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gui
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Rev
Age
Author
Log Message
(edit)
@2845
16 years
rgrieder
- Moved some code from Game to Main and GSRoot - Renamed "gui" …
(edit)
@2844
16 years
rgrieder
Implemented new GameState concept. It doesn't differ that much from …
(edit)
@2843
16 years
rgrieder
Exported TimeFactorListener to separate file in the tools folder.
(edit)
@2842
16 years
rgrieder
Header file fixes (reduced some dependencies).
(edit)
@2841
16 years
rgrieder
Using loadGUI_2.lua in this branch now.
(edit)
@2840
16 years
bknecht
GUIManager now behaves how it should. Most things seem to work fine. …
(edit)
@2834
16 years
bknecht
When you change the camera, the GUI is now newly set. Also: the GUI …
(edit)
@2817
16 years
rgrieder
Removed GameState template and renamed GameStateBase to GameState. …
(edit)
@2816
16 years
rgrieder
Upgrade number two for the InputManager: An InputState can have two …
(edit)
@2815
16 years
rgrieder
various small changes: - Fixed a bug in the GameStates concerning …
(edit)
@2814
16 years
rgrieder
InputManager upgrade number one: InputState priorities are managed …
(edit)
@2811
16 years
landauf
fixed shooting bug
(edit)
@2808
16 years
bknecht
You can now toggle visibility ingame. Strangely the SceneManager …
(edit)
@2807
16 years
rgrieder
Moved global game clock to Core. Use getGameClock() for a const …
(edit)
@2805
16 years
rgrieder
Added new class: Game It represents basic operation related to the …
(edit)
@2801
16 years
rgrieder
Move graphic related content of GSGraphics to GraphicsManager which …
(edit)
@2800
16 years
rgrieder
Renaming "tick" to "update" for all those classes not inheriting from …
(edit)
@2799
16 years
rgrieder
Moved all core related initialisations from Main.cc and GSRoot.cc to …
(edit)
@2798
16 years
rgrieder
Added static function to SynchronisableVariableBase to avoid including …
(copy)
@2796
16 years
bknecht
created new branch to work on ingame GUI and GUI in general
copied from
code/trunk/src
:
(edit)
@2791
16 years
rgrieder
Please never commit any changes to the external libraries! It doesn't …
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