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2016-01-04PathBuilder: factorise keepOnly(Path) out of choosBest() and chooseShortest()Jérémy Zurcher1-12/+11
2016-01-04PathBuilder: use getPaths()Jérémy Zurcher1-11/+13
2016-01-04PathBuilder: factorise getPaths(...) out of canExit()Jérémy Zurcher1-7/+8
2016-01-04PathBuilder: factorise pathCanExit(...) out of canExit()Jérémy Zurcher1-4/+10
2016-01-04StateMove: split checkExit() -> inplace | from hexJérémy Zurcher1-5/+14
2016-01-04OptionsPanel: fix quit battleJérémy Zurcher1-0/+1
2016-01-04StateBreak: use chooseShortest()Jérémy Zurcher2-6/+6
2016-01-04PathBuilder: add chooseShortest()Jérémy Zurcher1-0/+19
2016-01-04PathBuilder: remove useless codeJérémy Zurcher1-3/+1
2016-01-04PathBuilder: choosePath() -p chooseBest()Jérémy Zurcher3-3/+3
2016-01-04OptionsPanel: quick closingJérémy Zurcher1-0/+5
2016-01-04Map: fix call getDefense( defender.tile )Jérémy Zurcher1-1/+1
2016-01-04PathIterator: do not compute size all the timeJérémy Zurcher1-3/+2
2016-01-04PathIterator: fix rotation supportJérémy Zurcher1-2/+4
2016-01-04PathBuilder: do not compute distance if from == toJérémy Zurcher1-3/+5
2016-01-04PathBuilder: impove error msgsJérémy Zurcher3-4/+4
2016-01-04PathIterator: support simple rotationJérémy Zurcher1-3/+6
2016-01-04PathBuilder: if (from == to) build empty pathJérémy Zurcher1-1/+6
2016-01-04UnitDock: replace selected red border with light grey BgJérémy Zurcher2-7/+5
2016-01-04InfantryFireAnimation: add usage of HALF_WIDTH_PJérémy Zurcher1-2/+3
2016-01-04MenuScreen: set label just at the left of from pointJérémy Zurcher1-2/+2
2016-01-04PathBuilder: shorten codeJérémy Zurcher1-5/+2
2016-01-04PathBuilder: fix for at least one moveJérémy Zurcher1-11/+12
2016-01-03increase android code releasev16Jérémy Zurcher1-1/+1
2015-12-31increase code versionv15Jérémy Zurcher1-1/+1
2015-12-31Options: remove 'Automatic Path' optionJérémy Zurcher2-14/+8
2015-12-31PathBuilder: fitness is the count of reached objectivesJérémy Zurcher1-6/+4
2015-12-31PathBuilder: search for paths even if distance < 2Jérémy Zurcher1-9/+1
2015-12-31PathBuilder: keep looking even if target tile is reachedJérémy Zurcher1-5/+4
2015-12-31Move.TileIterator: fix so that we can pass over the target and come backJérémy Zurcher1-2/+2
2015-12-31PathIterator: fix so that we can pass over the target and come backJérémy Zurcher1-2/+2
2015-12-30OptionsPanel: fix missing paddingJérémy Zurcher1-4/+4
2015-12-30OptionsMenu: fix missing paddingJérémy Zurcher1-5/+5
2015-12-30OptionsPanel: add Automatic PathJérémy Zurcher2-5/+63
2015-12-30OptionsMenu: add autoPathJérémy Zurcher1-8/+11
2015-12-30Config: add autoPath = trueJérémy Zurcher2-1/+3
2015-12-30PathBuilder: toggleCtrlTile add boolean quick parameterJérémy Zurcher2-5/+5
2015-12-29Config: graphics default to CHITSJérémy Zurcher1-1/+1
2015-12-29Factory: use turret assets when availableJérémy Zurcher1-1/+15
2015-12-29TankFireAnimation: if no canAim -> go back to aiming 0 after firedJérémy Zurcher1-1/+14
2015-12-29HeadedPawn: aimAt does a body rotation if no turretJérémy Zurcher1-3/+6
2015-12-29HeadedPawn: setTurretRotation() -> aimAt(), getTurretRotation() -> getAiming()Jérémy Zurcher4-12/+11
2015-12-29Map0Hex: remove unused importJérémy Zurcher1-2/+0
2015-12-29Tile: remove empty lineJérémy Zurcher1-1/+0
2015-12-29TankFireAnimation: use aim_r to improve shot start positionJérémy Zurcher1-1/+1
2015-12-29TankFireAnimation: reduce shot delay, compute fixed fire durationJérémy Zurcher1-3/+3
2015-12-29TankFireAnimation: reduce SHOT_SCATTERINGJérémy Zurcher1-1/+1
2015-12-29TankFireAnimation: start shoot animation closer to the chitJérémy Zurcher1-2/+3
2015-12-29TankFireAnimation: aim before shootingJérémy Zurcher2-4/+32
2015-12-29MoveToAnimation: gently set the turret rotation to 0Jérémy Zurcher1-2/+11