Mercurial > nagslang
graph
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Ignore the pymunk AssertionError on level changeSat, 07 Sep 2013 22:10:12 +0200, by Stefano Rivera
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Mess door puzzle.Sat, 07 Sep 2013 22:03:48 +0200, by Simon Cross
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InventorySat, 07 Sep 2013 22:03:09 +0200, by Stefano Rivera
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whitespaceSat, 07 Sep 2013 22:03:00 +0200, by Adrianna Pińska
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the black goat with a thousand youngSat, 07 Sep 2013 22:01:03 +0200, by Adrianna Pińska
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More aliens. More note.Sat, 07 Sep 2013 21:55:38 +0200, by Simon Cross
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Apologetic comment.Sat, 07 Sep 2013 21:54:34 +0200, by Jeremy Thurgood
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Spaceship bulkheads.Sat, 07 Sep 2013 21:52:54 +0200, by Jeremy Thurgood
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Less leaky terrain movementSat, 07 Sep 2013 21:48:55 +0200, by Neil Muller
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Tweak terrain render creation logicSat, 07 Sep 2013 21:48:42 +0200, by Neil Muller
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Please wear goggles at all times while swimming.Sat, 07 Sep 2013 21:46:48 +0200, by Simon Cross
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Hackily unbreak terrian movement.Sat, 07 Sep 2013 21:30:53 +0200, by Neil Muller
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pyflakes cleanupSat, 07 Sep 2013 21:28:49 +0200, by Neil Muller
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Less leaky object movementSat, 07 Sep 2013 21:26:32 +0200, by Neil Muller
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Remove debugging printSat, 07 Sep 2013 21:11:19 +0200, by Neil Muller
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Cockpit door.Sat, 07 Sep 2013 21:30:32 +0200, by Jeremy Thurgood
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MergeSat, 07 Sep 2013 21:22:35 +0200, by David Sharpe
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Cargo what?Sat, 07 Sep 2013 21:22:07 +0200, by David Sharpe
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Aliens on Patrol.Sat, 07 Sep 2013 21:16:06 +0200, by Simon Cross
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More prohibited action warnings.Sat, 07 Sep 2013 21:13:17 +0200, by Jeremy Thurgood
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beginning of final levelSat, 07 Sep 2013 21:05:41 +0200, by Adrianna Pińska
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Three seconds.Sat, 07 Sep 2013 21:02:11 +0200, by Jeremy Thurgood
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MergeSat, 07 Sep 2013 21:00:56 +0200, by David Sharpe
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More cargo baySat, 07 Sep 2013 21:00:18 +0200, by David Sharpe
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Change floor tile for shuttlesSat, 07 Sep 2013 20:59:07 +0200, by Neil Muller
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Fix doorsSat, 07 Sep 2013 20:58:08 +0200, by Neil Muller
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Notice when trying to pick up things in wolf form.Sat, 07 Sep 2013 20:59:02 +0200, by Jeremy Thurgood
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Load on startupSat, 07 Sep 2013 20:58:24 +0200, by Stefano Rivera
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Enemies and keycard.Sat, 07 Sep 2013 20:54:30 +0200, by Simon Cross
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Add support for collectables.Sat, 07 Sep 2013 20:54:13 +0200, by Simon Cross
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Red keycard puzzle.Sat, 07 Sep 2013 20:49:33 +0200, by Jeremy Thurgood
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alien queen artSat, 07 Sep 2013 20:43:17 +0200, by Adrianna Pińska
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Chopped light.Sat, 07 Sep 2013 20:33:32 +0200, by Simon Cross
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Fix error catch thinkoSat, 07 Sep 2013 20:32:37 +0200, by Neil Muller
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Move polys.Sat, 07 Sep 2013 20:26:18 +0200, by Simon Cross
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Acid and light.Sat, 07 Sep 2013 19:51:07 +0200, by Simon Cross
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Sligthly pinker ephemeral notesSat, 07 Sep 2013 20:23:17 +0200, by Stefano Rivera
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Ephemeral messagesSat, 07 Sep 2013 20:20:25 +0200, by Stefano Rivera
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Updated hangar.Sat, 07 Sep 2013 20:09:31 +0200, by Jeremy Thurgood
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Allow choosing polygon for outlinesSat, 07 Sep 2013 19:59:30 +0200, by Neil Muller
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added some puzzles to the tunnelsSat, 07 Sep 2013 19:57:58 +0200, by Adrianna Pińska
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More polygon buttonsSat, 07 Sep 2013 19:48:48 +0200, by Neil Muller
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Ask before quitting the level editorSat, 07 Sep 2013 19:47:48 +0200, by Neil Muller
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Acid pool.Sat, 07 Sep 2013 19:44:31 +0200, by Simon Cross
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used snap pos to start lineSat, 07 Sep 2013 19:39:15 +0200, by Neil Muller
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debug print on teleportSat, 07 Sep 2013 19:31:30 +0200, by Stefano Rivera
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Fix slow rendering. \o/Sat, 07 Sep 2013 19:28:27 +0200, by Jeremy Thurgood
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Don't put the starting level in the world, it just creates too much painSat, 07 Sep 2013 19:22:15 +0200, by Stefano Rivera
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moar keycardsSat, 07 Sep 2013 19:07:42 +0200, by Adrianna Pińska
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Close poly.Sat, 07 Sep 2013 18:59:07 +0200, by Simon Cross
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removed one big blobby alien tunnelSat, 07 Sep 2013 18:51:29 +0200, by Adrianna Pińska
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split out third alien chamberSat, 07 Sep 2013 18:44:11 +0200, by Adrianna Pińska
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Rearrange progress saving, to happen on room entranceSat, 07 Sep 2013 18:38:40 +0200, by Stefano Rivera
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split out second alien chamberSat, 07 Sep 2013 18:29:14 +0200, by Adrianna Pińska
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Tweak surface creationSat, 07 Sep 2013 18:26:21 +0200, by Neil Muller
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Fix link to alientunnels.Sat, 07 Sep 2013 18:26:05 +0200, by Simon Cross
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All doors linked up.Sat, 07 Sep 2013 18:24:12 +0200, by Simon Cross
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split out first alien chamberSat, 07 Sep 2013 18:16:32 +0200, by Adrianna Pińska
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More doors.Sat, 07 Sep 2013 18:10:05 +0200, by Simon Cross
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Less transparent text.Sat, 07 Sep 2013 18:10:32 +0200, by Jeremy Thurgood
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Sheep herding done.Sat, 07 Sep 2013 18:07:53 +0200, by Jeremy Thurgood
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Better link back to cargo bay.Sat, 07 Sep 2013 18:05:45 +0200, by Simon Cross
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Level stuff!Sat, 07 Sep 2013 18:04:23 +0200, by David Sharpe
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More doors.Sat, 07 Sep 2013 18:02:59 +0200, by Simon Cross
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MergeSat, 07 Sep 2013 18:00:36 +0200, by David Sharpe
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Added cargo bay.Sat, 07 Sep 2013 18:00:06 +0200, by David Sharpe
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Put doors in the right place.Sat, 07 Sep 2013 17:54:08 +0200, by Simon Cross
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Added two shuttles to the mix.Sat, 07 Sep 2013 17:46:24 +0200, by David Sharpe
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Fix level editor.Sat, 07 Sep 2013 17:43:33 +0200, by Jeremy Thurgood
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Better wall and bulkhead drawing.Sat, 07 Sep 2013 17:40:59 +0200, by Jeremy Thurgood
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Put some doors in the right place.Sat, 07 Sep 2013 17:38:50 +0200, by Simon Cross
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Sort object editor list.Sat, 07 Sep 2013 17:38:40 +0200, by Simon Cross
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Ensure we draw background once onlySat, 07 Sep 2013 17:29:15 +0200, by Neil Muller
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Put crew doors in roughly the right places.Sat, 07 Sep 2013 17:26:44 +0200, by Simon Cross
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Print object detailsSat, 07 Sep 2013 17:21:23 +0200, by Neil Muller
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Set clip rect on mysurface.Sat, 07 Sep 2013 17:07:07 +0200, by Simon Cross
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Visual hint for move objectSat, 07 Sep 2013 16:54:02 +0200, by Neil Muller
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Only print the death position in debug modeSat, 07 Sep 2013 16:53:09 +0200, by Stefano Rivera
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doors should now teleport to the right places except entrance and exitSat, 07 Sep 2013 16:48:10 +0200, by Adrianna Pińska
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Movable objects, without hintsSat, 07 Sep 2013 16:47:15 +0200, by Neil Muller
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Extra helperSat, 07 Sep 2013 16:47:01 +0200, by Neil Muller
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MergeSat, 07 Sep 2013 16:46:43 +0200, by David Sharpe
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Updating levelsSat, 07 Sep 2013 16:45:48 +0200, by David Sharpe
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Prettier bulkheads.Sat, 07 Sep 2013 16:43:44 +0200, by Jeremy Thurgood
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Add a bunch of doors.Sat, 07 Sep 2013 16:34:23 +0200, by Simon Cross
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First doors.Sat, 07 Sep 2013 16:25:25 +0200, by Simon Cross
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None is the same as not changing screen (it's dry but you can commit it).Sat, 07 Sep 2013 16:25:08 +0200, by Simon Cross
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MergeSat, 07 Sep 2013 16:23:34 +0200, by David Sharpe
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Added and working on hangar.Sat, 07 Sep 2013 16:22:14 +0200, by David Sharpe
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improved alien tunnelsSat, 07 Sep 2013 16:21:16 +0200, by Adrianna Pińska
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More object checksSat, 07 Sep 2013 16:21:03 +0200, by Neil Muller
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Start of crew level.Sat, 07 Sep 2013 16:11:39 +0200, by Simon Cross
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Find vertex should use corrected_pos not snapped_pos.Sat, 07 Sep 2013 16:05:51 +0200, by Simon Cross
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more alientunnelsSat, 07 Sep 2013 16:02:07 +0200, by Adrianna Pińska
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Fix boogs.Sat, 07 Sep 2013 15:59:28 +0200, by Simon Cross
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Unset move point when selecting drawSat, 07 Sep 2013 15:55:27 +0200, by Neil Muller
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Protect against corner case crashSat, 07 Sep 2013 15:53:20 +0200, by Neil Muller
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Sheep puzzle yields keycard.Sat, 07 Sep 2013 15:42:37 +0200, by Jeremy Thurgood
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Merge.Sat, 07 Sep 2013 15:42:30 +0200, by Simon Cross
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Move whole polygons.Sat, 07 Sep 2013 15:39:49 +0200, by Simon Cross
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Use right cordinates for interior wallsSat, 07 Sep 2013 15:32:24 +0200, by Neil Muller
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Better CollidePuzzler behaviour.Sat, 07 Sep 2013 15:26:00 +0200, by Jeremy Thurgood
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Smaller sheep pen.Sat, 07 Sep 2013 15:21:00 +0200, by Jeremy Thurgood
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Don't show debugging shapes by default in DEBUG modeSat, 07 Sep 2013 15:23:39 +0200, by Stefano Rivera
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Zero is allowedSat, 07 Sep 2013 15:19:33 +0200, by Neil Muller
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Hack to fix call to snap_to_grid from EditLevelSat, 07 Sep 2013 15:17:26 +0200, by Neil Muller
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some changes to tunnelsSat, 07 Sep 2013 15:15:17 +0200, by Adrianna Pińska
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Combine zoom and offset more correctlySat, 07 Sep 2013 15:12:02 +0200, by Neil Muller
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Better convex polygon protectionSat, 07 Sep 2013 15:08:59 +0200, by Neil Muller
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DEBUG: Command line starting area and pointSat, 07 Sep 2013 15:04:39 +0200, by Stefano Rivera
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Set the nameSat, 07 Sep 2013 14:54:43 +0200, by Stefano Rivera
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Faster sheep running.Sat, 07 Sep 2013 14:52:15 +0200, by Jeremy Thurgood
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Add offset support.Sat, 07 Sep 2013 14:48:53 +0200, by Simon Cross
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Herd ALL THE SHEEPS.Sat, 07 Sep 2013 14:47:34 +0200, by Jeremy Thurgood
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Shape generator.Sat, 07 Sep 2013 14:42:21 +0200, by Simon Cross
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alien tileSat, 07 Sep 2013 14:39:29 +0200, by Adrianna Pińska
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Also scale current lineSat, 07 Sep 2013 14:36:31 +0200, by Neil Muller
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Add Death event to reduce death code duplicationSat, 07 Sep 2013 14:36:09 +0200, by Stefano Rivera
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Don't allow placing points outside the levelSat, 07 Sep 2013 14:30:27 +0200, by Neil Muller
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Remove sheep from start levelSat, 07 Sep 2013 14:26:47 +0200, by Stefano Rivera
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Replace menu and death screen with the starting levelSat, 07 Sep 2013 14:26:28 +0200, by Stefano Rivera
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Scale lines when we zoom outSat, 07 Sep 2013 14:19:31 +0200, by Neil Muller
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Round level coordinatesSat, 07 Sep 2013 14:14:41 +0200, by Neil Muller
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empty alien tunnelsSat, 07 Sep 2013 14:10:46 +0200, by Adrianna Pińska
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PEP8Sat, 07 Sep 2013 13:53:26 +0200, by Neil Muller
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avoid some workSat, 07 Sep 2013 13:52:34 +0200, by Neil Muller
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Cache tiling of the backgroundSat, 07 Sep 2013 13:52:16 +0200, by Neil Muller
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Merge.Sat, 07 Sep 2013 13:47:10 +0200, by David Sharpe
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Special relativistic gravities again.Sat, 07 Sep 2013 13:39:10 +0200, by davidsharpe
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Automated mergeSat, 07 Sep 2013 13:34:38 +0200, by davidsharpe
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Special relativistic gravities.Sat, 07 Sep 2013 13:34:19 +0200, by davidsharpe
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Increment by 5.Sat, 07 Sep 2013 13:34:55 +0200, by Simon Cross
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Safer color accessSat, 07 Sep 2013 13:34:01 +0200, by Neil Muller
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Actually snap to grid.Sat, 07 Sep 2013 13:30:06 +0200, by Simon Cross
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Tweak button layoutSat, 07 Sep 2013 13:05:41 +0200, by Neil Muller
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Tweak zoom button layoutSat, 07 Sep 2013 13:00:31 +0200, by Neil Muller
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PEP8 fix.Sat, 07 Sep 2013 13:00:36 +0200, by Simon Cross
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Merge.Sat, 07 Sep 2013 12:58:25 +0200, by Simon Cross
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Add grid size buttons.Sat, 07 Sep 2013 12:55:38 +0200, by Simon Cross
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p8Sat, 07 Sep 2013 12:56:42 +0200, by davidsharpe
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Well, gravity push.Sat, 07 Sep 2013 12:53:20 +0200, by davidsharpe
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Well, gravity.Sat, 07 Sep 2013 12:52:16 +0200, by davidsharpe
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Sheep behaviour.Sat, 07 Sep 2013 12:50:21 +0200, by Jeremy Thurgood
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more zoomingSat, 07 Sep 2013 12:49:27 +0200, by Neil Muller
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Partial zoom supportSat, 07 Sep 2013 12:43:31 +0200, by Neil Muller
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Rename dead sheep as well.Sat, 07 Sep 2013 12:41:16 +0200, by Jeremy Thurgood
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Unbreak polygon drawingSat, 07 Sep 2013 12:38:51 +0200, by Neil Muller
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Sheep! (And refactoring!)Sat, 07 Sep 2013 12:33:35 +0200, by Jeremy Thurgood
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Better protagonist finding for enemies.Sat, 07 Sep 2013 11:21:54 +0200, by Jeremy Thurgood
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Move hard-coded starting point to levels meta fileSat, 07 Sep 2013 12:32:40 +0200, by Stefano Rivera
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Move points buttonSat, 07 Sep 2013 12:10:42 +0200, by Neil Muller
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No, we really don't need EnemyDeathEventSat, 07 Sep 2013 11:16:59 +0200, by Stefano Rivera
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Pad multiline text.Sat, 07 Sep 2013 10:42:37 +0200, by Jeremy Thurgood
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Tyop (spotted by the Hodgestar)Sat, 07 Sep 2013 10:39:01 +0200, by Stefano Rivera
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Add attacks to stats screenSat, 07 Sep 2013 10:15:19 +0200, by Stefano Rivera
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better bubbles (work in progress)Sat, 07 Sep 2013 09:47:45 +0200, by Adrianna Pińska
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Animated acidSat, 07 Sep 2013 08:59:55 +0200, by Neil Muller
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Hack together tile animationSat, 07 Sep 2013 08:59:28 +0200, by Neil Muller
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Reselt world on deathSat, 07 Sep 2013 01:21:32 +0200, by Stefano Rivera
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Restarting the level restores healthSat, 07 Sep 2013 01:12:21 +0200, by Stefano Rivera
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Fold long text messages somewhatSat, 07 Sep 2013 01:11:51 +0200, by Neil Muller
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Pass layout hint to overlaysSat, 07 Sep 2013 01:05:18 +0200, by Neil Muller
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Better MultiLineWidgetSat, 07 Sep 2013 01:03:55 +0200, by Neil Muller
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Use Result instead of ClawEventSat, 07 Sep 2013 01:10:53 +0200, by Stefano Rivera
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Use Result to handle firingSat, 07 Sep 2013 01:04:01 +0200, by Stefano Rivera
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screenshot with dead aliens and keycardsSat, 07 Sep 2013 01:03:46 +0200, by Adrianna Pińska
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Use Result to handle enemy death (but keep the event for accounting purposes)Sat, 07 Sep 2013 00:42:09 +0200, by Stefano Rivera
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Goodbye foul locked_door!Sat, 07 Sep 2013 00:34:00 +0200, by Jeremy Thurgood
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lockSat, 07 Sep 2013 00:28:56 +0200, by Adrianna Pińska
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remove unneeded fillSat, 07 Sep 2013 00:15:19 +0200, by Neil Muller
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Drop unused alpha bit from tile_surface helperSat, 07 Sep 2013 00:10:20 +0200, by Neil Muller
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Don't crash if we have an out of date saved stateFri, 06 Sep 2013 23:59:49 +0200, by Stefano Rivera
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Use a result object to get new drawables back to the areaFri, 06 Sep 2013 23:58:15 +0200, by Stefano Rivera
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Fix positioning and debug print.Fri, 06 Sep 2013 23:47:44 +0200, by Jeremy Thurgood
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Bleh.Fri, 06 Sep 2013 23:39:22 +0200, by Jeremy Thurgood
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Some notes.Fri, 06 Sep 2013 23:37:55 +0200, by Jeremy Thurgood
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Some notes.Fri, 06 Sep 2013 23:22:44 +0200, by Jeremy Thurgood
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Colons are allowed in stringsFri, 06 Sep 2013 23:36:08 +0200, by Stefano Rivera
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Collected collectables stay collectedFri, 06 Sep 2013 23:11:37 +0200, by Stefano Rivera
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Create a nagslang.collectable module for collectablesFri, 06 Sep 2013 23:07:27 +0200, by Stefano Rivera
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new acid and moonlight artFri, 06 Sep 2013 23:03:28 +0200, by Adrianna Pińska
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new werewolf attack art.Fri, 06 Sep 2013 22:40:41 +0200, by Adrianna Pińska
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Count deathsFri, 06 Sep 2013 22:52:24 +0200, by Stefano Rivera
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Move the inventory to world, to slightly reduce overall hackynessFri, 06 Sep 2013 22:44:14 +0200, by Stefano Rivera
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Change the flavour of magic in WorldFri, 06 Sep 2013 22:33:51 +0200, by Stefano Rivera
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Use timers for enemy ballistics cooldown.Fri, 06 Sep 2013 22:27:08 +0200, by Jeremy Thurgood
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Automatic weapons.Fri, 06 Sep 2013 21:56:57 +0200, by Jeremy Thurgood
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Make the inventory a setFri, 06 Sep 2013 21:37:00 +0200, by Stefano Rivera
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Demo new alienFri, 06 Sep 2013 21:27:09 +0200, by Neil Muller
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Start refactoring alien movementFri, 06 Sep 2013 21:26:57 +0200, by Neil Muller
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Enemy ranged attacks do damageFri, 06 Sep 2013 21:13:45 +0200, by Stefano Rivera
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Move ranged attack code to Enemy. Don't shoot through solid objectsFri, 06 Sep 2013 21:07:24 +0200, by Stefano Rivera
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More sensible health bar positioning.Fri, 06 Sep 2013 20:59:37 +0200, by Jeremy Thurgood
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Keycard doors.Fri, 06 Sep 2013 20:45:02 +0200, by Jeremy Thurgood
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Acid attacks shoot things that look like acidFri, 06 Sep 2013 20:25:06 +0200, by Stefano Rivera
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Transparent moonlightFri, 06 Sep 2013 20:12:07 +0200, by Neil Muller
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ChargingEnemy spits acidFri, 06 Sep 2013 20:10:46 +0200, by Stefano Rivera
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Keycard art.Fri, 06 Sep 2013 20:06:25 +0200, by Jeremy Thurgood
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Refactor doors and add horrible temporoary image for someone to fix later.Fri, 06 Sep 2013 19:42:01 +0200, by Jeremy Thurgood
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Kill dead speed limitsFri, 06 Sep 2013 19:39:59 +0200, by Stefano Rivera
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Moonlight tiles force wolf form.Fri, 06 Sep 2013 19:14:04 +0200, by Jeremy Thurgood
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Tweaks to the claw attack.Fri, 06 Sep 2013 18:41:29 +0200, by David Sharpe
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Allow copying polygon 6 into terrain objectsFri, 06 Sep 2013 17:32:25 +0200, by Neil Muller
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Add convex requirement to hintFri, 06 Sep 2013 17:29:50 +0200, by Neil Muller
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Faster tiled rendererFri, 06 Sep 2013 16:34:43 +0200, by Neil Muller
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Demo acidFri, 06 Sep 2013 16:14:03 +0200, by Neil Muller
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Hostile terrian objectsFri, 06 Sep 2013 16:13:43 +0200, by Neil Muller
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Add an acidish tileFri, 06 Sep 2013 15:54:43 +0200, by Neil Muller
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Add a tiled rendererFri, 06 Sep 2013 15:53:28 +0200, by Neil Muller
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Split out tiling into utility functionFri, 06 Sep 2013 15:18:40 +0200, by Neil Muller
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Health bar transparency.Fri, 06 Sep 2013 15:40:35 +0200, by Jeremy Thurgood
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Save door and lever state.Fri, 06 Sep 2013 15:14:27 +0200, by Jeremy Thurgood
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Remember start position on a level (a bit hacky)Fri, 06 Sep 2013 13:42:42 +0200, by Stefano Rivera
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Allow tuples in dictsFri, 06 Sep 2013 13:38:07 +0200, by Stefano Rivera
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Robustness fixFri, 06 Sep 2013 12:58:46 +0200, by Neil Muller
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Resume from the previous levelFri, 06 Sep 2013 12:59:51 +0200, by Stefano Rivera
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Enemies can hurt things again. (Oops.)Fri, 06 Sep 2013 12:55:48 +0200, by Jeremy Thurgood
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Less violent werewolf health colour.Fri, 06 Sep 2013 12:48:03 +0200, by Jeremy Thurgood
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Use constants for health.Fri, 06 Sep 2013 12:44:01 +0200, by Jeremy Thurgood
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Better change sequence.Fri, 06 Sep 2013 12:42:18 +0200, by Jeremy Thurgood
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Re-enable no-sound optionFri, 06 Sep 2013 12:25:53 +0200, by Neil Muller
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Better key handling, form change delay.Fri, 06 Sep 2013 12:22:02 +0200, by Jeremy Thurgood
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More interesting claw attack.Fri, 06 Sep 2013 11:48:48 +0200, by Jeremy Thurgood
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Physics-related cleanup.Fri, 06 Sep 2013 11:39:48 +0200, by Jeremy Thurgood
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Better wolf claw attack.Fri, 06 Sep 2013 10:49:19 +0200, by Jeremy Thurgood
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laser gunFri, 06 Sep 2013 03:10:04 +0200, by Adrianna Pińska
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Fix claw attack rendering a bit.Fri, 06 Sep 2013 02:41:55 +0200, by Simon Cross
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Move quit button away from other stuffFri, 06 Sep 2013 02:39:56 +0200, by Neil Muller
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magenta laser blastFri, 06 Sep 2013 02:36:59 +0200, by Adrianna Pińska
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Only add objects with actual puzzlers to the glueFri, 06 Sep 2013 02:29:44 +0200, by Neil Muller
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Fix out by one error.Fri, 06 Sep 2013 02:21:01 +0200, by Simon Cross
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Remove name from new_game door for now (since it breaks the assumption that all named objects have puzzlers.Fri, 06 Sep 2013 02:18:44 +0200, by Simon Cross
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Load first level on play start.Fri, 06 Sep 2013 02:11:58 +0200, by Simon Cross
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Remove key_state from new game door.Fri, 06 Sep 2013 02:09:46 +0200, by Simon Cross
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A spaceship level (aka were you start).Fri, 06 Sep 2013 02:04:27 +0200, by Simon Cross
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Load all levels.Fri, 06 Sep 2013 02:03:53 +0200, by Simon Cross
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Add means for listing levels and areas.Fri, 06 Sep 2013 02:03:16 +0200, by Simon Cross
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have a heartFri, 06 Sep 2013 02:08:03 +0200, by Adrianna Pińska
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Open bulkheads are no longer opaque to furnitureFri, 06 Sep 2013 02:01:30 +0200, by Stefano Rivera
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BOX is no longer accurateFri, 06 Sep 2013 01:48:59 +0200, by Stefano Rivera