Sat, 07 Sep 2013 12:56:42 +0200 |
davidsharpe |
p8
|
Sat, 07 Sep 2013 12:53:20 +0200 |
davidsharpe |
Well, gravity push.
|
Sat, 07 Sep 2013 12:52:16 +0200 |
davidsharpe |
Well, gravity.
|
Sat, 07 Sep 2013 12:50:21 +0200 |
Jeremy Thurgood |
Sheep behaviour.
|
Sat, 07 Sep 2013 12:49:27 +0200 |
Neil Muller |
more zooming
|
Sat, 07 Sep 2013 12:43:31 +0200 |
Neil Muller |
Partial zoom support
|
Sat, 07 Sep 2013 12:41:16 +0200 |
Jeremy Thurgood |
Rename dead sheep as well.
|
Sat, 07 Sep 2013 12:38:51 +0200 |
Neil Muller |
Unbreak polygon drawing
|
Sat, 07 Sep 2013 12:33:35 +0200 |
Jeremy Thurgood |
Sheep! (And refactoring!)
|
Sat, 07 Sep 2013 11:21:54 +0200 |
Jeremy Thurgood |
Better protagonist finding for enemies.
|
Sat, 07 Sep 2013 12:32:40 +0200 |
Stefano Rivera |
Move hard-coded starting point to levels meta file
|
Sat, 07 Sep 2013 12:10:42 +0200 |
Neil Muller |
Move points button
|
Sat, 07 Sep 2013 11:16:59 +0200 |
Stefano Rivera |
No, we really don't need EnemyDeathEvent
|
Sat, 07 Sep 2013 10:42:37 +0200 |
Jeremy Thurgood |
Pad multiline text.
|
Sat, 07 Sep 2013 10:39:01 +0200 |
Stefano Rivera |
Tyop (spotted by the Hodgestar)
|
Sat, 07 Sep 2013 10:15:19 +0200 |
Stefano Rivera |
Add attacks to stats screen
|
Sat, 07 Sep 2013 09:47:45 +0200 |
Adrianna Pińska |
better bubbles (work in progress)
|
Sat, 07 Sep 2013 08:59:55 +0200 |
Neil Muller |
Animated acid
|
Sat, 07 Sep 2013 08:59:28 +0200 |
Neil Muller |
Hack together tile animation
|
Sat, 07 Sep 2013 01:21:32 +0200 |
Stefano Rivera |
Reselt world on death
|
Sat, 07 Sep 2013 01:12:21 +0200 |
Stefano Rivera |
Restarting the level restores health
|
Sat, 07 Sep 2013 01:11:51 +0200 |
Neil Muller |
Fold long text messages somewhat
|
Sat, 07 Sep 2013 01:05:18 +0200 |
Neil Muller |
Pass layout hint to overlays
|
Sat, 07 Sep 2013 01:03:55 +0200 |
Neil Muller |
Better MultiLineWidget
|
Sat, 07 Sep 2013 01:10:53 +0200 |
Stefano Rivera |
Use Result instead of ClawEvent
|
Sat, 07 Sep 2013 01:04:01 +0200 |
Stefano Rivera |
Use Result to handle firing
|
Sat, 07 Sep 2013 01:03:46 +0200 |
Adrianna Pińska |
screenshot with dead aliens and keycards
|
Sat, 07 Sep 2013 00:42:09 +0200 |
Stefano Rivera |
Use Result to handle enemy death (but keep the event for accounting purposes)
|
Sat, 07 Sep 2013 00:34:00 +0200 |
Jeremy Thurgood |
Goodbye foul locked_door!
|
Sat, 07 Sep 2013 00:28:56 +0200 |
Adrianna Pińska |
lock
|
Sat, 07 Sep 2013 00:15:19 +0200 |
Neil Muller |
remove unneeded fill
|
Sat, 07 Sep 2013 00:10:20 +0200 |
Neil Muller |
Drop unused alpha bit from tile_surface helper
|
Fri, 06 Sep 2013 23:59:49 +0200 |
Stefano Rivera |
Don't crash if we have an out of date saved state
|
Fri, 06 Sep 2013 23:58:15 +0200 |
Stefano Rivera |
Use a result object to get new drawables back to the area
|
Fri, 06 Sep 2013 23:47:44 +0200 |
Jeremy Thurgood |
Fix positioning and debug print.
|
Fri, 06 Sep 2013 23:39:22 +0200 |
Jeremy Thurgood |
Bleh.
|
Fri, 06 Sep 2013 23:37:55 +0200 |
Jeremy Thurgood |
Some notes.
|
Fri, 06 Sep 2013 23:22:44 +0200 |
Jeremy Thurgood |
Some notes.
|
Fri, 06 Sep 2013 23:36:08 +0200 |
Stefano Rivera |
Colons are allowed in strings
|
Fri, 06 Sep 2013 23:11:37 +0200 |
Stefano Rivera |
Collected collectables stay collected
|
Fri, 06 Sep 2013 23:07:27 +0200 |
Stefano Rivera |
Create a nagslang.collectable module for collectables
|
Fri, 06 Sep 2013 23:03:28 +0200 |
Adrianna Pińska |
new acid and moonlight art
|
Fri, 06 Sep 2013 22:40:41 +0200 |
Adrianna Pińska |
new werewolf attack art.
|
Fri, 06 Sep 2013 22:52:24 +0200 |
Stefano Rivera |
Count deaths
|
Fri, 06 Sep 2013 22:44:14 +0200 |
Stefano Rivera |
Move the inventory to world, to slightly reduce overall hackyness
|
Fri, 06 Sep 2013 22:33:51 +0200 |
Stefano Rivera |
Change the flavour of magic in World
|
Fri, 06 Sep 2013 22:27:08 +0200 |
Jeremy Thurgood |
Use timers for enemy ballistics cooldown.
|
Fri, 06 Sep 2013 21:56:57 +0200 |
Jeremy Thurgood |
Automatic weapons.
|
Fri, 06 Sep 2013 21:37:00 +0200 |
Stefano Rivera |
Make the inventory a set
|
Fri, 06 Sep 2013 21:27:09 +0200 |
Neil Muller |
Demo new alien
|
Fri, 06 Sep 2013 21:26:57 +0200 |
Neil Muller |
Start refactoring alien movement
|
Fri, 06 Sep 2013 21:13:45 +0200 |
Stefano Rivera |
Enemy ranged attacks do damage
|
Fri, 06 Sep 2013 21:07:24 +0200 |
Stefano Rivera |
Move ranged attack code to Enemy. Don't shoot through solid objects
|
Fri, 06 Sep 2013 20:59:37 +0200 |
Jeremy Thurgood |
More sensible health bar positioning.
|
Fri, 06 Sep 2013 20:45:02 +0200 |
Jeremy Thurgood |
Keycard doors.
|
Fri, 06 Sep 2013 20:25:06 +0200 |
Stefano Rivera |
Acid attacks shoot things that look like acid
|
Fri, 06 Sep 2013 20:12:07 +0200 |
Neil Muller |
Transparent moonlight
|
Fri, 06 Sep 2013 20:10:46 +0200 |
Stefano Rivera |
ChargingEnemy spits acid
|
Fri, 06 Sep 2013 20:06:25 +0200 |
Jeremy Thurgood |
Keycard art.
|
Fri, 06 Sep 2013 19:42:01 +0200 |
Jeremy Thurgood |
Refactor doors and add horrible temporoary image for someone to fix later.
|
Fri, 06 Sep 2013 19:39:59 +0200 |
Stefano Rivera |
Kill dead speed limits
|
Fri, 06 Sep 2013 19:14:04 +0200 |
Jeremy Thurgood |
Moonlight tiles force wolf form.
|
Fri, 06 Sep 2013 18:41:29 +0200 |
David Sharpe |
Tweaks to the claw attack.
|
Fri, 06 Sep 2013 17:32:25 +0200 |
Neil Muller |
Allow copying polygon 6 into terrain objects
|
Fri, 06 Sep 2013 17:29:50 +0200 |
Neil Muller |
Add convex requirement to hint
|
Fri, 06 Sep 2013 16:34:43 +0200 |
Neil Muller |
Faster tiled renderer
|
Fri, 06 Sep 2013 16:14:03 +0200 |
Neil Muller |
Demo acid
|
Fri, 06 Sep 2013 16:13:43 +0200 |
Neil Muller |
Hostile terrian objects
|
Fri, 06 Sep 2013 15:54:43 +0200 |
Neil Muller |
Add an acidish tile
|
Fri, 06 Sep 2013 15:53:28 +0200 |
Neil Muller |
Add a tiled renderer
|
Fri, 06 Sep 2013 15:18:40 +0200 |
Neil Muller |
Split out tiling into utility function
|
Fri, 06 Sep 2013 15:40:35 +0200 |
Jeremy Thurgood |
Health bar transparency.
|
Fri, 06 Sep 2013 15:14:27 +0200 |
Jeremy Thurgood |
Save door and lever state.
|
Fri, 06 Sep 2013 13:42:42 +0200 |
Stefano Rivera |
Remember start position on a level (a bit hacky)
|
Fri, 06 Sep 2013 13:38:07 +0200 |
Stefano Rivera |
Allow tuples in dicts
|
Fri, 06 Sep 2013 12:58:46 +0200 |
Neil Muller |
Robustness fix
|
Fri, 06 Sep 2013 12:59:51 +0200 |
Stefano Rivera |
Resume from the previous level
|
Fri, 06 Sep 2013 12:55:48 +0200 |
Jeremy Thurgood |
Enemies can hurt things again. (Oops.)
|
Fri, 06 Sep 2013 12:48:03 +0200 |
Jeremy Thurgood |
Less violent werewolf health colour.
|
Fri, 06 Sep 2013 12:44:01 +0200 |
Jeremy Thurgood |
Use constants for health.
|
Fri, 06 Sep 2013 12:42:18 +0200 |
Jeremy Thurgood |
Better change sequence.
|
Fri, 06 Sep 2013 12:25:53 +0200 |
Neil Muller |
Re-enable no-sound option
|
Fri, 06 Sep 2013 12:22:02 +0200 |
Jeremy Thurgood |
Better key handling, form change delay.
|
Fri, 06 Sep 2013 11:48:48 +0200 |
Jeremy Thurgood |
More interesting claw attack.
|
Fri, 06 Sep 2013 11:39:48 +0200 |
Jeremy Thurgood |
Physics-related cleanup.
|
Fri, 06 Sep 2013 10:49:19 +0200 |
Jeremy Thurgood |
Better wolf claw attack.
|
Fri, 06 Sep 2013 03:10:04 +0200 |
Adrianna Pińska |
laser gun
|
Fri, 06 Sep 2013 02:41:55 +0200 |
Simon Cross |
Fix claw attack rendering a bit.
|
Fri, 06 Sep 2013 02:39:56 +0200 |
Neil Muller |
Move quit button away from other stuff
|
Fri, 06 Sep 2013 02:36:59 +0200 |
Adrianna Pińska |
magenta laser blast
|
Fri, 06 Sep 2013 02:29:44 +0200 |
Neil Muller |
Only add objects with actual puzzlers to the glue
|
Fri, 06 Sep 2013 02:21:01 +0200 |
Simon Cross |
Fix out by one error.
|
Fri, 06 Sep 2013 02:18:44 +0200 |
Simon Cross |
Remove name from new_game door for now (since it breaks the assumption that all named objects have puzzlers.
|
Fri, 06 Sep 2013 02:11:58 +0200 |
Simon Cross |
Load first level on play start.
|
Fri, 06 Sep 2013 02:09:46 +0200 |
Simon Cross |
Remove key_state from new game door.
|
Fri, 06 Sep 2013 02:04:27 +0200 |
Simon Cross |
A spaceship level (aka were you start).
|
Fri, 06 Sep 2013 02:03:53 +0200 |
Simon Cross |
Load all levels.
|
Fri, 06 Sep 2013 02:03:16 +0200 |
Simon Cross |
Add means for listing levels and areas.
|
Fri, 06 Sep 2013 02:08:03 +0200 |
Adrianna Pińska |
have a heart
|
Fri, 06 Sep 2013 02:01:30 +0200 |
Stefano Rivera |
Open bulkheads are no longer opaque to furniture
|
Fri, 06 Sep 2013 01:48:59 +0200 |
Stefano Rivera |
BOX is no longer accurate
|
Fri, 06 Sep 2013 01:44:23 +0200 |
Stefano Rivera |
Actually use the base tile specified in the level
|
Fri, 06 Sep 2013 01:41:02 +0200 |
Adrianna Pińska |
why are floors so hard?
|
Fri, 06 Sep 2013 01:07:33 +0200 |
Simon Cross |
Fix typo.
|
Fri, 06 Sep 2013 00:49:20 +0200 |
Adrianna Pińska |
sheep
|
Fri, 06 Sep 2013 00:45:52 +0200 |
David Sharpe |
PEP8
|
Fri, 06 Sep 2013 00:37:26 +0200 |
David Sharpe |
Basic claw attack, stealing liberally from other people's code! ;)
|
Fri, 06 Sep 2013 00:38:05 +0200 |
David Sharpe |
Now with the attack image
|
Fri, 06 Sep 2013 00:41:49 +0200 |
Stefano Rivera |
Now *both* types of enemies die
|
Fri, 06 Sep 2013 00:41:14 +0200 |
Jeremy Thurgood |
Werewolf form heals every second.
|
Fri, 06 Sep 2013 00:36:14 +0200 |
Stefano Rivera |
Enemies leave corpses
|
Fri, 06 Sep 2013 00:32:38 +0200 |
Neil Muller |
Rename animate to update and pass seconds, for future fun
|
Fri, 06 Sep 2013 00:20:54 +0200 |
Simon Cross |
Sonata!
|
Fri, 06 Sep 2013 00:17:22 +0200 |
Stefano Rivera |
Enemies now die
|
Fri, 06 Sep 2013 00:16:32 +0200 |
Adrianna Pińska |
dead aliens
|
Thu, 05 Sep 2013 23:56:44 +0200 |
Neil Muller |
Fix timing issues
|
Thu, 05 Sep 2013 23:57:50 +0200 |
Stefano Rivera |
Pass bullet hits through to the target
|
Thu, 05 Sep 2013 23:56:25 +0200 |
Jeremy Thurgood |
Walls need WALL_COLLISION_TYPE.
|
Thu, 05 Sep 2013 23:55:42 +0200 |
Adrianna Pińska |
layer bugfix
|
Thu, 05 Sep 2013 23:50:36 +0200 |
Adrianna Pińska |
better eyestalk action
|
Thu, 05 Sep 2013 23:48:33 +0200 |
Simon Cross |
Outline of a story!
|
Thu, 05 Sep 2013 23:43:50 +0200 |
Stefano Rivera |
Create a tuple of bullet position, so we don't just hold a reference to a mutable object
|
Thu, 05 Sep 2013 23:43:37 +0200 |
Jeremy Thurgood |
Levers look like levers.
|
Thu, 05 Sep 2013 23:31:00 +0200 |
Stefano Rivera |
Bullets don't collide with sensors
|
Thu, 05 Sep 2013 23:27:45 +0200 |
Adrianna Pińska |
a lever
|
Thu, 05 Sep 2013 23:26:13 +0200 |
Stefano Rivera |
Bullets that mostly die when they hit things
|
Thu, 05 Sep 2013 23:17:02 +0200 |
Jeremy Thurgood |
--no-music flag.
|
Thu, 05 Sep 2013 22:41:27 +0200 |
Stefano Rivera |
Faster bullet
|
Thu, 05 Sep 2013 17:13:29 +0200 |
David Fraser |
Avoid long lines
|
Thu, 05 Sep 2013 17:09:59 +0200 |
David Fraser |
Merge
|
Thu, 05 Sep 2013 16:41:02 +0200 |
David Fraser |
Merge branch
|
Thu, 05 Sep 2013 16:40:04 +0200 |
David Fraser |
Added requirements.txt and use it from setup.py
|
Thu, 05 Sep 2013 16:43:25 +0200 |
Jeremy Thurgood |
Collect gun (which currently looks like a bullet) to shoot.
|
Thu, 05 Sep 2013 16:34:17 +0200 |
Neil Muller |
Basic death
|
Thu, 05 Sep 2013 16:16:49 +0200 |
Stefano Rivera |
Those tabs were irritating me
|
Thu, 05 Sep 2013 16:15:37 +0200 |
Stefano Rivera |
Fire on Ctrl too (z isn't convenient on Dvorak)
|
Thu, 05 Sep 2013 16:10:57 +0200 |
Jeremy Thurgood |
Toggle switch, sans art.
|
Thu, 05 Sep 2013 15:58:24 +0200 |
Jeremy Thurgood |
Protagonist actions, now required for operating doors.
|
Thu, 05 Sep 2013 14:12:55 +0200 |
Neil Muller |
Add current mode hints
|
Thu, 05 Sep 2013 13:47:22 +0200 |
Neil Muller |
Don't crash on empty walls
|
Thu, 05 Sep 2013 13:34:37 +0200 |
Neil Muller |
simple slow charging alien
|
Thu, 05 Sep 2013 13:15:31 +0200 |
Neil Muller |
Protagonist and enemies should see the world
|
Thu, 05 Sep 2013 13:09:14 +0200 |
Neil Muller |
Move protagonist to the world
|
Thu, 05 Sep 2013 12:04:14 +0200 |
Neil Muller |
Add a 'select object' with pop-up for easier editing
|
Thu, 05 Sep 2013 12:03:34 +0200 |
Neil Muller |
Add object returns for use in the level editor
|
Thu, 05 Sep 2013 10:52:41 +0200 |
Neil Muller |
Swap order of S frames, so U-turns aren't as freaky
|
Thu, 05 Sep 2013 01:16:40 +0200 |
Simon Cross |
Stop music when the level ends.
|
Thu, 05 Sep 2013 01:07:42 +0200 |
Simon Cross |
Sources for sounds.
|
Thu, 05 Sep 2013 00:54:48 +0200 |
Simon Cross |
First sound and music.
|
Thu, 05 Sep 2013 00:54:26 +0200 |
Simon Cross |
Add first draft of sound support.
|
Thu, 05 Sep 2013 00:53:57 +0200 |
Simon Cross |
Add generic tmp folder to hgignore.
|
Thu, 05 Sep 2013 00:48:42 +0200 |
Neil Muller |
The daily screenshot
|
Thu, 05 Sep 2013 00:41:42 +0200 |
David Sharpe |
Pep8
|
Thu, 05 Sep 2013 00:37:48 +0200 |
David Sharpe |
Correcting damage application
|
Thu, 05 Sep 2013 00:39:55 +0200 |
Neil Muller |
PEP8
|
Thu, 05 Sep 2013 00:38:14 +0200 |
Neil Muller |
Add angle to doors
|
Thu, 05 Sep 2013 00:37:23 +0200 |
Neil Muller |
Better reporting of object errors. Fix incorrect assumption about ordering
|
Thu, 05 Sep 2013 00:36:30 +0200 |
Stefano Rivera |
(really rubbish) bullets
|
Thu, 05 Sep 2013 00:32:56 +0200 |
Adrianna Pińska |
note is now a terminal
|
Thu, 05 Sep 2013 00:18:37 +0200 |
Neil Muller |
Fix function signature
|
Thu, 05 Sep 2013 00:05:17 +0200 |
David Sharpe |
Added collision damage with enemies.
|
Thu, 05 Sep 2013 00:08:58 +0200 |
David Sharpe |
PEP8
|
Thu, 05 Sep 2013 00:06:37 +0200 |
Jeremy Thurgood |
Collision handlers get the protagonist.
|
Thu, 05 Sep 2013 00:05:03 +0200 |
Neil Muller |
Object editing
|
Thu, 05 Sep 2013 00:04:25 +0200 |
Adrianna Pińska |
door
|
Wed, 04 Sep 2013 23:53:45 +0200 |
Adrianna Pińska |
west-facing human
|
Wed, 04 Sep 2013 23:53:34 +0200 |
Stefano Rivera |
Save game state
|
Wed, 04 Sep 2013 23:46:06 +0200 |
Neil Muller |
Add framework of edit object dialog
|
Wed, 04 Sep 2013 23:42:09 +0200 |
Adrianna Pińska |
west-facing werewolf
|
Wed, 04 Sep 2013 23:05:44 +0200 |
David Sharpe |
Stuff.
|
Wed, 04 Sep 2013 22:48:47 +0200 |
David Sharpe |
More pep8
|
Wed, 04 Sep 2013 22:48:10 +0200 |
David Sharpe |
Pep8
|
Wed, 04 Sep 2013 22:46:29 +0200 |
David Sharpe |
Added health to protagonist.
|
Wed, 04 Sep 2013 22:26:36 +0200 |
David Sharpe |
Merge
|
Wed, 04 Sep 2013 22:26:15 +0200 |
David Sharpe |
Merge
|
Wed, 04 Sep 2013 22:25:54 +0200 |
David Sharpe |
Added health bar to main screen.
|
Wed, 04 Sep 2013 20:20:13 +0200 |
David Sharpe |
Merge
|
Wed, 04 Sep 2013 01:23:43 +0200 |
David Sharpe |
Merge
|
Wed, 04 Sep 2013 01:23:32 +0200 |
David Sharpe |
Updated TODOs
|
Wed, 04 Sep 2013 22:20:36 +0200 |
Neil Muller |
Can has delete objects
|
Wed, 04 Sep 2013 22:07:20 +0200 |
Neil Muller |
Add a world object to collect some stats
|
Wed, 04 Sep 2013 22:06:55 +0200 |
Neil Muller |
Add multiline widget
|
Wed, 04 Sep 2013 21:32:55 +0200 |
Neil Muller |
More work towards object editing
|
Wed, 04 Sep 2013 21:16:09 +0200 |
Neil Muller |
Add hints for the level editor
|
Wed, 04 Sep 2013 19:11:00 +0200 |
Adrianna Pińska |
north-facing human
|
Wed, 04 Sep 2013 19:09:02 +0200 |
Jeremy Thurgood |
Update TODO.txt.
|
Wed, 04 Sep 2013 18:55:57 +0200 |
Adrianna Pińska |
protagonist rename of doom
|
Wed, 04 Sep 2013 18:45:18 +0200 |
Stefano Rivera |
Avoid indirection in Makefile
|
Wed, 04 Sep 2013 18:41:06 +0200 |
Jeremy Thurgood |
Remove unused stuff.
|
Wed, 04 Sep 2013 18:40:00 +0200 |
Jeremy Thurgood |
Much better facing renderers.
|
Wed, 04 Sep 2013 18:37:43 +0200 |
Adrianna Pińska |
generated pngs for south-facing human
|
Wed, 04 Sep 2013 18:30:47 +0200 |
Adrianna Pińska |
human facing south
|
Wed, 04 Sep 2013 18:30:08 +0200 |
Stefano Rivera |
A stupid, simple menu
|
Wed, 04 Sep 2013 18:04:59 +0200 |
Neil Muller |
Display list of objects to edit / delete
|
Wed, 04 Sep 2013 17:25:26 +0200 |
Jeremy Thurgood |
Bulkheads are bits of wall you can walk through.
|
Wed, 04 Sep 2013 16:56:24 +0200 |
Neil Muller |
Always show objects in objects mode
|
Wed, 04 Sep 2013 16:53:24 +0200 |
Stefano Rivera |
Overlays belong in render
|
Wed, 04 Sep 2013 16:48:43 +0200 |
Jeremy Thurgood |
Fix embarrassing leftover underscore.
|
Wed, 04 Sep 2013 16:37:10 +0200 |
Neil Muller |
Add placeholder object mode menu
|
Wed, 04 Sep 2013 16:21:21 +0200 |
Jeremy Thurgood |
Less hacky rotation suppression.
|
Wed, 04 Sep 2013 15:06:33 +0200 |
Jeremy Thurgood |
Better rendering and movement detection.
|
Wed, 04 Sep 2013 14:53:37 +0200 |
Jeremy Thurgood |
Composition-based renderers.
|
Wed, 04 Sep 2013 13:15:48 +0200 |
Jeremy Thurgood |
Clunkier properties to make pyflakes happy.
|
Wed, 04 Sep 2013 13:13:11 +0200 |
Jeremy Thurgood |
Better protagonist physicser.
|
Wed, 04 Sep 2013 01:14:49 +0200 |
Stefano Rivera |
Screenshot
|
Wed, 04 Sep 2013 00:17:50 +0200 |
Stefano Rivera |
Build PNGs
|
Wed, 04 Sep 2013 00:15:11 +0200 |
Adrianna Pińska |
werewolf facing north
|
Wed, 04 Sep 2013 00:11:29 +0200 |
Neil Muller |
Pass display offset to overlays for when the display is larger than the level
|
Tue, 03 Sep 2013 23:58:57 +0200 |
Adrianna Pińska |
werewolf facing south
|
Tue, 03 Sep 2013 23:45:56 +0200 |
Stefano Rivera |
Drop compatibility imports, and allow an optional module on classnames
|
Tue, 03 Sep 2013 23:42:51 +0200 |
Jeremy Thurgood |
Fun with mass and friction.
|
Tue, 03 Sep 2013 23:33:44 +0200 |
Stefano Rivera |
Break out Renderers
|
Tue, 03 Sep 2013 23:32:46 +0200 |
Neil Muller |
PEP8
|
Tue, 03 Sep 2013 23:31:54 +0200 |
Neil Muller |
Munge in interior wall drawing
|
Tue, 03 Sep 2013 23:14:48 +0200 |
Neil Muller |
Display interior walls and start working towards drawing them
|
Tue, 03 Sep 2013 23:29:15 +0200 |
Stefano Rivera |
And another puzzler for level-importing
|
Tue, 03 Sep 2013 23:28:38 +0200 |
Stefano Rivera |
Level doesn't gave a get_drawables() getter any more, that was rubbish
|
Tue, 03 Sep 2013 23:27:25 +0200 |
Stefano Rivera |
Break puzzlers out of game_object.py
|
Tue, 03 Sep 2013 23:16:09 +0200 |
Jeremy Thurgood |
Fix protagonist physicsers.
|
Tue, 03 Sep 2013 22:53:23 +0200 |
Neil Muller |
Add showing objects to the level editor
|
Tue, 03 Sep 2013 22:19:20 +0200 |
Neil Muller |
Add dummy check boxes
|
Tue, 03 Sep 2013 22:50:29 +0200 |
Jeremy Thurgood |
Interior walls.
|
Tue, 03 Sep 2013 22:24:38 +0200 |
Stefano Rivera |
Overlays that don't suck as much
|
Tue, 03 Sep 2013 22:10:38 +0200 |
Neil Muller |
Reorder startup to avoid pygame init issues
|
Tue, 03 Sep 2013 22:02:33 +0200 |
Stefano Rivera |
Note image
|
Tue, 03 Sep 2013 21:53:24 +0200 |
Neil Muller |
Add some notes on requirements to the readme
|
Tue, 03 Sep 2013 21:16:22 +0200 |
Jeremy Thurgood |
Document collision handler a little better.
|
Tue, 03 Sep 2013 21:47:24 +0200 |
Stefano Rivera |
Overlay notes
|
Tue, 03 Sep 2013 21:44:55 +0200 |
Neil Muller |
Don't render the old scene with the protagnist's new position during scene changes
|
Tue, 03 Sep 2013 21:09:55 +0200 |
Jeremy Thurgood |
Activate door with switch.
|
Tue, 03 Sep 2013 20:24:25 +0200 |
Jeremy Thurgood |
Better collision handling, potentially locked doors.
|
Tue, 03 Sep 2013 20:10:44 +0200 |
Stefano Rivera |
Err, in pymunk coordinates
|
Tue, 03 Sep 2013 20:06:12 +0200 |
Jeremy Thurgood |
Some refactoring and fixing, start of better collision handling.
|
Tue, 03 Sep 2013 19:48:02 +0200 |
Stefano Rivera |
Make FloorSwitchPuzzler are more generic CollidePuzzler
|
Tue, 03 Sep 2013 19:31:28 +0200 |
Stefano Rivera |
Output coordinates from the level editor, to help place things
|
Tue, 03 Sep 2013 19:09:07 +0200 |
Stefano Rivera |
We have doors
|
Tue, 03 Sep 2013 17:37:16 +0200 |
Neil Muller |
Re-canonicalize level1 after rebase merge
|
Tue, 03 Sep 2013 16:59:00 +0200 |
Neil Muller |
Fix destintion and add internal door
|
Tue, 03 Sep 2013 16:58:45 +0200 |
Neil Muller |
Add DoorEvent and tweak ScreenChange to keep more state when the player goes through a door
|
Tue, 03 Sep 2013 16:57:09 +0200 |
Neil Muller |
Add some state manipulation helper methods
|
Tue, 03 Sep 2013 17:15:00 +0200 |
Stefano Rivera |
Round-tripped levels through the editor to canonicalize them
|
Tue, 03 Sep 2013 16:12:24 +0200 |
Neil Muller |
Add doors to the levels
|
Tue, 03 Sep 2013 16:12:15 +0200 |
Neil Muller |
Initial door object
|
Tue, 03 Sep 2013 16:11:50 +0200 |
Neil Muller |
add level2 to list of screens
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Tue, 03 Sep 2013 16:08:25 +0200 |
Neil Muller |
Add a level2
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Tue, 03 Sep 2013 16:07:56 +0200 |
Neil Muller |
Tweak resources.get_file to allow creating non-existant files
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Tue, 03 Sep 2013 15:37:09 +0200 |
Neil Muller |
Very placeholder art for door
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Tue, 03 Sep 2013 15:27:58 +0200 |
Adrianna Pińska |
outstanding art TODO
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Tue, 03 Sep 2013 15:21:15 +0200 |
Neil Muller |
Update TODO a bit
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Tue, 03 Sep 2013 14:39:48 +0200 |
Neil Muller |
Add alien to level1
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Tue, 03 Sep 2013 14:39:38 +0200 |
Neil Muller |
A patrolling alien
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Tue, 03 Sep 2013 11:21:43 +0200 |
Neil Muller |
Allow using right mouse button to drag level display
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Tue, 03 Sep 2013 11:21:11 +0200 |
Neil Muller |
Remove stale debugging print
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Tue, 03 Sep 2013 11:19:03 +0200 |
Neil Muller |
Fix 'fill exterior' button
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Tue, 03 Sep 2013 10:47:27 +0200 |
Neil Muller |
Round-tripping through load/save shouldn't discard objects
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Tue, 03 Sep 2013 01:21:24 +0200 |
Jeremy Thurgood |
Screenshot for day 2.
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Tue, 03 Sep 2013 01:00:29 +0200 |
Jeremy Thurgood |
Pictures for lights and switches.
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Tue, 03 Sep 2013 00:52:22 +0200 |
Stefano Rivera |
Skip loading images before the display is initialized (so the level editor can start again)
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Tue, 03 Sep 2013 00:50:11 +0200 |
Jeremy Thurgood |
Consolidate image rendering stuff a bit.
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Tue, 03 Sep 2013 00:10:54 +0200 |
Neil Muller |
Stickier facings
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Mon, 02 Sep 2013 23:53:48 +0200 |
Stefano Rivera |
Moar PNGs
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Mon, 02 Sep 2013 23:53:11 +0200 |
Stefano Rivera |
Scroll wheel
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Mon, 02 Sep 2013 23:52:24 +0200 |
Neil Muller |
front and back views
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Mon, 02 Sep 2013 23:49:27 +0200 |
Jeremy Thurgood |
Crates look like crates.
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Mon, 02 Sep 2013 23:48:59 +0200 |
Adrianna Pińska |
floor sensors and lights
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Mon, 02 Sep 2013 23:48:09 +0200 |
Stefano Rivera |
Levels need a pymunk Space to load
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Mon, 02 Sep 2013 23:43:44 +0200 |
Stefano Rivera |
Rejig sys.path hacking above albow import, so I can hide it in the root of my repo
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Mon, 02 Sep 2013 23:39:08 +0200 |
Stefano Rivera |
Revert that crazy hack, nobody was meant to see it
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Mon, 02 Sep 2013 23:38:11 +0200 |
Stefano Rivera |
Rebuild PNG
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Mon, 02 Sep 2013 23:37:10 +0200 |
Adrianna Pińska |
make crate smaller
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Mon, 02 Sep 2013 23:19:46 +0200 |
Stefano Rivera |
Build new PNGs
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Mon, 02 Sep 2013 23:13:03 +0200 |
Jeremy Thurgood |
Fix imports.
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Mon, 02 Sep 2013 23:12:15 +0200 |
Jeremy Thurgood |
Remove hardcoded level hackery.
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Mon, 02 Sep 2013 23:05:25 +0200 |
Jeremy Thurgood |
Load game objects from level.
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Mon, 02 Sep 2013 22:40:14 +0200 |
Adrianna Pińska |
a crate
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Mon, 02 Sep 2013 22:35:41 +0200 |
Neil Muller |
Hook up protagnist animations
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Mon, 02 Sep 2013 19:20:44 +0200 |
Stefano Rivera |
Send a fake resize event, to discover the real window size under a tiling window manager
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Mon, 02 Sep 2013 19:04:36 +0200 |
Stefano Rivera |
Add a trailing newline
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Mon, 02 Sep 2013 18:31:03 +0200 |
Jeremy Thurgood |
Two switch puzzle!
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Mon, 02 Sep 2013 18:27:58 +0200 |
Stefano Rivera |
YAML levels
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Mon, 02 Sep 2013 18:12:42 +0200 |
Stefano Rivera |
Render tuples to lists
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Mon, 02 Sep 2013 18:00:52 +0200 |
Stefano Rivera |
Support other interesting keys, too
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Mon, 02 Sep 2013 17:58:35 +0200 |
Stefano Rivera |
Support integer dict keys
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Mon, 02 Sep 2013 18:19:57 +0200 |
Neil Muller |
Add hack'ish 'close polygon' option
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Mon, 02 Sep 2013 17:57:06 +0200 |
Neil Muller |
Tweak button creation code
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Mon, 02 Sep 2013 18:05:03 +0200 |
Jeremy Thurgood |
A box.
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Mon, 02 Sep 2013 17:44:27 +0200 |
Stefano Rivera |
Wrap long line
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Mon, 02 Sep 2013 17:43:45 +0200 |
Stefano Rivera |
Dump inline lists and dicts too
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Mon, 02 Sep 2013 17:03:25 +0200 |
Stefano Rivera |
Handle corner cases around quotes in strings
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Mon, 02 Sep 2013 16:57:59 +0200 |
Stefano Rivera |
Support inline lists, dicts, etc. And alternative top level objects
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Mon, 02 Sep 2013 17:23:13 +0200 |
Neil Muller |
Fill screen with black on scene changes, so small levels aren't surrounded by old cruft
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Mon, 02 Sep 2013 17:22:42 +0200 |
Neil Muller |
Handle case of display larger than the level better
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Mon, 02 Sep 2013 17:09:47 +0200 |
Jeremy Thurgood |
Cleaner switch/light rendering.
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Mon, 02 Sep 2013 16:57:31 +0200 |
Jeremy Thurgood |
Better tests.
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Mon, 02 Sep 2013 16:52:03 +0200 |
Jeremy Thurgood |
Fix test.
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Mon, 02 Sep 2013 16:43:15 +0200 |
Jeremy Thurgood |
Rearrange game objects a bit.
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Mon, 02 Sep 2013 16:40:56 +0200 |
Neil Muller |
Use dialogs to report save results
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Mon, 02 Sep 2013 16:04:11 +0200 |
Stefano Rivera |
Dump dicts in sorted order
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Mon, 02 Sep 2013 15:31:19 +0200 |
Stefano Rivera |
Support numeric types
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Mon, 02 Sep 2013 15:27:51 +0200 |
Stefano Rivera |
Support boolean and None types
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Mon, 02 Sep 2013 15:44:57 +0200 |
Neil Muller |
Tweak 'draw exterior' logic to handle surrounded polygons better
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Mon, 02 Sep 2013 15:29:37 +0200 |
Neil Muller |
Add fill button
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Mon, 02 Sep 2013 15:24:21 +0200 |
Neil Muller |
add save button
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Mon, 02 Sep 2013 15:04:42 +0200 |
Neil Muller |
More albow
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Mon, 02 Sep 2013 15:00:28 +0200 |
Stefano Rivera |
Fallback to pytest's skip exception
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Mon, 02 Sep 2013 14:51:50 +0200 |
Stefano Rivera |
Appease the gods of PEP-8
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Mon, 02 Sep 2013 14:50:30 +0200 |
Stefano Rivera |
Test with dump_s and load_s
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Mon, 02 Sep 2013 14:45:18 +0200 |
Stefano Rivera |
Refactored as classes for readability and to make it easier to support more types
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Mon, 02 Sep 2013 14:25:16 +0200 |
Jeremy Thurgood |
Some basic puzzle tests.
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Mon, 02 Sep 2013 14:09:39 +0200 |
Neil Muller |
Partially albowify the level editor
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Mon, 02 Sep 2013 13:59:11 +0200 |
Neil Muller |
Add fonts needed for Albowifying the editor
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Mon, 02 Sep 2013 14:01:55 +0200 |
Jeremy Thurgood |
Layered drawing.
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Mon, 02 Sep 2013 13:48:24 +0200 |
Jeremy Thurgood |
FloorLight, linked to a FloorSwitch.
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Mon, 02 Sep 2013 13:29:30 +0200 |
Jeremy Thurgood |
List of drawables in area.
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Mon, 02 Sep 2013 13:21:53 +0200 |
Jeremy Thurgood |
More consistent debug rendering.
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Mon, 02 Sep 2013 13:05:25 +0200 |
Stefano Rivera |
Support a common stylistic variation
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Mon, 02 Sep 2013 11:56:08 +0200 |
Stefano Rivera |
Rename to yamlish
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Mon, 02 Sep 2013 12:45:06 +0200 |
Neil Muller |
draw protagnist bounding box in debug mode. Redo drawing logic to avoid pymunk noise
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Mon, 02 Sep 2013 12:01:25 +0200 |
Jeremy Thurgood |
Cleaner direction key management.
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Mon, 02 Sep 2013 11:54:13 +0200 |
Neil Muller |
more pep8 cleanup
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Mon, 02 Sep 2013 11:50:04 +0200 |
Neil Muller |
Fix newer pep8 continuation complaint
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Mon, 02 Sep 2013 11:41:39 +0200 |
Jeremy Thurgood |
Add WASD controls, switch to "c" for form change.
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Mon, 02 Sep 2013 11:20:34 +0200 |
Neil Muller |
Support showing exterior filled view in the editor
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Mon, 02 Sep 2013 11:20:04 +0200 |
Neil Muller |
Fill the exterior with the blackness of space
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Mon, 02 Sep 2013 11:20:17 +0200 |
Jeremy Thurgood |
Comment out shape drawing for protagonist. Useful for debugging, but pymunk vomits all over stdout when drawing polygons.
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Mon, 02 Sep 2013 11:10:50 +0200 |
Jeremy Thurgood |
Rectangular human protagonist shape, refactored physicsers.
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Mon, 02 Sep 2013 08:47:05 +0200 |
Jeremy Thurgood |
Start next to the wall, not in it.
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Mon, 02 Sep 2013 08:36:46 +0200 |
Jeremy Thurgood |
Remove NullPhysicser, since it looks like everything needs PHYSICS!!!
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Mon, 02 Sep 2013 02:18:50 +0200 |
Stefano Rivera |
Dump our YAML subset too
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Mon, 02 Sep 2013 00:55:59 +0200 |
Stefano Rivera |
Simple (subset of) YAML parser
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Mon, 02 Sep 2013 00:49:42 +0200 |
Simon Cross |
Screenshot at r87.
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Sun, 01 Sep 2013 23:18:47 +0200 |
Neil Muller |
Hack in viewport
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Sun, 01 Sep 2013 23:00:45 +0200 |
Neil Muller |
Tweak render order
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Sun, 01 Sep 2013 22:57:03 +0200 |
Neil Muller |
Make the window resizable
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Sun, 01 Sep 2013 22:54:53 +0200 |
Neil Muller |
Point pymunk at a screen surface, not the display to make things saner
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Sun, 01 Sep 2013 22:58:04 +0200 |
davidsharpe |
Fix whitespace again.
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Sun, 01 Sep 2013 22:56:26 +0200 |
davidsharpe |
Fix whitespace.
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Sun, 01 Sep 2013 22:53:37 +0200 |
davidsharpe |
Floor switch with horrible hackery.
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Sun, 01 Sep 2013 22:36:49 +0200 |
Adrianna Pińska |
goodbye, werewolf
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Sun, 01 Sep 2013 22:26:13 +0200 |
Neil Muller |
Dump phone notes
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Sun, 01 Sep 2013 22:24:59 +0200 |
Adrianna Pińska |
now the human is going
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Sun, 01 Sep 2013 21:50:41 +0200 |
Stefano Rivera |
Make the polygon in level1 much bigger
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Sun, 01 Sep 2013 21:47:09 +0200 |
Stefano Rivera |
Human
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Sun, 01 Sep 2013 21:44:45 +0200 |
Stefano Rivera |
Put levels in a levels directory
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Sun, 01 Sep 2013 21:40:01 +0200 |
davidsharpe |
Automated merge
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Sun, 01 Sep 2013 21:39:37 +0200 |
davidsharpe |
Added environmental motion effects to protagonist.
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Sun, 01 Sep 2013 21:41:49 +0200 |
Stefano Rivera |
Move save() to Level
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Sun, 01 Sep 2013 21:39:16 +0200 |
Stefano Rivera |
Shebang and path hacking, so that the area_editor runs
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Sun, 01 Sep 2013 21:32:28 +0200 |
Stefano Rivera |
Creature PNGs
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Sun, 01 Sep 2013 21:20:14 +0200 |
Adrianna Pińska |
second alien
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Sun, 01 Sep 2013 20:47:58 +0200 |
Adrianna Pińska |
first alien
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Sun, 01 Sep 2013 19:56:18 +0200 |
Adrianna Pińska |
hoo-mon
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Sun, 01 Sep 2013 19:53:18 +0200 |
Jeremy Thurgood |
Clean up a few things.
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Sun, 01 Sep 2013 19:31:39 +0200 |
Jeremy Thurgood |
Move protagonist object to the right place.
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Sun, 01 Sep 2013 19:18:45 +0200 |
Jeremy Thurgood |
Unused import.
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Sun, 01 Sep 2013 19:18:12 +0200 |
Jeremy Thurgood |
Put werewolf facing direction magic back.
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Sun, 01 Sep 2013 18:57:35 +0200 |
Jeremy Thurgood |
WTF whitespace?!?!?!?!
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Sun, 01 Sep 2013 18:56:03 +0200 |
Jeremy Thurgood |
Fix import.
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Sun, 01 Sep 2013 18:50:21 +0200 |
Jeremy Thurgood |
Fix long line.
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Sun, 01 Sep 2013 18:48:55 +0200 |
Jeremy Thurgood |
Start of game object stuff.
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Sun, 01 Sep 2013 18:57:16 +0200 |
Stefano Rivera |
Centre the wolf on its body
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Sun, 01 Sep 2013 18:55:19 +0200 |
Neil Muller |
Use resource get_file
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Sun, 01 Sep 2013 18:51:06 +0200 |
Stefano Rivera |
Now with a werewolf
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Sun, 01 Sep 2013 18:50:19 +0200 |
Neil Muller |
Only save levels if the loops are closed
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Sun, 01 Sep 2013 18:46:05 +0200 |
Simon Cross |
Add .get_file() to resources.
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Sun, 01 Sep 2013 18:39:37 +0200 |
Simon Cross |
Draw all the walls.
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Sun, 01 Sep 2013 18:34:38 +0200 |
Simon Cross |
Tweak wall thickness and human impulse.
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Sun, 01 Sep 2013 18:29:04 +0200 |
Neil Muller |
The level editor
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Sun, 01 Sep 2013 18:28:33 +0200 |
Neil Muller |
Approximate levels and walls
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Sun, 01 Sep 2013 18:26:15 +0200 |
Stefano Rivera |
Built some images
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Sun, 01 Sep 2013 18:26:07 +0200 |
Stefano Rivera |
Now supporting make install
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Sun, 01 Sep 2013 18:22:46 +0200 |
Simon Cross |
Better movement and swap between werewolf and human form with 'w' (hodgestar, decoy).
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Sun, 01 Sep 2013 18:21:12 +0200 |
Adrianna Pińska |
restructured directory plus half an alien
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Sun, 01 Sep 2013 18:16:50 +0200 |
Stefano Rivera |
Export with inkscape. rsvg got the eyes wrong
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Sun, 01 Sep 2013 18:14:58 +0200 |
Stefano Rivera |
Sanish resolution
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Sun, 01 Sep 2013 18:14:43 +0200 |
Stefano Rivera |
Optional optimization
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Sun, 01 Sep 2013 18:10:33 +0200 |
Adrianna Pińska |
werewolf now with shading
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Sun, 01 Sep 2013 17:40:43 +0200 |
Simon Cross |
Use fixed timestemp because pymunk docs say this is an order of magnitude more efficient.
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Sun, 01 Sep 2013 17:40:30 +0200 |
Neil Muller |
Move tiles under images for resource loading
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Sun, 01 Sep 2013 17:31:07 +0200 |
Stefano Rivera |
Don't prefix the basedir twice
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Sun, 01 Sep 2013 17:24:45 +0200 |
Neil Muller |
Add a placeholder floor tile
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Sun, 01 Sep 2013 17:06:06 +0200 |
Simon Cross |
Give screens a name and a world.
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Sun, 01 Sep 2013 17:01:25 +0200 |
Stefano Rivera |
Render SVGs to PNG
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Sun, 01 Sep 2013 16:50:57 +0200 |
Simon Cross |
Remove unused import.
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Sun, 01 Sep 2013 16:50:06 +0200 |
Simon Cross |
Move and hold.
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Sun, 01 Sep 2013 16:44:04 +0200 |
Stefano Rivera |
Prettier resource loading module
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Sun, 01 Sep 2013 16:39:13 +0200 |
Jeremy Thurgood |
Arbitrary function condition.
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Sun, 01 Sep 2013 16:14:35 +0200 |
Simon Cross |
Fix repor and add type-check to __eq__.
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Sun, 01 Sep 2013 16:12:23 +0200 |
Simon Cross |
Don't munge sys.path -- rely on nagslang being installed.
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Sun, 01 Sep 2013 16:09:16 +0200 |
Stefano Rivera |
Text on the menu screen
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Sun, 01 Sep 2013 16:07:39 +0200 |
Jeremy Thurgood |
Protagonist and environment.
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Sun, 01 Sep 2013 16:03:04 +0200 |
Simon Cross |
A werewolf always knows where she's going.
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Sun, 01 Sep 2013 15:58:38 +0200 |
Adrianna Pińska |
werewolf
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Sun, 01 Sep 2013 15:57:07 +0200 |
Simon Cross |
Consider a spherical werewolf.
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Sun, 01 Sep 2013 15:35:48 +0200 |
Stefano Rivera |
Forgot to add mutators...
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Sun, 01 Sep 2013 15:35:37 +0200 |
Stefano Rivera |
Add sys.path munging to the script
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Sun, 01 Sep 2013 15:35:12 +0200 |
Stefano Rivera |
Ignore any local pymunk bits
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Sun, 01 Sep 2013 15:34:57 +0200 |
Simon Cross |
Fake area.
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Sun, 01 Sep 2013 15:18:11 +0200 |
Simon Cross |
Hook up area.
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Sun, 01 Sep 2013 14:50:12 +0200 |
Simon Cross |
Clean-up imports.
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Sun, 01 Sep 2013 14:48:21 +0200 |
Simon Cross |
Screens.
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Sun, 01 Sep 2013 14:36:18 +0200 |
Stefano Rivera |
Image loading
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Sun, 01 Sep 2013 14:21:13 +0200 |
Simon Cross |
Merge.
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Sun, 01 Sep 2013 14:19:55 +0200 |
Simon Cross |
Add start of engine / event dispatcher.
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Sun, 01 Sep 2013 14:19:31 +0200 |
Stefano Rivera |
Docstring
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Sun, 01 Sep 2013 14:17:42 +0200 |
Stefano Rivera |
Option parsing
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Sun, 01 Sep 2013 14:08:42 +0200 |
Simon Cross |
Small PEP8 fixes and add author email.
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Sun, 01 Sep 2013 14:04:01 +0200 |
Simon Cross |
Add start of screen / level / area object.
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Sun, 01 Sep 2013 13:56:40 +0200 |
Stefano Rivera |
Some startup code
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Sun, 01 Sep 2013 13:02:57 +0200 |
davidsharpe |
Ignore pycharm stuff.
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Sun, 01 Sep 2013 11:55:36 +0200 |
Neil Muller |
Add traditional / splite to filepath
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Sun, 01 Sep 2013 11:54:58 +0200 |
Stefano Rivera |
And another one
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Sun, 01 Sep 2013 11:54:13 +0200 |
Stefano Rivera |
Remove some files we don't need
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Sun, 01 Sep 2013 11:53:30 +0200 |
Simon Cross |
MIT license file.
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Sun, 01 Sep 2013 10:40:20 +0200 |
Jeremy Thurgood |
Update authors to reflect the current team.
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Sun, 01 Sep 2013 10:25:52 +0200 |
Jeremy Thurgood |
Replace setup.py with our own version.
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Sun, 01 Sep 2013 10:12:43 +0200 |
Simon Cross |
Fix PEP8 errors.
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Sun, 01 Sep 2013 09:41:37 +0200 |
Simon Cross |
Ignore some common files.
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Sun, 01 Sep 2013 08:51:43 +0200 |
Neil Muller |
Add skellington
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