Mercurial > touhou
graph
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ecl_vm: Fix SetPosition.Sun, 08 Sep 2019 18:09:43 +0200, by Emmanuel Gil Peyrot
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std_vm: Implement SetViewpos, SetViewpos2 and StartInterpolatinvViewpos2.Sun, 08 Sep 2019 18:09:05 +0200, by Emmanuel Gil Peyrot
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Make interpolators use u32 instead of u16.Sun, 08 Sep 2019 17:53:13 +0200, by Emmanuel Gil Peyrot
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examples: Update to luminance 0.32.Sun, 08 Sep 2019 17:47:23 +0200, by Emmanuel Gil Peyrot
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Switch to versioned luminance now that it got released, not hardcoded paths.Sat, 24 Aug 2019 19:30:59 +0200, by Emmanuel Gil Peyrot
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examples: use common module.Fri, 23 Aug 2019 19:46:47 +0200, by Emmanuel Gil Peyrot
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anmrenderer: split common loading functions in another module.Fri, 23 Aug 2019 19:29:00 +0200, by Emmanuel Gil Peyrot
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anmrenderer: also load the alpha PNG.Fri, 23 Aug 2019 19:09:37 +0200, by Emmanuel Gil Peyrot
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ecl: simplify parsing with more combinators.Fri, 23 Aug 2019 17:37:22 +0200, by Emmanuel Gil Peyrot
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anm0: simplify parsing with more combinators.Fri, 23 Aug 2019 17:22:38 +0200, by Emmanuel Gil Peyrot
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anm0: return the nom IResult and the list of Anm0s.Fri, 23 Aug 2019 15:34:03 +0200, by Emmanuel Gil Peyrot
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examples: factorise file reading into a buffer.Fri, 23 Aug 2019 13:05:48 +0200, by Emmanuel Gil Peyrot
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ecl_vm: stub SetBossMode.Fri, 23 Aug 2019 02:40:27 +0200, by Emmanuel Gil Peyrot
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ecl_vm: enable SetDeathCallback.Fri, 23 Aug 2019 02:37:21 +0200, by Emmanuel Gil Peyrot
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ecl_vm: fix RelativeJump* instructions to actually call RelativeJump.Fri, 23 Aug 2019 02:36:59 +0200, by Emmanuel Gil Peyrot
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ecl_vm: implement Call, Return, and the call stack thingy.Fri, 23 Aug 2019 02:31:08 +0200, by Emmanuel Gil Peyrot
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ecl_vm: add a test for Call and Return.Fri, 23 Aug 2019 02:30:57 +0200, by Emmanuel Gil Peyrot
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anm0: only use recoverable errors, no panics except for anm0 asserts.Fri, 23 Aug 2019 02:24:08 +0200, by Emmanuel Gil Peyrot
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ecl_vm: implement TargetPlayer, and add a dummy Player to Game.Sat, 17 Aug 2019 15:33:45 +0200, by Emmanuel Gil Peyrot
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ecl_vm: stub PlaySound.Sat, 17 Aug 2019 14:09:39 +0200, by Emmanuel Gil Peyrot
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ecl_vm: implement SetExtendedBulletAttributes.Sat, 17 Aug 2019 14:07:57 +0200, by Emmanuel Gil Peyrot
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ecl_vm: implement SetBulletLaunchOffset.Sat, 17 Aug 2019 14:04:59 +0200, by Emmanuel Gil Peyrot
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ecl_vm: fix panic when bullet_interval is zero (disabled).Sat, 17 Aug 2019 13:54:52 +0200, by Emmanuel Gil Peyrot
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ecl_vm: implement SetBulletInterval and SetBulletIntervalEx.Sat, 17 Aug 2019 13:50:54 +0200, by Emmanuel Gil Peyrot
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Fix PRNG not to panic, pass it to Enemy, and initialise it with time in eclrenderer.Sat, 17 Aug 2019 13:49:31 +0200, by Emmanuel Gil Peyrot
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ecl_vm: implement the SetBulletAttributes opcodes.Sat, 17 Aug 2019 04:28:24 +0200, by Emmanuel Gil Peyrot
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ecl_vm: nearing the complete listFri, 16 Aug 2019 23:27:09 +0200, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: fixes for previous instructionsFri, 16 Aug 2019 23:53:03 +0200, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: more workFri, 16 Aug 2019 23:45:28 +0200, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: more instructionsFri, 16 Aug 2019 21:31:00 +0200, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: added sibling function and a warning.Mon, 12 Aug 2019 21:10:38 +0200, by Gauvain "GovanifY" Roussel-Tarbouriech
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Add missing quad size override to stdrenderer.Fri, 16 Aug 2019 13:44:43 +0200, by Emmanuel Gil Peyrot
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Implement a .std renderer, and its associated VM.Fri, 16 Aug 2019 13:40:38 +0200, by Emmanuel Gil Peyrot
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Implement ECL instructions DelayAttack and NoDelayAttack.Thu, 15 Aug 2019 21:35:22 +0200, by Emmanuel Gil Peyrot
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Use a struct for difficulty coeffs, so that we can impl Default on it.Thu, 15 Aug 2019 21:32:54 +0200, by Emmanuel Gil Peyrot
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Rename unknown ECL instructions to better recognise them.Thu, 15 Aug 2019 21:31:08 +0200, by Emmanuel Gil Peyrot
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Use the same RenderState as PyTouhou in anmrenderer, and normalize color, thanks phaazon!Thu, 15 Aug 2019 00:26:01 +0200, by Emmanuel Gil Peyrot
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ecl_vm: more instructions.Mon, 12 Aug 2019 20:50:22 +0200, by Gauvain "GovanifY" Roussel-Tarbouriech
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ecl_vm: instr 100 fix.Mon, 12 Aug 2019 20:32:08 +0200, by Gauvain "GovanifY" Roussel-Tarbouriech
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Verified some more of ecl_vm.Mon, 12 Aug 2019 20:26:12 +0200, by Gauvain "GovanifY" Roussel-Tarbouriech
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Add a parser for the stage background format.Mon, 12 Aug 2019 20:41:27 +0200, by Emmanuel Gil Peyrot
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Use the requested rank in eclrenderer.Mon, 12 Aug 2019 15:10:39 +0200, by Emmanuel Gil Peyrot
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Don’t allocate a Vec while reading a String in ECL.Mon, 12 Aug 2019 15:10:19 +0200, by Emmanuel Gil Peyrot
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Use the correct half-size of the hitbox.Mon, 12 Aug 2019 15:09:53 +0200, by Emmanuel Gil Peyrot
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Implement update_mode 1 on enemy.Mon, 12 Aug 2019 15:09:34 +0200, by Emmanuel Gil Peyrot
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Implement ECL instruction 98, for directional sprites.Mon, 12 Aug 2019 00:22:25 +0200, by Emmanuel Gil Peyrot
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Make rank user-defined in eclrenderer.Sun, 11 Aug 2019 20:14:20 +0200, by Emmanuel Gil Peyrot
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Use bitflags for the rank, instead of an u16.Sun, 11 Aug 2019 19:55:45 +0200, by Emmanuel Gil Peyrot
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Implement EclRunner::set_i32 and EclRunner::set_f32.Sun, 11 Aug 2019 18:19:19 +0200, by Emmanuel Gil Peyrot
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Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!Sun, 11 Aug 2019 18:14:01 +0200, by Emmanuel Gil Peyrot
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Implement enough instructions to execute sub 0 from stage 1.Sat, 10 Aug 2019 21:04:54 +0200, by Emmanuel Gil Peyrot
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Make ecl_vm compile, and use it in eclrenderer (doesn’t render yet).Sat, 10 Aug 2019 14:41:30 +0200, by Emmanuel Gil Peyrot
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Yet more ecl.Fri, 09 Aug 2019 04:25:43 +0200, by Gauvain "GovanifY" Roussel-Tarbouriech
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Add a contructor for enemy, and a new example.Sat, 10 Aug 2019 12:48:01 +0200, by Emmanuel Gil Peyrot
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Port the Enemy struct from Python, for now without its methods.Fri, 09 Aug 2019 01:36:47 +0200, by Emmanuel Gil Peyrot
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Add a simpler Sprite::new() which doesn’t override width/height.Fri, 09 Aug 2019 01:03:43 +0200, by Emmanuel Gil Peyrot
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More ECL stuff.Thu, 08 Aug 2019 17:01:42 +0200, by Gauvain "GovanifY" Roussel-Tarbouriech
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Up to instruction 34 validated.Thu, 08 Aug 2019 16:42:25 +0200, by Gauvain "GovanifY" Roussel-Tarbouriech
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Some starting point for ecl_vm.Thu, 08 Aug 2019 16:03:38 +0200, by Gauvain "GovanifY" Roussel-Tarbouriech
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Add the two generated Rust artifacts to the .hgignore file.Thu, 08 Aug 2019 17:19:30 +0200, by Emmanuel Gil Peyrot
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Fix SHIFT_JIS parsing to not include nul bytes.Thu, 08 Aug 2019 17:13:20 +0200, by Emmanuel Gil Peyrot
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Add an ECL parser.Thu, 08 Aug 2019 17:03:00 +0200, by Emmanuel Gil Peyrot
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Use the merged name of RGB in AnmRenderer.Thu, 08 Aug 2019 13:39:28 +0200, by Emmanuel Gil Peyrot
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Fix AnmRunner instance in test (requires Prng).Thu, 08 Aug 2019 13:38:31 +0200, by Emmanuel Gil Peyrot
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Double checked prng.Sun, 04 Aug 2019 00:07:46 +0200, by Gauvain "GovanifY" Roussel-Tarbouriech
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Add a PRNG and use it for anm0 instruction 16.Sat, 03 Aug 2019 23:30:15 +0200, by Emmanuel Gil Peyrot
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Don’t hardcode my home directory in tests.Sat, 03 Aug 2019 22:44:36 +0200, by Emmanuel Gil Peyrot
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Remove unused variables.Sat, 03 Aug 2019 22:44:01 +0200, by Emmanuel Gil Peyrot
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Add an anmrenderer binary.Fri, 02 Aug 2019 20:24:45 +0200, by Emmanuel Gil Peyrot
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Move interpolators in another module.Sun, 07 Jul 2019 12:19:50 +0200, by Emmanuel Gil Peyrot
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Implement and use interpolators.Sun, 07 Jul 2019 12:17:42 +0200, by Emmanuel Gil Peyrot
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Implement better defaults for Sprite, and a beginning ofThu, 04 Jul 2019 21:47:53 +0200, by Emmanuel Gil Peyrot
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Implement AnmRunner.Thu, 04 Jul 2019 15:21:46 +0200, by Emmanuel Gil Peyrot
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Add anm0 support.Wed, 03 Jul 2019 22:17:04 +0200, by Emmanuel Gil Peyrot
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Hello Rust!Wed, 03 Jul 2019 16:27:12 +0200, by Emmanuel Gil Peyrot
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Add a GLFW implementation of gui.Window.Sun, 14 May 2017 20:14:03 +0100, by Emmanuel Gil Peyrot
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Make sdl.Window inherit from gui.Window, so we can swap implementations.Thu, 14 Apr 2016 21:18:03 +0100, by Emmanuel Gil Peyrot
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Use the number of cores available for parallel compilation, instead of an hardcoded 4 threads.Thu, 09 Jul 2015 22:18:30 +0100, by Emmanuel Gil Peyrot
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package_data doesn’t work with no package specified, add the pytouhou package back.Sat, 23 May 2015 11:54:20 +0200, by Emmanuel Gil Peyrot
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Remove the music.py script, which was broken since the move to SDL2… long ago.Wed, 20 May 2015 20:38:33 +0200, by Emmanuel Gil Peyrot
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Move Particle to its own module, to not pollute pytouhou.game.effect.Tue, 05 May 2015 14:49:22 +0200, by Emmanuel Gil Peyrot
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Include all of the modules during cx_Freeze, and don’t prevent multi-threaded Cython compilation on non-Windows platforms.Tue, 05 May 2015 13:34:57 +0200, by Emmanuel Gil Peyrot
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Use the current revision as the version number.Tue, 05 May 2015 13:32:56 +0200, by Emmanuel Gil Peyrot
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Partially revert 98603f2c32b4, as the creation of a .h file made some checking tools unhappy.Sun, 19 Apr 2015 19:08:39 +0200, by Emmanuel Gil Peyrot
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Use a specific vbo/vao pair for text rendering.Thu, 05 Mar 2015 20:36:41 +0100, by Emmanuel Gil Peyrot
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Fix (again…) the OSX and Win32 build.Thu, 09 Apr 2015 12:06:44 +0200, by Emmanuel Gil Peyrot
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Cast things closer to their usage, in Item.Wed, 08 Apr 2015 20:13:12 +0200, by Emmanuel Gil Peyrot
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Simplify the invert code in Animation.Wed, 08 Apr 2015 20:11:13 +0200, by Emmanuel Gil Peyrot
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Don’t load stg?enm.anm two times if there is no stg?enm2.anm.Wed, 08 Apr 2015 18:53:13 +0200, by Emmanuel Gil Peyrot
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Reduce the precision of Sprite’s variables.Wed, 08 Apr 2015 15:05:34 +0200, by Emmanuel Gil Peyrot
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Fix OSX and Windows build, by renaming a forgotten variable.Thu, 02 Apr 2015 17:41:17 +0200, by Emmanuel Gil Peyrot
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Remove 3d scaling code for matrix, as it isn’t used anywhere in the codebase.Wed, 01 Apr 2015 02:28:54 +0200, by Emmanuel Gil Peyrot
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Use two passes for the module search, and clean it up so that pure Python modules don’t get compiled by default.Tue, 31 Mar 2015 21:26:00 +0200, by Emmanuel Gil Peyrot
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Fix a build issue introduced in the previous commit. Damn you, cython dependency tracking!Mon, 30 Mar 2015 21:00:29 +0200, by Emmanuel Gil Peyrot
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Change all “void except *” function into “bint except True”, to prevent PyErr_Occurred() from being called at each call.Sun, 29 Mar 2015 00:08:20 +0100, by Emmanuel Gil Peyrot
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Remove every case where an exception could be silently eaten by a cdef function.Sat, 28 Mar 2015 23:21:15 +0100, by Emmanuel Gil Peyrot
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Don’t inherit explicitely from object, we are not on Python 2.7 anymore. :)Sat, 28 Mar 2015 21:40:51 +0100, by Emmanuel Gil Peyrot
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Delay power assignment to players until the game is started.Sat, 28 Mar 2015 21:02:05 +0100, by Emmanuel Gil Peyrot
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Don’t uselessly malloc() a matrix for multiply, the stack is here for that!Sat, 28 Mar 2015 19:58:50 +0100, by Emmanuel Gil Peyrot
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Request a RGB888 context, since SDL2’s default of RGB332 sucks.Thu, 26 Mar 2015 20:20:37 +0100, by Emmanuel Gil Peyrot
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Add back a GL_QUADS path for legacy applications.Sun, 21 Dec 2014 19:15:59 +0100, by Emmanuel Gil Peyrot
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Move the passthrough shader to the Framebuffer class, since it isn’t used in the use_framebuffer_blit path.Sun, 21 Dec 2014 18:52:18 +0100, by Emmanuel Gil Peyrot
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Remove generic usage of GL_DRAW_FRAMEBUFFER which was introduced in GL 3.0 with framebuffer_blit.Sun, 21 Dec 2014 18:10:23 +0100, by Emmanuel Gil Peyrot
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Make ANM0 pure-python again, by moving the Cython-dependent ANM class into its own module.Wed, 26 Nov 2014 14:00:17 +0100, by Emmanuel Gil Peyrot
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Actually compile under 3.x feature level.Wed, 26 Nov 2014 13:37:07 +0100, by Emmanuel Gil Peyrot
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Fix compilation under Cython 0.22, by making the pyx and the pxd declarations’ except clause similar.Wed, 26 Nov 2014 13:36:38 +0100, by Emmanuel Gil Peyrot
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Mention Python 3 in the README…Tue, 11 Nov 2014 17:06:50 +0100, by Thibaut Girka
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Fix compiling issues with Cython 0.20 ; don't pretend to concat shader sourcesTue, 11 Nov 2014 15:46:31 +0100, by Thibaut Girka
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Display the traceback on module load error.Tue, 04 Nov 2014 16:44:59 +0100, by Emmanuel Gil Peyrot
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Don’t crash when a sound file isn’t present in the resources.Sat, 25 Oct 2014 20:02:56 +0200, by Emmanuel Gil Peyrot
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Make sample data build again.Sat, 25 Oct 2014 18:57:10 +0200, by Emmanuel Gil Peyrot
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Add a sample character.Sat, 25 Oct 2014 18:52:56 +0200, by Emmanuel Gil Peyrot
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Add a sample Python ECL.Sat, 25 Oct 2014 18:52:21 +0200, by Emmanuel Gil Peyrot
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Add a sample game.Sat, 25 Oct 2014 18:52:17 +0200, by Emmanuel Gil Peyrot
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Don’t hardcode the available games and interfaces, and relocation them.Sat, 25 Oct 2014 18:52:16 +0200, by Emmanuel Gil Peyrot
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Fix a regression introduced in the previous commit when the interface has a different resolution than 640×480 and framebuffer_blit is enabled.Sat, 25 Oct 2014 18:49:41 +0200, by Emmanuel Gil Peyrot
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Fix legacy OpenGL support, and detect the absence of non-legacy context with libepoxy.Sun, 19 Oct 2014 17:22:26 +0200, by Emmanuel Gil Peyrot
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Make frameskip actually skip the rendering part, not just the buffer swap.Sat, 18 Oct 2014 18:04:43 +0200, by Emmanuel Gil Peyrot
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Only selects between GL_TRIANGLE_STRIP and GL_TRIANGLES once, in the backend.Thu, 16 Oct 2014 21:40:54 +0200, by Emmanuel Gil Peyrot
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Add the screenshot feature, using P or Home like the original game.Wed, 23 Apr 2014 19:19:32 +0200, by Emmanuel Gil Peyrot
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Make the SDLError exception class automatically call SDL_GetError().Wed, 15 Oct 2014 13:17:07 +0200, by Emmanuel Gil Peyrot
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Switch to Python 3.x instead of 2.7.Tue, 30 Sep 2014 17:14:24 +0200, by Emmanuel Gil Peyrot
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Add a frameskip option, and use swap interval to implement it.Fri, 10 Oct 2014 15:59:11 +0200, by Emmanuel Gil Peyrot
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Prevent a traceback when we call Window.run without a runner set.Wed, 08 Oct 2014 19:20:15 +0200, by Emmanuel Gil Peyrot
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Use ARB_framebuffer_blit instead of a second rendering pass for scaled rendering, if supported, and remove framebuffer stuff from the Renderer.Wed, 08 Oct 2014 18:34:27 +0200, by Emmanuel Gil Peyrot
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Simplify framebuffer rendering with glDrawArrays, and move it all to its own file.Wed, 08 Oct 2014 16:34:24 +0200, by Emmanuel Gil Peyrot
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Use primitive-restart to lower the size of our ibo, if supported.Wed, 08 Oct 2014 14:28:37 +0200, by Emmanuel Gil Peyrot
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Split GLenum into subtypes, in order to add type safety when calling OpenGL functions.Wed, 08 Oct 2014 13:21:03 +0200, by Emmanuel Gil Peyrot
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Use libepoxy to discover the actual GL version we are using, and available extensions.Sun, 05 Oct 2014 20:38:06 +0200, by Emmanuel Gil Peyrot
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Don’t call gl*DebugGroup if it isn’t exposed by the driver.Sun, 05 Oct 2014 17:46:51 +0200, by Emmanuel Gil Peyrot
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Fix a compilation issue on Cython 0.20.Sun, 07 Sep 2014 13:26:41 +0200, by Emmanuel Gil Peyrot
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Make setup.py chdir into our root directory, to prevent it to fail when called from elsewhere.Thu, 04 Sep 2014 21:07:45 +0200, by Emmanuel Gil Peyrot
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Add grouping for OpenGL calls, making traces much more readable.Sun, 17 Aug 2014 16:16:58 +0200, by Emmanuel Gil Peyrot
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Make Runner.update callable from Python code.Mon, 04 Aug 2014 18:18:55 +0200, by Emmanuel Gil Peyrot
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Move NextStage outside of pytouhou.vm.msg, to be able to use it from anywhere without dependency on EoSD.Wed, 06 Aug 2014 10:50:19 +0200, by Emmanuel Gil Peyrot
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Allow setup.py to be called without arguments.Tue, 12 Aug 2014 15:07:54 +0200, by Emmanuel Gil Peyrot
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Don’t log every instruction executed, nobody is interested in that, and demote unhandled opcodes to debug.Sat, 26 Jul 2014 14:46:03 +0200, by Emmanuel Gil Peyrot
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Give extra lives to the player once she has reached a certain score, and increment the default score on continue.Sat, 26 Jul 2014 13:07:26 +0200, by Emmanuel Gil Peyrot
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Require GTK+ 3.10 instead of 3.12, since it’s the version available in Ubuntu 14.04.Sat, 26 Jul 2014 01:04:24 +0200, by Emmanuel Gil Peyrot
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Include the Glade file in the main package on install.Wed, 09 Jul 2014 23:44:53 +0200, by Emmanuel Gil Peyrot
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Give point items a score even when collected bellow the Point of Collection.Thu, 10 Jul 2014 14:35:02 +0200, by Emmanuel Gil Peyrot
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Don’t traceback when GTK+ isn’t available.Thu, 10 Jul 2014 13:53:46 +0200, by Emmanuel Gil Peyrot
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Don’t render spellcard background when --no-background is passed.Wed, 09 Jul 2014 16:46:55 +0200, by Emmanuel Gil Peyrot
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Add a GTK+ main menu, mimicking the original EoSD one.Tue, 01 Jul 2014 23:18:15 +0200, by Emmanuel Gil Peyrot
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Add a configuration parser, and pass those options to argparse as defaults. Also include an xdg helper.Tue, 01 Jul 2014 23:17:40 +0200, by Emmanuel Gil Peyrot
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Move all logging logic to the root logger, we don’t need specific handlers anymore.Mon, 30 Jun 2014 20:37:52 +0200, by Emmanuel Gil Peyrot
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Move CLI options to their own module.Wed, 18 Jun 2014 22:39:11 +0200, by Emmanuel Gil Peyrot
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Make Enemy.get_angle able to target any Element, not only Player.Thu, 12 Jun 2014 18:41:01 +0200, by Emmanuel Gil Peyrot
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Fix Windows build, the shaders package was skipped.Thu, 12 Jun 2014 18:40:21 +0200, by Emmanuel Gil Peyrot
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Fail when libepoxy can’t be found, pass --disable-opengl to skip the OpenGL backend compilation.Thu, 05 Jun 2014 18:48:24 +0200, by Emmanuel Gil Peyrot
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Use logging for errors in the pytouhou script.Thu, 05 Jun 2014 18:47:31 +0200, by Emmanuel Gil Peyrot
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Remove all reference to the old fixed pipeline option in the OpenGL backend, use the newer is_legacy one.Fri, 30 May 2014 16:51:38 +0200, by Emmanuel Gil Peyrot
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Get OpenGL ES 2.0 to work thanks to libepoxy. PCB textures will need swizzle in the shaders since BGRA isn’t natively supported on GLES.Fri, 30 May 2014 16:40:36 +0200, by Emmanuel Gil Peyrot
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Use vertex array objects, to be compatible with OpenGL 3.1+ core profile.Thu, 12 Dec 2013 13:47:17 +0100, by Emmanuel Gil Peyrot
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Don’t hardcode GLSL version in our shaders, instead make them dependent on GL version.Fri, 30 May 2014 16:40:36 +0200, by Emmanuel Gil Peyrot
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Make the OpenGL flavor and version options work.Fri, 30 May 2014 16:40:36 +0200, by Emmanuel Gil Peyrot
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Switch to libepoxy instead of libGLEW, which will help with OpenGL portability.Sat, 19 Apr 2014 19:05:06 +0200, by Emmanuel Gil Peyrot
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Make both double- and single-buffer available on the CLI, but default to SDL’s default.Fri, 30 May 2014 04:06:09 +0200, by Emmanuel Gil Peyrot
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Refactor graphics backend selection, to make them fallbackable and optional.Thu, 29 May 2014 12:31:55 +0200, by Emmanuel Gil Peyrot
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Don’t store framerate limit in the Window while it already is in the Clock.Tue, 27 May 2014 19:25:33 +0200, by Emmanuel Gil Peyrot
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Don’t display spellcard backgrounds either with the SDL backend.Tue, 27 May 2014 17:41:52 +0200, by Emmanuel Gil Peyrot
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Use the correct division factor for player bullets’ cancellation.Mon, 26 May 2014 00:20:26 +0200, by Emmanuel Gil Peyrot
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Add a very simple sample interface.Fri, 08 Nov 2013 18:48:30 +0100, by Emmanuel Gil Peyrot
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Make EoSDInterface separate from EoSD game.Wed, 21 May 2014 20:56:53 +0200, by Emmanuel Gil Peyrot
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Always import runners from pytouhou.vm, to allow their replacement.Fri, 08 Nov 2013 18:47:00 +0100, by Emmanuel Gil Peyrot
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Rename the eosd script into pytouhou, and remove the obsolete pcb one.Wed, 21 May 2014 20:52:42 +0200, by Emmanuel Gil Peyrot
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Set boss mode directly from the enemy.Thu, 15 May 2014 20:14:54 +0200, by Emmanuel Gil Peyrot
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Implement text rendering for the SDL backend.Thu, 15 May 2014 02:56:08 +0200, by Emmanuel Gil Peyrot
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Automatically fallback on the SDL renderer if the OpenGL one can’t be imported.Sat, 10 May 2014 23:40:13 +0200, by Emmanuel Gil Peyrot
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Add a hack to prevent `setup.py clean` from compiling Cython files.Sun, 11 May 2014 13:16:19 +0200, by Emmanuel Gil Peyrot
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Fix Windows and OSX build by making pkg-config optional and assuming every dependency is available.Tue, 06 May 2014 20:04:10 +0200, by Emmanuel Gil Peyrot
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Fix warnings introduced in Cython 0.20, when more than one pointer is defined on the same line.Sat, 10 May 2014 22:20:22 +0200, by Emmanuel Gil Peyrot
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Fix text sometimes being drawn with a wrong blend func.Tue, 06 May 2014 20:12:08 +0200, by Emmanuel Gil Peyrot
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Don’t retrieve the keyboard_state pointer at each frame.Thu, 24 Apr 2014 20:01:42 +0200, by Emmanuel Gil Peyrot
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Fix a segfault happening at exit time on Windows.Sat, 19 Apr 2014 19:03:38 +0200, by Emmanuel Gil Peyrot
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Make archives return files by default, instead of bytes.Sat, 05 Apr 2014 18:53:48 +0200, by Emmanuel Gil Peyrot
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Don’t stop music loading if the pos file isn’t found.Sat, 05 Apr 2014 13:51:31 +0200, by Emmanuel Gil Peyrot
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Move options to logical groups, to make the help a bit less dry; and disable friendly-fire by default.Sat, 05 Apr 2014 13:40:45 +0200, by Emmanuel Gil Peyrot
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Optimise Clock a bit more.Mon, 10 Feb 2014 18:03:50 +0100, by Emmanuel Gil Peyrot
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Don’t put back the rendering data into a tuple, use a specialised struct inside Sprite to pass it to the renderer.Thu, 19 Dec 2013 21:55:26 +0100, by Emmanuel Gil Peyrot
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Display important messages in popups, instead of the terminal.Thu, 19 Dec 2013 00:44:18 +0100, by Emmanuel Gil Peyrot
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Replace the --no-music option with --no-sound, disabling sound rendering altogether.Thu, 27 Mar 2014 21:30:04 +0100, by Emmanuel Gil Peyrot
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Always verify chunks are not None before using them, fix crash when audio is disabled.Sun, 23 Mar 2014 10:51:19 +0100, by Emmanuel Gil Peyrot
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Inherit music players from a base class.Wed, 18 Dec 2013 22:36:23 +0100, by Emmanuel Gil Peyrot
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Use Sprite C arrays instead of their tuple representation where it makes sense.Wed, 18 Dec 2013 18:19:08 +0100, by Emmanuel Gil Peyrot
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Store data in C arrays in Sprite, and add an interface to access them as tuples.Wed, 18 Dec 2013 18:15:45 +0100, by Emmanuel Gil Peyrot
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Precalculate the inverse of the texture size at ANM load, to not recalculate at every sprite change.Wed, 18 Dec 2013 18:15:45 +0100, by Emmanuel Gil Peyrot
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Make vector a struct, allocate it directly on the stack, and thus pass it by copy, which is much less expensive than a python allocation.Wed, 18 Dec 2013 18:15:40 +0100, by Emmanuel Gil Peyrot
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Make matrix a struct.Wed, 18 Dec 2013 17:53:29 +0100, by Emmanuel Gil Peyrot
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Add a compilation option to disable anmviewer.Wed, 18 Dec 2013 17:53:16 +0100, by Emmanuel Gil Peyrot
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Add a debug option to enable HTML annotations, type inference display and profiling.Wed, 18 Dec 2013 17:10:21 +0100, by Emmanuel Gil Peyrot
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Store the indices of the framebuffer in a static ibo.Thu, 12 Dec 2013 13:15:43 +0100, by Emmanuel Gil Peyrot
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Optimise background rendering.Sat, 07 Dec 2013 22:16:38 +0100, by Emmanuel Gil Peyrot
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Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.Sat, 07 Dec 2013 14:15:43 +0100, by Emmanuel Gil Peyrot
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Don’t crash if SDL2_ttf couldn’t render a specific string.Sat, 07 Dec 2013 21:37:55 +0100, by Emmanuel Gil Peyrot
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Merge the lists Game.texts and Game.native_texts into the Game.texts dict.Sun, 11 May 2014 20:25:07 +0200, by Emmanuel Gil Peyrot
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Add an indirection layer for textures, to cope with drivers assigning them random names.Fri, 06 Dec 2013 19:02:42 +0100, by Emmanuel Gil Peyrot
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Remove some useless optimisations now that cython does them for us.Thu, 05 Dec 2013 20:40:11 +0100, by Emmanuel Gil Peyrot
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Move the OpenGL backend to its own package.Thu, 05 Dec 2013 02:16:31 +0100, by Emmanuel Gil Peyrot
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Add a pure SDL backend.Thu, 05 Dec 2013 01:55:39 +0100, by Emmanuel Gil Peyrot
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Don’t type the renderer in GameRunner, so that we can switch it without type issues.Thu, 28 Nov 2013 18:55:43 +0100, by Emmanuel Gil Peyrot
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Make Window able to not initialise OpenGL.Thu, 05 Dec 2013 01:40:31 +0100, by Emmanuel Gil Peyrot
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Some more type optimisations.Mon, 25 Nov 2013 19:12:56 +0100, by Emmanuel Gil Peyrot
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Make GameRunner entirely independent of Window or GameRenderer, so we can run a game without display.Tue, 19 Nov 2013 14:19:14 +0100, by Emmanuel Gil Peyrot
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Divide the damages inflicted by the number of players.Sun, 17 Nov 2013 17:36:47 +0100, by Emmanuel Gil Peyrot
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Don’t compile useless packages.Fri, 01 Nov 2013 14:45:53 +0100, by Emmanuel Gil Peyrot
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Manage the texture-specific indices in the Texture, and some more renderer optimisations.Fri, 01 Nov 2013 14:45:53 +0100, by Emmanuel Gil Peyrot
-
Make ANM garbage collectable.Wed, 23 Oct 2013 18:24:17 +0200, by Emmanuel Gil Peyrot
-
Optimize GameRunner some more, fix replay, and remove Window dependency in Renderer.Fri, 04 Oct 2013 14:27:11 +0200, by Emmanuel Gil Peyrot
-
Disallow collection of items dropped by the other player in netplay, also fixes a longstanding bug where autocollection worked with those items.Wed, 23 Oct 2013 18:24:08 +0200, by Emmanuel Gil Peyrot
-
Make SDL(sound=False) work again, and disable sound if an exception occurs while setting it up.Wed, 23 Oct 2013 18:24:07 +0200, by Emmanuel Gil Peyrot
-
[Boss rush] Mark removed lasers as suchFri, 08 Nov 2013 13:40:53 +0100, by Thibaut Girka
-
Fix boss modeFri, 08 Nov 2013 13:24:37 +0100, by Thibaut Girka
-
Actually consume a bomb when using it, make the player invulnerable for a certain time, and implement deathbomb.Mon, 14 Oct 2013 12:45:21 +0200, by Emmanuel Gil Peyrot
-
Make enemy callbacks programmables.Mon, 14 Oct 2013 12:20:55 +0200, by Emmanuel Gil Peyrot
-
Test target FPS for natural instead of non-zero.Mon, 14 Oct 2013 12:20:39 +0200, by Emmanuel Gil Peyrot
-
Drop an useless dependency on Player from Orb, on Game from Laser.Mon, 14 Oct 2013 12:12:52 +0200, by Emmanuel Gil Peyrot
-
Merge PlayerState into Player, fix player respawn position.Mon, 14 Oct 2013 12:11:01 +0200, by Emmanuel Gil Peyrot
-
Use a cached static float[16] instead of a list for default Matrix data.Sat, 05 Oct 2013 22:00:53 +0200, by Emmanuel Gil Peyrot
-
Add friendly fire in netplay.Sat, 21 Sep 2013 20:26:39 +0200, by Emmanuel Gil Peyrot
-
Fix gcc’s warnings with -Wall -Wextra.Fri, 04 Oct 2013 14:32:28 +0200, by Emmanuel Gil Peyrot
-
Decrease PBG3 loading time by improving lzss and bitstream integration.Fri, 04 Oct 2013 14:28:49 +0200, by Emmanuel Gil Peyrot
-
Remove identity lambda for interpolators, improves performances slightly.Fri, 04 Oct 2013 11:19:04 +0200, by Emmanuel Gil Peyrot
-
Don’t compile files that don’t benefit from static typing.Fri, 04 Oct 2013 11:11:02 +0200, by Emmanuel Gil Peyrot
-
Various netplay-related fixes.Sat, 28 Sep 2013 20:11:41 +0200, by Emmanuel Gil Peyrot
-
Merge netplay branch.Fri, 27 Sep 2013 19:01:47 +0200, by Emmanuel Gil Peyrot
-
Improve network latency by increasing game latency to 3 frames.Sun, 15 Jan 2012 15:36:23 +0100, by Thibaut Girka
-
Don't stick with the remote user unless the game has started, avoid skipping to prevent desynchroThu, 29 Dec 2011 10:35:54 +0100, by Thibaut Girka
-
Remove useless checksum, and wait as long as possible for valid packets (do not stop waiting on invalid packets)Thu, 29 Dec 2011 01:10:34 +0100, by Thibaut Girka
-
Fix a synchro issue... again...Wed, 28 Dec 2011 21:32:30 +0100, by Thibaut Girka
-
Fix synchro bugWed, 28 Dec 2011 21:09:55 +0100, by Thibaut Girka
-
Hopefully improve performanceWed, 28 Dec 2011 19:47:29 +0100, by Thibaut Girka
-
Fix several synchro issuesWed, 28 Dec 2011 19:42:48 +0100, by Thibaut Girka
-
Fix synchro bugWed, 28 Dec 2011 19:09:14 +0100, by Thibaut Girka
-
Wait a bit for incoming messages...Wed, 28 Dec 2011 19:07:37 +0100, by Thibaut Girka
-
Fix consistencyWed, 28 Dec 2011 18:47:37 +0100, by Thibaut Girka
-
Experimental netplay! Yay!Wed, 28 Dec 2011 18:45:09 +0100, by Thibaut Girka
-
Fix a crash when handling non-ascii pathsFri, 27 Sep 2013 18:02:04 +0200, by Thibaut Girka
-
Cythonize pytouhou.game.text.Mon, 16 Sep 2013 18:42:12 +0200, by Emmanuel Gil Peyrot
-
Type bullettype, itemtype and lasertype a bit.Mon, 16 Sep 2013 18:42:04 +0200, by Emmanuel Gil Peyrot
-
Make Laser and Orb extension types, and use that where possible.Mon, 16 Sep 2013 18:42:04 +0200, by Emmanuel Gil Peyrot
-
Reset ANMRunner.sprite_index_offset after the first frame, fixes bullettype 7; also forbid glitch bullet types.Mon, 16 Sep 2013 18:41:51 +0200, by Emmanuel Gil Peyrot
-
Move SDL context-manager and Window creation outside of main.Sat, 14 Sep 2013 01:05:42 +0200, by Emmanuel Gil Peyrot
-
Add “except *” to cdef void functions, and type some more.Thu, 12 Sep 2013 15:47:08 +0200, by Emmanuel Gil Peyrot
-
Fix lasers sprite handlingThu, 12 Sep 2013 14:43:38 +0200, by Thibaut Girka
-
Revert a change in 78e1c3864e73, causing boss rush to not destroy any standard enemy.Thu, 12 Sep 2013 11:59:24 +0200, by Emmanuel Gil Peyrot
-
Move continues to PlayerState, and make sure they aren’t reinitialized before each stage.Wed, 11 Sep 2013 16:03:55 +0200, by Emmanuel Gil Peyrot
-
Make the window resizable, and scale its content correctly.Wed, 11 Sep 2013 15:55:19 +0200, by Emmanuel Gil Peyrot
-
Make GameRunner inherit from a Runner base class, to bypass Python calls in Window.Wed, 11 Sep 2013 00:36:52 +0200, by Emmanuel Gil Peyrot
-
Render to framebuffers first, and reposition some interface elements in the game area.Wed, 11 Sep 2013 00:36:50 +0200, by Emmanuel Gil Peyrot
-
Make NativeText work with the fixed pipeline.Wed, 11 Sep 2013 00:35:49 +0200, by Emmanuel Gil Peyrot
-
Add a context manager to initialize and shut down SDL outside of Window.Fri, 06 Sep 2013 23:29:19 +0200, by Emmanuel Gil Peyrot
-
Move every rendering function from gamerunner to gamerenderer.Fri, 06 Sep 2013 22:35:54 +0200, by Emmanuel Gil Peyrot
-
Make pytouhou.ui.{window,shader,game{runner,renderer}} extension types.Thu, 05 Sep 2013 23:11:54 +0200, by Emmanuel Gil Peyrot
-
Display the name of a spellcard and the face of its invoker.Sat, 10 Aug 2013 13:36:42 +0200, by Emmanuel Gil Peyrot
-
Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.Tue, 16 Jul 2013 21:11:40 +0200, by Emmanuel Gil Peyrot
-
Make pytouhou.lib.sdl cimportable, and convert pytouhou.ui.window.* to extension types.Mon, 02 Sep 2013 22:16:38 +0200, by Emmanuel Gil Peyrot
-
Add an option to choose which game to play; currently only EoSD is supported.Sat, 31 Aug 2013 07:39:04 +0200, by Emmanuel Gil Peyrot
-
Raise an exception if GL context creation fails instead of failing silently.Fri, 30 Aug 2013 23:32:36 +0200, by Thibaut Girka
-
By default, only enable fps limiting if vsync doesn't do the job.Fri, 30 Aug 2013 20:38:02 +0200, by Thibaut Girka
-
Give a friendlier error message if pkg-config isn’t found.Fri, 30 Aug 2013 20:04:39 +0200, by Emmanuel Gil Peyrot
-
Add back Windows support, using GLEW for OpenGL.Fri, 30 Aug 2013 18:21:07 +0200, by Emmanuel Gil Peyrot
-
Improve render_elements’ speed a lot, and fix it in some corner cases. Thanks liori!Sat, 03 Aug 2013 15:49:11 +0200, by Emmanuel Gil Peyrot
-
Make Bullet.state an enum.Sat, 17 Aug 2013 17:44:11 +0200, by Emmanuel Gil Peyrot
-
Make pytouhou.game.game an extension type.Sat, 17 Aug 2013 06:29:53 +0200, by Emmanuel Gil Peyrot
-
Make pytouhou.game.item an extension type.Sat, 17 Aug 2013 06:01:45 +0200, by Emmanuel Gil Peyrot
-
Make pytouhou.game.player an extension type, and move the GameOver exception there since it makes more sense.Sat, 17 Aug 2013 04:44:28 +0200, by Emmanuel Gil Peyrot
-
Use a simple for loop to determine the power level of the player; fixes a traceback when the SHT has no shot at all.Fri, 30 Aug 2013 14:16:08 +0200, by Emmanuel Gil Peyrot
-
Make pytouhou.game.effect an extension type.Sat, 17 Aug 2013 02:36:05 +0200, by Emmanuel Gil Peyrot
-
Type Bullet more, to improve performances.Sat, 10 Aug 2013 15:21:39 +0200, by Emmanuel Gil Peyrot
-
Make pytouhou.game.enemy an extension type.Sat, 10 Aug 2013 19:59:17 +0200, by Emmanuel Gil Peyrot
-
Add a base Element class for every object in pytouhou.game.Fri, 30 Aug 2013 14:16:08 +0200, by Emmanuel Gil Peyrot
-
Make pytouhou.game.sprite an extension type.Sat, 10 Aug 2013 20:48:17 +0200, by Emmanuel Gil Peyrot
-
Make only one call to render_elements during interface rendering.Sun, 11 Aug 2013 14:30:52 +0200, by Emmanuel Gil Peyrot
-
Make Interpolator an extension type.Wed, 07 Aug 2013 11:34:44 +0200, by Emmanuel Gil Peyrot
-
Cythonize pytouhou.utils.maths and pytouhou.utils.vector.Wed, 07 Aug 2013 11:34:42 +0200, by Emmanuel Gil Peyrot
-
Improve Matrix representation, using float[16] instead of imbricated python lists.Wed, 07 Aug 2013 11:34:40 +0200, by Emmanuel Gil Peyrot
-
Move the common parts of EoSDGame outside, to not reallocate them at each stage.Sun, 11 Aug 2013 14:30:52 +0200, by Emmanuel Gil Peyrot
-
Always run the first frame of an ANMRunner.Sun, 11 Aug 2013 14:23:50 +0200, by Emmanuel Gil Peyrot
-
Split ANMRunner.run_frame into Sprite.update.Sat, 10 Aug 2013 15:18:44 +0200, by Emmanuel Gil Peyrot
-
Use cythonize in setup.py, also compile .py files, and entirely remove pyximport support.Fri, 30 Aug 2013 14:01:09 +0200, by Emmanuel Gil Peyrot
-
Remove AnmWrapper, since ANMs are lists of entries now.Sat, 03 Aug 2013 15:49:04 +0200, by Emmanuel Gil Peyrot
-
Implement PCB’s ANM2 format and vm.Sat, 03 Aug 2013 15:48:57 +0200, by Emmanuel Gil Peyrot
-
Remove all Loader uses from outside pytouhou.games, and add a --no-music option to disable bgm.Tue, 16 Jul 2013 21:17:22 +0200, by Emmanuel Gil Peyrot
-
Move the depth buffer clear outside of scissor, as per apitrace’s advice.Sat, 03 Aug 2013 15:48:51 +0200, by Emmanuel Gil Peyrot
-
Never keep texture on the host when it has been uploaded, and prevent them from being decoded again.Tue, 16 Jul 2013 21:11:35 +0200, by Emmanuel Gil Peyrot
-
Make the anmviewer use the new architecture.Tue, 16 Jul 2013 21:07:15 +0200, by Emmanuel Gil Peyrot
-
Make the Shader class use cython too.Tue, 16 Jul 2013 21:07:15 +0200, by Emmanuel Gil Peyrot
-
Replace Pyglet with our own Cython OpenGL wrapper.Tue, 16 Jul 2013 21:07:15 +0200, by Emmanuel Gil Peyrot
-
Refactor window management in its own class.Tue, 16 Jul 2013 21:07:15 +0200, by Emmanuel Gil Peyrot
-
Add back music and SFX playback using SDL_mixer instead of pyglet, and add FLAC and Vorbis support.Tue, 16 Jul 2013 21:07:15 +0200, by Emmanuel Gil Peyrot
-
Replace Pyglet’s image loader with our SDL2_image-based one.Tue, 16 Jul 2013 21:07:15 +0200, by Emmanuel Gil Peyrot
-
Re-implement frame controlWed, 06 Feb 2013 18:45:12 +0100, by Thibaut Girka
-
Replace Pyglet with SDL2 for window creation and events; disables framerate control/display and sound.Tue, 16 Jul 2013 21:07:15 +0200, by Emmanuel Gil Peyrot
-
Remove the type of the self argument in extension types, as it clutters the code with useless information.Thu, 22 Aug 2013 12:21:12 +0200, by Emmanuel Gil Peyrot
-
Importing everything makes the --help slow, call parse_args before the imports.Tue, 16 Jul 2013 21:13:56 +0200, by Emmanuel Gil Peyrot
-
Add a --verbosity option, to disable logging for machines with a very slow terminal.Tue, 16 Jul 2013 21:13:56 +0200, by Emmanuel Gil Peyrot
-
Follow the PEP-0394 guidelines, migrating from python to python2.Sat, 22 Jun 2013 23:16:03 +0200, by Emmanuel Gil Peyrot
-
Let the gc do its work, don’t keep useless references.Wed, 12 Jun 2013 18:32:35 +0200, by Emmanuel Gil Peyrot
-
Refactor the maths functions out of Renderer.Wed, 12 Jun 2013 18:30:08 +0200, by Emmanuel Gil Peyrot
-
Remove indirect access to Matrix values.Wed, 12 Jun 2013 16:07:22 +0200, by Emmanuel Gil Peyrot
-
Don’t render null-sized arrays of elements.Wed, 12 Jun 2013 16:03:30 +0200, by Emmanuel Gil Peyrot
-
Move ascii_wrapper to the interface, as it is game-dependent.Wed, 12 Jun 2013 16:03:26 +0200, by Emmanuel Gil Peyrot
-
Do the correct score calculation even when the enemy isn’t damageable.Sun, 09 Jun 2013 22:54:33 +0200, by Emmanuel Gil Peyrot
-
Add a --no-particles option to remove particles.Sun, 09 Jun 2013 22:53:25 +0200, by Emmanuel Gil Peyrot
-
Fix the --no-background option.Tue, 30 Apr 2013 01:48:25 +0200, by Emmanuel Gil Peyrot
-
Make the anmviewer use the programmable pipeline too.Sun, 24 Mar 2013 10:31:23 +0100, by Emmanuel Gil Peyrot
-
Add MoF’s hints support, and fix the Text timeout interface.Sun, 24 Mar 2013 10:29:37 +0100, by Emmanuel Gil Peyrot
-
Move MSG faces management to pytouhou.game.game, they have nothing to do in the MSG VM.Sun, 17 Feb 2013 15:20:30 +0100, by Emmanuel Gil Peyrot
-
Add a version attribute to ANM0 and latest discovered instruction.Sat, 16 Feb 2013 19:31:29 +0100, by Emmanuel Gil Peyrot
-
Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.Thu, 14 Feb 2013 20:07:23 +0100, by Emmanuel Gil Peyrot
-
Add support for MoF’s hint format.Tue, 12 Feb 2013 19:27:10 +0100, by Emmanuel Gil Peyrot
-
Make the background use a single vbo and offsets, just like the 2D code.Tue, 12 Feb 2013 19:19:31 +0100, by Emmanuel Gil Peyrot
-
Move the background rendering code to pytouhou.ui.renderer.Tue, 12 Feb 2013 18:20:49 +0100, by Emmanuel Gil Peyrot
-
Don’t duplicate values in sprite rendering data.Wed, 06 Feb 2013 21:41:05 +0100, by Emmanuel Gil Peyrot
-
Use Buffer Objects instead of host pointers.Wed, 06 Feb 2013 21:19:20 +0100, by Emmanuel Gil Peyrot
-
Don’t change the vertex attributes for each texture.Wed, 06 Feb 2013 21:01:45 +0100, by Emmanuel Gil Peyrot
-
Replace gl{Vertex,TexCoord,Color}Pointer with the more modern glVertexAttribPointer.Wed, 06 Feb 2013 20:57:16 +0100, by Emmanuel Gil Peyrot
-
Implement THTX, uncompressed textures stored inside ANM files, and use it instead of pyglet’s own wrapper.Wed, 06 Feb 2013 19:55:54 +0100, by Emmanuel Gil Peyrot
-
When merging RGB and alpha data, get the C arrays only at the start of the loop.Mon, 07 Jan 2013 22:06:02 +0100, by Emmanuel Gil Peyrot
-
Convert pytouhou.ui.gamerenderer back to pure python, it doesn’t use or need any cython feature.Mon, 07 Jan 2013 21:13:32 +0100, by Emmanuel Gil Peyrot
-
Use only half-size hitboxes for player.Mon, 12 Nov 2012 18:34:24 +0100, by Emmanuel Gil Peyrot
-
Add "explosion", instruction 118.Sun, 21 Oct 2012 23:02:41 +0200, by Emmanuel Gil Peyrot
-
Make particles behave as in the original game.Sun, 21 Oct 2012 23:02:40 +0200, by Emmanuel Gil Peyrot
-
Display something at the start of a stage.Sat, 20 Oct 2012 20:48:40 +0200, by Emmanuel Gil Peyrot
-
Cancel player lasers when she dies.Sat, 20 Oct 2012 20:44:12 +0200, by Emmanuel Gil Peyrot
-
Add missing imports, and remove side-effects in asserts.Sat, 20 Oct 2012 20:44:11 +0200, by Emmanuel Gil Peyrot
-
Make rendering of multiple-sprites elements work like single-sprites.Tue, 02 Oct 2012 13:27:05 +0200, by Emmanuel Gil Peyrot
-
Replace wildcard imports with normal ones.Fri, 07 Sep 2012 13:05:19 +0200, by Emmanuel Gil Peyrot
-
Fix the anmviewer, broken since changeset 370:74471afbac37.Fri, 07 Sep 2012 13:04:30 +0200, by Emmanuel Gil Peyrot
-
Don’t hardcode background script for Widget.Fri, 07 Sep 2012 12:54:40 +0200, by Emmanuel Gil Peyrot
-
Replace player position in game zone right after its move; fix shots offsets at boundaries.Fri, 07 Sep 2012 12:54:38 +0200, by Emmanuel Gil Peyrot
-
Make a sound when an enemy is hit.Thu, 30 Aug 2012 11:34:56 +0200, by Emmanuel Gil Peyrot
-
Add the debug feature to start a game at the end of a replay.Wed, 29 Aug 2012 18:38:29 +0200, by Emmanuel Gil Peyrot
-
Add meaningful exceptions in format parsing.Wed, 29 Aug 2012 18:34:28 +0200, by Emmanuel Gil Peyrot
-
Support more than one version of a vm.Mon, 06 Aug 2012 23:10:09 +0200, by Emmanuel Gil Peyrot
-
Add an option to disable background.Mon, 06 Aug 2012 23:01:33 +0200, by Emmanuel Gil Peyrot
-
Use an iterator to get the keystates from a replay.Sun, 05 Aug 2012 18:19:42 +0200, by Emmanuel Gil Peyrot
-
Add the ability to save a replay.Sun, 05 Aug 2012 16:37:26 +0200, by Emmanuel Gil Peyrot
-
Use a future-proof ECL parser.Mon, 06 Aug 2012 22:52:22 +0200, by Emmanuel Gil Peyrot
-
Replace GL_QUADS with GL_TRIANGLES, to be GLES compatible.Fri, 27 Jul 2012 18:57:40 +0200, by Emmanuel Gil Peyrot
-
Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.Fri, 27 Jul 2012 18:43:48 +0200, by Emmanuel Gil Peyrot
-
Fix crash with the demo version of Touhou 6Wed, 11 Jul 2012 15:38:15 +0200, by Thibaut Girka
-
Minor optimizationsWed, 11 Jul 2012 15:19:44 +0200, by Thibaut Girka
-
Various optimizationsTue, 10 Jul 2012 00:25:08 +0200, by Thibaut Girka
-
Fix Rumia on timeoutMon, 09 Jul 2012 22:15:07 +0200, by Thibaut Girka
-
Add more information to ECL debug messagesMon, 09 Jul 2012 22:14:55 +0200, by Thibaut Girka
-
Empty ECL stack when calling a callback.Mon, 09 Jul 2012 22:13:52 +0200, by Thibaut Girka
-
Enable debug messages when using --debugMon, 09 Jul 2012 22:12:04 +0200, by Thibaut Girka
-
(partially?) implement ECL's instruction 133Mon, 09 Jul 2012 21:12:10 +0200, by Thibaut Girka
-
Rename set_visible to set_invisible, since it's what it does...Mon, 09 Jul 2012 21:11:46 +0200, by Thibaut Girka
-
Fix Flandre's QED: Ripples of 495 yearsMon, 09 Jul 2012 21:10:38 +0200, by Thibaut Girka
-
Fix crash in ECL's kill_enemiesMon, 09 Jul 2012 21:09:56 +0200, by Thibaut Girka
-
Make bosses clean their mess when timeoutingSun, 08 Jul 2012 01:23:47 +0200, by Thibaut Girka
-
Fix KoakumaSun, 08 Jul 2012 01:20:47 +0200, by Thibaut Girka
-
Fix crasherSun, 08 Jul 2012 00:42:17 +0200, by Thibaut Girka
-
Fix bullet cancellation... again...Sat, 07 Jul 2012 23:16:03 +0200, by Thibaut Girka
-
Fix callbacksSat, 07 Jul 2012 23:06:15 +0200, by Thibaut Girka
-
Allow Z as well as W to shoot.Sat, 07 Jul 2012 21:48:58 +0200, by Thibaut Girka
-
Clean up effects left behind by lasers in boss rush modeSat, 07 Jul 2012 21:47:51 +0200, by Thibaut Girka
-
Fix timeout display issue (> 99 should be displayed as 99)Sat, 07 Jul 2012 21:33:17 +0200, by Thibaut Girka
-
Fix remaining lives display issueSat, 07 Jul 2012 21:32:49 +0200, by Thibaut Girka
-
Quick and dirty fixesThu, 05 Jul 2012 07:33:47 +0200, by Thibaut Girka
-
Fix issue when disabling low life triggerThu, 05 Jul 2012 01:06:02 +0200, by Thibaut Girka
-
Show the size of the spellcard life.Thu, 05 Jul 2012 00:53:16 +0200, by Emmanuel Gil Peyrot
-
Add a gauge and use it for the enemy life bar.Thu, 05 Jul 2012 00:38:47 +0200, by Emmanuel Gil Peyrot
-
Display a boss remaining lives and timeout.Thu, 05 Jul 2012 00:11:19 +0200, by Emmanuel Gil Peyrot
-
Minor fix in boss rush modeWed, 04 Jul 2012 23:53:18 +0200, by Thibaut Girka
-
Implement sfx for player and enemies.Wed, 04 Jul 2012 23:41:28 +0200, by Emmanuel Gil Peyrot
-
Fix crash when changing levels.Wed, 04 Jul 2012 23:10:23 +0200, by Thibaut Girka
-
Clean music playback API a little.Wed, 04 Jul 2012 23:05:21 +0200, by Emmanuel Gil Peyrot
-
Increase player's power stats during skipped frames in boss rush mode.Wed, 04 Jul 2012 22:52:02 +0200, by Thibaut Girka
-
Implement continues when the lives fall bellow 0.Wed, 04 Jul 2012 21:38:00 +0200, by Emmanuel Gil Peyrot
-
Print an error when all the needed files aren’t present.Wed, 04 Jul 2012 18:08:57 +0200, by Emmanuel Gil Peyrot
-
Skip dialogs in the boss rush mode, and make boss rush skipping fasterSun, 01 Jul 2012 18:07:33 +0200, by Thibaut Girka
-
Fix MSG skipping.Sun, 01 Jul 2012 18:06:11 +0200, by Thibaut Girka
-
Fix bullet cancellation and removalSun, 01 Jul 2012 11:43:38 +0200, by Thibaut Girka
-
Add options to set FPS limit and disable double bufferingSun, 01 Jul 2012 01:07:41 +0200, by Thibaut Girka
-
Prevent story mode in easy to go beyond stage 5.Sat, 30 Jun 2012 20:50:37 +0200, by Emmanuel Gil Peyrot
-
Add a boss rush modeSat, 30 Jun 2012 20:10:45 +0200, by Thibaut Girka
-
Add the story mode.Sat, 30 Jun 2012 19:37:21 +0200, by Emmanuel Gil Peyrot
-
Add a GameRunner.load_game method to allow level changes.Sat, 30 Jun 2012 13:02:24 +0200, by Thibaut Girka
-
Fix difficulty influence on bullet launch interval, and fix instruction 77's rand usageSun, 24 Jun 2012 17:00:07 +0200, by Thibaut Girka
-
Fix some replay synchronization issues and update the TODO.Thu, 21 Jun 2012 19:59:41 +0200, by Emmanuel Gil Peyrot
-
Display the text when collecting an item.Thu, 21 Jun 2012 15:01:25 +0200, by Emmanuel Gil Peyrot
-
Add a very simple music player, for testing purpose.Thu, 21 Jun 2012 15:01:01 +0200, by Emmanuel Gil Peyrot
-
Add music support for >PCB.Thu, 21 Jun 2012 15:01:01 +0200, by Emmanuel Gil Peyrot
-
Fix music loopingMon, 18 Jun 2012 21:16:40 +0200, by Thibaut Girka
-
Display lives and bombs.Wed, 13 Jun 2012 22:53:57 +0200, by Thibaut Girka
-
Give a better interface for text handling.Thu, 24 May 2012 20:23:57 +0200, by Thibaut Girka
-
Implement music playback.Wed, 13 Jun 2012 15:29:43 +0200, by Emmanuel Gil Peyrot
-
Cancel the bullets when a boss is killed and transfer them to the score.Wed, 23 May 2012 19:33:17 +0200, by Emmanuel Gil Peyrot
-
Use Enemy.die_score.Thu, 17 May 2012 14:19:00 +0200, by Emmanuel Gil Peyrot
-
Move callbacks handling inside Enemy.Thu, 17 May 2012 14:15:19 +0200, by Emmanuel Gil Peyrot
-
Add a TODO list.Tue, 15 May 2012 03:26:52 +0200, by Emmanuel Gil Peyrot
-
Fix a bug with ECL instruction 96, and fix overall ECL handling.Thu, 29 Mar 2012 21:18:35 +0200, by Thibaut Girka
-
Add out-of-screen item indicators.Fri, 23 Mar 2012 16:27:07 +0100, by Thibaut Girka
-
Fix Sakuya's daggers in stage 6.Wed, 14 Mar 2012 19:27:39 +0100, by Thibaut Girka
-
Implement hardcoded function 9.Wed, 14 Mar 2012 19:07:15 +0100, by Thibaut Girka
-
Fix Remilia's “Red Magic”.Wed, 14 Mar 2012 19:05:23 +0100, by Thibaut Girka
-
Fix angle between salves of circle-distributed bullets.Wed, 14 Mar 2012 19:02:45 +0100, by Thibaut Girka
-
Implement hardcoded function 11.Wed, 14 Mar 2012 17:00:43 +0100, by Thibaut Girka
-
Implement Remilia's laser webs.Wed, 14 Mar 2012 11:28:15 +0100, by Thibaut Girka
-
Fix difficulty modifiers within spellcards.Tue, 13 Mar 2012 20:02:01 +0100, by Thibaut Girka
-
Minor refactoringTue, 13 Mar 2012 19:52:42 +0100, by Thibaut Girka
-
Rename a few attributes/methods to make a little more sense.Tue, 13 Mar 2012 19:18:14 +0100, by Thibaut Girka
-
Minor cleanupTue, 13 Mar 2012 18:45:43 +0100, by Thibaut Girka
-
Update attribute names to reflect the actual interface.Tue, 13 Mar 2012 18:38:14 +0100, by Thibaut Girka
-
Add score/effective_score distinction and prepare for highscore handling.Sat, 10 Mar 2012 20:37:15 +0100, by Thibaut Girka
-
Fix ECL instruction 119.Sat, 10 Mar 2012 20:31:49 +0100, by Thibaut Girka
-
Avoid segfaults in the unlikely case a huge number of sprites is rendered.Sat, 10 Mar 2012 20:30:55 +0100, by Thibaut Girka
-
Add the game interface.Sat, 10 Mar 2012 17:47:03 +0100, by Emmanuel Gil Peyrot
-
Implemented Sakuya's time stop.Fri, 09 Mar 2012 21:43:33 +0100, by Elias Boutaleb
-
Improve heuristic to filter out non-game exes (like custom.exe).Tue, 06 Mar 2012 18:58:41 +0100, by Thibaut Girka
-
Fix relative path handling and os-specific path separators.Tue, 06 Mar 2012 17:45:14 +0100, by Thibaut Girka
-
Implement hardcoded function 8 for Remilia.Fri, 02 Mar 2012 09:38:35 +0100, by Emmanuel Gil Peyrot
-
Fix Remilia’s bat form.Thu, 01 Mar 2012 19:44:35 +0100, by Emmanuel Gil Peyrot
-
Add player lasers for MarisaB.Tue, 21 Feb 2012 14:28:38 +0100, by Emmanuel Gil Peyrot
-
Implement laser collision.Mon, 20 Feb 2012 18:58:07 +0100, by Thibaut Girka
-
Add TH6 score.dat support.Fri, 17 Feb 2012 21:19:57 +0100, by Thibaut Girka
-
Refactor a bit and fix Rumia's disparition.Wed, 15 Feb 2012 19:20:06 +0100, by Thibaut Girka
-
Display lasers' “launch anim”.Wed, 15 Feb 2012 18:37:52 +0100, by Thibaut Girka
-
Fix launch_anim_offsets.Wed, 15 Feb 2012 15:57:15 +0100, by Thibaut Girka
-
Make anmviewer work with newest anmwrapper.Mon, 13 Feb 2012 12:00:57 +0100, by Emmanuel Gil Peyrot
-
Fix Patchouly's Royal Flare.Sun, 12 Feb 2012 18:09:56 +0100, by Thibaut Girka
-
Implement dialogs (MSG files).Sun, 12 Feb 2012 16:06:03 +0100, by Emmanuel Gil Peyrot
-
Document some AnmWrapper related functions.Sun, 12 Feb 2012 15:51:00 +0100, by Thibaut Girka
-
Fix time stop handling.Sun, 12 Feb 2012 15:50:32 +0100, by Thibaut Girka
-
Fix ECL time flow. Spellcard do not stop time. Instruction 0xc does.Sun, 12 Feb 2012 02:09:16 +0100, by Thibaut Girka
-
Rename Animations to ANM0 and prepare AnmWrapper for dialogs and interface.Sat, 11 Feb 2012 16:43:54 +0100, by Thibaut Girka
-
Fix bullet spawning along lasers.Fri, 10 Feb 2012 11:01:11 +0100, by Thibaut Girka
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Fix ANM interpolators.Wed, 08 Feb 2012 19:56:56 +0100, by Thibaut Girka
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Fix sprite rotation/translation.Wed, 08 Feb 2012 18:43:39 +0100, by Thibaut Girka
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Fix generation of bullets/items position from lasers.Mon, 06 Feb 2012 19:38:54 +0100, by Thibaut Girka
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Fix initial laser offset.Mon, 06 Feb 2012 19:17:46 +0100, by Thibaut Girka
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Fix spellcard number 0.Sun, 05 Feb 2012 23:45:41 +0100, by Thibaut Girka
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Implement hardcoded function 14 used by spellcard “Lævateinn”.Sun, 05 Feb 2012 23:43:12 +0100, by Thibaut Girka
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Partially implement lasers.Sun, 05 Feb 2012 23:41:55 +0100, by Thibaut Girka
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Partially implement hardcoded function 16, used for QED: ripples of 495 yearsTue, 24 Jan 2012 23:26:53 +0100, by Thibaut Girka
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Fix timeout handlingTue, 24 Jan 2012 02:22:50 +0100, by Thibaut Girka
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Fix visibility handlingTue, 24 Jan 2012 00:56:31 +0100, by Thibaut Girka
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Partially fix some of Flandre's spellcards.Tue, 24 Jan 2012 00:19:23 +0100, by Thibaut Girka
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Fix set_visible.Mon, 23 Jan 2012 23:00:55 +0100, by Thibaut Girka
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Fix callback handling and damage dealing.Mon, 23 Jan 2012 23:00:42 +0100, by Thibaut Girka
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Fix Sakuya's bouncing knivesMon, 23 Jan 2012 22:04:40 +0100, by Thibaut Girka
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Implement ECL’s 3rd hardcoded function.Mon, 23 Jan 2012 19:01:04 +0100, by Emmanuel Gil Peyrot
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Use better defaults for player, and start the stage as if in practice mode.Mon, 23 Jan 2012 02:04:13 +0100, by Emmanuel Gil Peyrot
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Homogenise score increase in item collection, in prevision for text handling.Sun, 15 Jan 2012 19:39:01 +0100, by Emmanuel Gil Peyrot
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Add support for reading from a directory instead of a PBG3 (for debugging purposes).Mon, 23 Jan 2012 01:40:07 +0100, by Thibaut Girka
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Automatically search data files using different names.Mon, 23 Jan 2012 00:58:03 +0100, by Thibaut Girka
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Add heuristics to extract character data from the demo .exe.Mon, 23 Jan 2012 00:03:06 +0100, by Thibaut Girka
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Implement bullet flags 1024 and 2048 (bouncing bullet).Sun, 22 Jan 2012 22:38:58 +0100, by Thibaut Girka
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Minor performance improvement.Sun, 22 Jan 2012 22:08:36 +0100, by Thibaut Girka
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Move bullet visibility check to Bullet to improve performance and prepare handling of flags 1024 and 2048.Sun, 22 Jan 2012 22:03:57 +0100, by Thibaut Girka
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Switch Bullet to Cython to improve performances.Sun, 22 Jan 2012 21:54:07 +0100, by Thibaut Girka
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Refactor pytouhou.game.bullet.Sun, 22 Jan 2012 21:41:18 +0100, by Thibaut Girka
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Fix bullet removal condition.Sun, 22 Jan 2012 19:47:40 +0100, by Thibaut Girka
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Preload textures to avoid slowdowns during gameplaySun, 22 Jan 2012 18:03:47 +0100, by Thibaut Girka
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Fix initial bullet speedSun, 22 Jan 2012 17:42:44 +0100, by Thibaut Girka
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Improve data reading perfsSun, 22 Jan 2012 15:54:51 +0100, by Thibaut Girka
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Change position/speed interpoletor handling to match the original game more closely.Sun, 22 Jan 2012 14:24:38 +0100, by Thibaut Girka
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Change ECL special function 0 in order to match the game more closely (again)Sun, 22 Jan 2012 11:39:29 +0100, by Thibaut Girka
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Change ECL special function 0 in order to match the game more closely.Sat, 21 Jan 2012 21:14:24 +0100, by Thibaut Girka
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Use the correct animation for player death.Sat, 21 Jan 2012 21:03:53 +0100, by Emmanuel Gil Peyrot
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Fix instruction 70 to always fire to the right.Sun, 15 Jan 2012 18:09:25 +0100, by Emmanuel Gil Peyrot
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Use the correct behaviour for flag 1 in bullet.Sun, 15 Jan 2012 15:22:26 +0100, by Emmanuel Gil Peyrot
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Implement ANM0 instruction 29 and fix 24Mon, 02 Jan 2012 18:46:55 +0100, by Thibaut Girka
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Drop the correct amount of power with 119.Sat, 31 Dec 2011 02:25:06 +0100, by Emmanuel Gil Peyrot
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Update sprite's property even while waitingMon, 02 Jan 2012 15:54:19 +0100, by Thibaut Girka
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Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.Mon, 02 Jan 2012 15:46:29 +0100, by Emmanuel Gil Peyrot
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Add support for multiple-file anms to anmviewer, add feature to force acceptance of translationsSun, 01 Jan 2012 23:52:53 +0100, by Thibaut Girka
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Fix ANM wait, translation/rotation order, and partially implement ANM0 instruction 24Sun, 01 Jan 2012 23:51:01 +0100, by Thibaut Girka
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Fix a few crashes in the anmrunner, disable fullscreen switch, change alt+Fx to shift+FxSun, 01 Jan 2012 21:12:50 +0100, by Thibaut Girka
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Fix ANM interruptsSun, 01 Jan 2012 20:23:00 +0100, by Thibaut Girka
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Add an anmviewer script.Sun, 01 Jan 2012 19:51:34 +0100, by Emmanuel Gil Peyrot
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Implement ANM0 interruptsSun, 01 Jan 2012 19:47:34 +0100, by Thibaut Girka
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Do a little cleanup, and fix PCB SHT usage.Sat, 31 Dec 2011 16:31:10 +0100, by Emmanuel Gil Peyrot
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Fix instructions 69 and 71.Sat, 31 Dec 2011 03:08:01 +0100, by Emmanuel Gil Peyrot
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Fix replay handling a bitSat, 31 Dec 2011 02:50:04 +0100, by Thibaut Girka
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Hopefully implement “accelerating” bulletsSat, 31 Dec 2011 02:15:51 +0100, by Thibaut Girka
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Search for 102h.exe in the game directory instead of the current directory.Fri, 30 Dec 2011 19:17:55 +0100, by Thibaut Girka
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Improve find_character_defs, clean up a bit, and disable attack types 2 and 3 for nowFri, 30 Dec 2011 19:10:49 +0100, by Thibaut Girka
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Add “SHT” support to EoSD, and do a little cleanup.Fri, 30 Dec 2011 18:37:06 +0100, by Emmanuel Gil Peyrot
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Add basic cx_Freeze support in order to freeze to a windows executable.Tue, 20 Dec 2011 21:17:34 +0100, by Thibaut Girka
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Actually use offset of Sprite in spellcard’s effect, and place it correctly.Tue, 20 Dec 2011 21:36:14 +0100, by Emmanuel Gil Peyrot
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Fix setup.py...Mon, 19 Dec 2011 22:18:11 +0100, by Thibaut Girka
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Move game size in the game's definition, and don't keep changing the window's size.Mon, 19 Dec 2011 21:35:40 +0100, by Thibaut Girka
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Remove useless and occasionally problematic (think about non-utf8 terminals) print calls.Mon, 19 Dec 2011 20:29:30 +0100, by Thibaut Girka
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Make pytouhou.ui.{background,texture} Cython modules as they are only used by Cython modules.Sun, 18 Dec 2011 21:23:51 +0100, by Thibaut Girka
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Refactor rendering code a bit.Sun, 18 Dec 2011 20:47:48 +0100, by Thibaut Girka
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Don’t try to render effect if there is no game.Sun, 18 Dec 2011 19:51:29 +0100, by Emmanuel Gil Peyrot
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Fix SHT handling; change a few things to be closer to ZUN’s mind; and first stub of PCB support.Sun, 18 Dec 2011 14:14:32 +0100, by Emmanuel Gil Peyrot
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Move “eclviewer.py” to “eosd” and get rid of run-time depency on Cython.Thu, 15 Dec 2011 19:24:11 +0100, by Thibaut Girka
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Minor changes to the setup scriptMon, 05 Dec 2011 23:57:58 +0100, by Thibaut Girka
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Change background during spellcards.Sat, 17 Dec 2011 21:18:39 +0100, by Emmanuel Gil Peyrot
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Pass the real speed to Player. Thanks to elghinn for discovering the bug.Wed, 07 Dec 2011 14:03:16 +0100, by Emmanuel Gil Peyrot
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Don’t scale texture instead of shifting it, fix ANM’s 28th opcode.Wed, 07 Dec 2011 13:23:02 +0100, by Emmanuel Gil Peyrot
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Add support for PCB’s SHT format.Tue, 29 Nov 2011 23:18:07 +0100, by Emmanuel Gil Peyrot
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Add a distutils setup and don’t hardcode DAT list.Sun, 27 Nov 2011 15:13:31 +0100, by Emmanuel Gil Peyrot
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Hopefully fix enemy-player collisionSat, 26 Nov 2011 20:39:04 +0100, by Thibaut Girka
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Make death animation closer to the originalFri, 25 Nov 2011 23:41:24 +0100, by Thibaut Girka
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Implement collidable boolean of enemy.Tue, 22 Nov 2011 20:51:35 +0100, by Emmanuel Gil Peyrot
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Create enemy with negative life as it should be.Tue, 08 Nov 2011 23:01:18 -0800, by Emmanuel Gil Peyrot
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Implement autocollection of items.Tue, 08 Nov 2011 22:10:44 -0800, by Emmanuel Gil Peyrot
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Minor refactoringSat, 05 Nov 2011 20:19:15 +0100, by Thibaut Girka
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Fix ReimuA, and refactor Player a bit.Sat, 05 Nov 2011 19:43:11 +0100, by Thibaut Girka
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Rename pytouhou.opengl to pytouhou.ui, makes much more sense that way.Tue, 01 Nov 2011 13:50:33 +0100, by Thibaut Girka
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Add some documentation (argh, so much left to document!)Tue, 01 Nov 2011 13:46:03 +0100, by Thibaut Girka
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Make pylint slightly happier (and code analysis easier)Mon, 31 Oct 2011 19:29:47 +0100, by Thibaut Girka
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Handle enemy collisions and damages in a way closer to the original game.Mon, 31 Oct 2011 19:01:09 +0100, by Thibaut Girka
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Batch more sprites!Mon, 31 Oct 2011 18:08:26 +0100, by Thibaut Girka
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Fix orbs' original positionMon, 31 Oct 2011 17:54:06 +0100, by Thibaut Girka