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Tactical ground combat simulation for android
Jérémy Zurcher
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Author
Files
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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: 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
3
-3
/
+3
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
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
3
-4
/
+4
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
UnitDock: replace selected red border with light grey Bg
Jérémy Zurcher
2
-7
/
+5
2016-01-04
InfantryFireAnimation: add usage of HALF_WIDTH_P
Jérémy Zurcher
1
-2
/
+3
2016-01-04
MenuScreen: set label just at the left of from point
Jérémy Zurcher
1
-2
/
+2
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
2016-01-03
increase android code release
v16
Jérémy Zurcher
1
-1
/
+1
2015-12-31
increase code version
v15
Jérémy Zurcher
1
-1
/
+1
2015-12-31
Options: remove 'Automatic Path' option
Jérémy Zurcher
2
-14
/
+8
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
OptionsPanel: fix missing padding
Jérémy Zurcher
1
-4
/
+4
2015-12-30
OptionsMenu: fix missing padding
Jérémy Zurcher
1
-5
/
+5
2015-12-30
OptionsPanel: add Automatic Path
Jérémy Zurcher
2
-5
/
+63
2015-12-30
OptionsMenu: add autoPath
Jérémy Zurcher
1
-8
/
+11
2015-12-30
Config: add autoPath = true
Jérémy Zurcher
2
-1
/
+3
2015-12-30
PathBuilder: toggleCtrlTile add boolean quick parameter
Jérémy Zurcher
2
-5
/
+5
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
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
Map0Hex: remove unused import
Jérémy Zurcher
1
-2
/
+0
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
2
-4
/
+32
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
4
-24
/
+74
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
OptionsMenu: add graphics selection
Jérémy Zurcher
1
-0
/
+25
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