15:37 Changeset [87] by maximinus_parpg
Grrrr. Fixed for barra
15:29 Changeset [86] by maximinus_parpg
Ok, now it really works :P
15:18 Changeset [85] by maximinus_parpg
Fixed bug in gfxsplit.py
10:01 Changeset [84] by maximinus_parpg
Amended gfxsplit.py Added test gfx


17:10 Changeset [83] by barra_parpg
* Added .png & .db (win32 thumbs) to SVN ignore
17:03 Changeset [82] by barra_parpg
* Screenshot date fix by Cheesesucker (":" are not allowed in filenames …
09:49 Changeset [81] by maximinus_parpg
Slowly starting to build the code to auto-split buildiings. …
03:05 Changeset [80] by bretzel_parpg
Added lots of stuff: -> Changed some code in the HUD so it will be easier …


13:43 Changeset [79] by maximinus_parpg
Fixed horrible text, looks better. Changed a few typos.
13:27 Changeset [78] by maximinus_parpg
Text over objects works Ugly, but it works Thanks to CheeseSucker? for the …
12:10 Changeset [77] by maximinus_parpg
Added new code for object display


16:17 Changeset [76] by bretzel_parpg
Added a functional options menu to the game. Right now it has options for …


21:40 Changeset [75] by bretzel_parpg
Added an options menu. It has pretty much nothing in it.
16:09 Changeset [74] by bretzel_parpg
Added the first version of the HUD. Also updated the inventory so that …


04:06 Changeset [73] by bretzel_parpg
Fixed one issue in world.py
04:04 Changeset [72] by bretzel_parpg
Screenshots now appear in the form of …


16:34 Changeset [71] by bretzel_parpg
Put the inventory logic into displayInventory, which was already there and …


13:28 Changeset [70] by maximinus_parpg
Maximinus note to self: Don't write code at work! Fixed broken code :-(, …
09:42 Changeset [69] by maximinus_parpg
Started incrementing object complexity. Now you can map or non map …


16:21 Changeset [68] by maximinus_parpg
Cleaned up NPC class (a lot) Right-clicking an object now shows info, …
09:54 Changeset [67] by maximinus_parpg
All code now PEP-8 standard, with spaces
02:20 Changeset [66] by maximinus_parpg
OK, you win Bretzel... Lots of small annoying PEP 8 standards correction.


16:48 Changeset [65] by maximinus_parpg
Cleaned some code in /scripts/inventory.py Optimised some logic in …
16:30 Changeset [64] by bretzel_parpg
Fixed error: ImportError?: No module named application
16:22 Changeset [63] by bretzel_parpg
Integrated the inventory into the PARPG demo. Press I to show/hide the …
16:17 Changeset [62] by maximinus_parpg
Large restructure of PC and NPC classes. Data seperation is a lot cleaner. …
15:55 Changeset [61] by bretzel_parpg
Added bretzel to the authors
15:52 Changeset [60] by bretzel_parpg
Fixed a typo in the readme


23:30 Changeset [59] by eleazzaar_parpg
adding a third grass tile.
13:42 Changeset [58] by maximinus_parpg
Made it so we only have one keycheck function (sanity at last!) A few more …
09:24 Changeset [57] by barra_parpg
* Modified y shifts for the crates to work around visual blocking issues
08:22 Changeset [56] by maximinus_parpg
Added bhaydens screenshot code. Added new screenshots folder. Updated …
07:54 Changeset [55] by maximinus_parpg
Objects now loaded from seperate XML file. Cleaned up some small areas in …


14:54 Changeset [54] by maximinus_parpg
Set Model / View data model for PARPG. Code no longer looks like Rio demo. …


17:21 Changeset [53] by barra_parpg
* Created directory for (temporary) FIFE patches that haven't found their …


05:09 Ticket #62 (Latest Inventory Code) created by Bretzel13
Here is the latest inventory code. We will get rid of the text on the …


14:43 Changeset [52] by maximinus_parpg
Added new graphics by shrew81. Cleaned up some map mess.


12:34 Changeset [51] by barra_parpg
* Improved rendering setup by Lamoot
Note: See TracTimeline for information about the timeline view.