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RustAndDust
PvP
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units1
Tactical ground combat simulation for android
Jérémy Zurcher
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2016-05-11
Map5Marshal,Ctrl: use Unit.IterableSet<Unit>, call Unit.clear() at exit
Jérémy Zurcher
3
-18
/
+4
2016-05-11
Unit: add IterableSet<Unit> that keeps ref to the instances
Jérémy Zurcher
1
-0
/
+14
2016-05-10
increase code version
v28
Jérémy Zurcher
1
-1
/
+1
2016-05-10
TankFireAnimation: fix bad region init on animation second usage
Jérémy Zurcher
1
-5
/
+1
2016-05-10
Ctrl: clear orders before storing Initial State, do not replay map deployment
Jérémy Zurcher
1
-1
/
+3
2016-05-10
StateSelect: call clear() on postTurnDone()
Jérémy Zurcher
1
-0
/
+1
2016-05-10
increase code version
v27
Jérémy Zurcher
1
-1
/
+1
2016-05-10
Ctrl: avoid bad stacked msgs position
Jérémy Zurcher
1
-3
/
+1
2016-05-10
Ctrl: factorise code
Jérémy Zurcher
1
-11
/
+4
2016-05-10
DestroyAnimation: shorten DURATION 1.5->1.0
Jérémy Zurcher
1
-1
/
+1
2016-05-10
MenuCtrl,PlayMenu: use ResumeMenu
Jérémy Zurcher
2
-25
/
+14
2016-05-10
add menu/ResumeMenu
Jérémy Zurcher
1
-0
/
+140
2016-05-10
Ctrl: implement REPLAY_BATTLE mode
Jérémy Zurcher
1
-2
/
+23
2016-05-10
Ctrl: cleanup according to latest db changes
Jérémy Zurcher
1
-13
/
+16
2016-05-10
Battle: clean up map.clear() usage
Jérémy Zurcher
4
-19
/
+10
2016-05-10
Solo: clean up loadState(), get ready for REPLAY_BATTLE
Jérémy Zurcher
1
-16
/
+24
2016-05-10
DB,Ctrl: clean up store/load validate methods
Jérémy Zurcher
2
-18
/
+95
2016-05-10
InfantryFireAnimation: reduce START_DELAY to 0.3f
Jérémy Zurcher
1
-1
/
+1
2016-05-10
Map4Orders: prepareReplayCurrentTurn() -> prepareReplayLastTurn()
Jérémy Zurcher
2
-2
/
+2
2016-05-10
Marshal: add Mode.PLAYER to load currentPlayer AP
Jérémy Zurcher
3
-1
/
+10
2016-05-10
Map5Marshal: block unitId while loading players
Jérémy Zurcher
1
-0
/
+2
2016-05-10
BattleTest: use map.getExitZone(int) otherwise usExit is null
Jérémy Zurcher
1
-4
/
+2
2016-05-10
Map0Hex: add getEntryZone(int) and getExitZone(int)
Jérémy Zurcher
1
-0
/
+10
2016-05-10
Unit: add static boolean blockId
Jérémy Zurcher
1
-2
/
+5
2016-05-07
Ctrl: ask for deployment end only in PLAY mode
Jérémy Zurcher
1
-1
/
+1
2016-05-07
Map4Orders: fix unit orientation on replay ENTER order
Jérémy Zurcher
1
-2
/
+5
2016-05-07
Map5Marshal: fix error msg
Jérémy Zurcher
1
-1
/
+1
2016-05-07
DB: format sql before calling loadGame(...)
Jérémy Zurcher
1
-3
/
+3
2016-05-04
Config: REPLAY_LAST / REPLAY_BATTLE
Jérémy Zurcher
4
-9
/
+9
2016-05-04
StateSelect: clear() on reinforcement dock togggle
Jérémy Zurcher
2
-1
/
+6
2016-05-04
Ctrl: ooops, that should be in e89cb4f
Jérémy Zurcher
1
-1
/
+1
2016-05-04
StateEngage: doBreakMove() uses buildShortest(Tile)
Jérémy Zurcher
2
-3
/
+2
2016-05-04
PathBuilder: add buildShortest(Tile)
Jérémy Zurcher
1
-0
/
+13
2016-05-04
Map: break move only for 1 hex
Jérémy Zurcher
1
-1
/
+1
2016-05-04
Battle: remove Ctrl from BattleCommon fields
Jérémy Zurcher
5
-36
/
+36
2016-05-04
PathBuilder: add beSmart() : look for a single objective, ...
Jérémy Zurcher
1
-11
/
+26
2016-05-04
PathBuilder: best() priority : fitness > cost > roadMarch > size
Jérémy Zurcher
1
-5
/
+11
2016-05-04
StateEngage: doRotation(Orientation) -> doBreakMove(Orientation)
Jérémy Zurcher
1
-2
/
+2
2016-05-04
ok, I fucked up, path optimisation is not ready yet
v26
Jérémy Zurcher
2
-3
/
+3
2016-05-03
increase code version
v25
Jérémy Zurcher
1
-1
/
+1
2016-05-03
PathBuilder: automaticaly filter paths with objectives
Jérémy Zurcher
1
-2
/
+11
2016-05-03
PathBuilder: quick -> shortest
Jérémy Zurcher
1
-4
/
+4
2016-05-03
OMG: add event queue, messages, replay, bounce animation, complete states ↵
Jérémy Zurcher
41
-1442
/
+1405
rewrite ...
2016-05-03
BounceAnimation: draw Moveable
Jérémy Zurcher
1
-0
/
+1
2016-05-03
Map0Hex: coding style
Jérémy Zurcher
1
-1
/
+2
2016-05-02
Player: update debug msgs
Jérémy Zurcher
1
-2
/
+2
2016-05-02
Pawn,Unit: add spendMovementPoints(int) and getSpentMovementPoints()
Jérémy Zurcher
2
-1
/
+13
2016-05-02
Board: add revertClaim(Pawn, Move)
Jérémy Zurcher
1
-1
/
+9
2016-05-02
Board: improve findBestEntry to chose NORTH or SOUTH if possible
Jérémy Zurcher
1
-1
/
+11
2016-05-02
Pawn,Hex: road(Orientation) -> roadFrom(Orientation)
Jérémy Zurcher
5
-9
/
+9
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