Factory
Jérémy Zurcher
5
-9
/
+6
2015-12-21
Map0Hex: isObjective(Tile) -> isObjectiveFor(Tile,Pawn) : says no if already ...
Jérémy Zurcher
1
-2
/
+6
2015-12-21
PathBuilder: fitness takes objectives into account
Jérémy Zurcher
1
-0
/
+6
2015-12-20
Hud: use ArrayDeque instead of Stack
Jérémy Zurcher
1
-2
/
+2
2015-12-19
Hud: replace touchUp + touchDown with hit(int, int)
Jérémy Zurcher
4
-108
/
+24
2015-12-18
clean up import statements
Jérémy Zurcher
1
-1
/
+0
2015-12-18
Hud: plug OptionsPanel in
Jérémy Zurcher
1
-7
/
+44
2015-12-18
add game/hud/OptionsPanel
Jérémy Zurcher
1
-0
/
+146
2015-12-18
Hud: dialogs is a Stack
Jérémy Zurcher
1
-9
/
+9
2015-12-18
State: remove useless OPTIONS state
Jérémy Zurcher
1
-2
/
+1
2015-12-18
Hud: code reorder
Jérémy Zurcher
1
-8
/
+8
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