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2015-01-14XEEN: Initial bugfixes for map loading and fix draw list positionsPaul Gilbert
2015-01-14XEEN: Formatting fixesPaul Gilbert
2015-01-14XEEN: Split in-game scene draw code into a separate filePaul Gilbert
2015-01-14XEEN: Remainder of drawIndoors implementedPaul Gilbert
2015-01-14XEEN: Implementing drawIndoorsPaul Gilbert
2015-01-13XEEN: Added Combat class and further map loading sprite settingPaul Gilbert
2015-01-13XEEN: Add indoor terrain loading and indoor list sprite setting to Map::loadPaul Gilbert
2015-01-13XEEN: Implemented indoor drawing code in draw3dPaul Gilbert
2015-01-12XEEN: Change _currentWall to be MazeWallLayers unionPaul Gilbert
2015-01-12XEEN: Implemented setMazeBitsPaul Gilbert
2015-01-11XEEN: Implemented map getCell methodPaul Gilbert
2015-01-11XEEN: Split up SCREEN_POSITIONING array and fix dataPaul Gilbert
2015-01-11XEEN: Implement frame update loop of draw3dPaul Gilbert
2015-01-11XEEN: Implemented loading of object animation dataPaul Gilbert
2015-01-11XEEN: Implemented setIndoorObjectsPaul Gilbert
2015-01-11XEEN: Added saving of maze monster/object dataPaul Gilbert
2015-01-11XEEN: Implemented code for 'saving' resources to the loaded savefilePaul Gilbert
2015-01-11XEEN: Added loading of event data for mapsPaul Gilbert
2015-01-11XEEN: Various renamingsPaul Gilbert
2015-01-09XEEN: Beginning to implement setIndoorObjectsPaul Gilbert
2015-01-09XEEN: Added indoor/outdoor draw structure listsPaul Gilbert
2015-01-08XEEN: Fixed monster/object data merging and sprite loadingPaul Gilbert
2015-01-08XEEN: Fix to load correct default savegamePaul Gilbert
2015-01-07XEEN: Further fix for savegame initializationPaul Gilbert
2015-01-07XEEN: Add prefix support to CC files, initial save state fixesPaul Gilbert
2015-01-07XEEN: Minor standardisation on monster/object IdsPaul Gilbert
2015-01-07XEEN: Implemented map loading of wall item spritesPaul Gilbert
2015-01-06XEEN: Work on loading sprites for monsters and objects in Map::loadPaul Gilbert
2015-01-06XEEN: More interface setup and UI button definitionsPaul Gilbert
2015-01-05XEEN: Start of in-game display implementationPaul Gilbert
2015-01-05XEEN: Implement more map loadingPaul Gilbert
2015-01-05XEEN: Properly implemented map loading first loading loopPaul Gilbert
2015-01-05XEEN: In progress implementing map loadingPaul Gilbert
2015-01-03XEEN: Implemented charIconsPrintPaul Gilbert
2015-01-03XEEN: Split game interface code into it's own classPaul Gilbert
2015-01-02XEEN: Completed assembleGameBorder methodPaul Gilbert
2015-01-02XEEN: Refactored checkSkill into Party classPaul Gilbert
2015-01-02XEEN: Added checkSkill and animating indicators to assembleBorderPaul Gilbert
2015-01-02XEEN: More UI loading code, refactored Dialog base to ButtonContainerPaul Gilbert
2015-01-02XEEN: Simplified SpriteResource class, char faces loading in main enginePaul Gilbert
2015-01-02XEEN: Fix compiler warningsPaul Gilbert
2015-01-02XEEN: Cleanup of party code split, moved roster and party to enginePaul Gilbert
2015-01-02XEEN: Split char/party logic into it's own filePaul Gilbert
2015-01-02XEEN: Replaced conditions array with named field structurePaul Gilbert
2015-01-02XEEN: Implemented dynamic data loading for new gamesPaul Gilbert
2015-01-01XEEN: Implemented party and condition classesPaul Gilbert
2015-01-01XEEN: Reorganisation of resource, sprite, and cc file class filesPaul Gilbert
2015-01-01XEEN: Credits screen now workingPaul Gilbert
2015-01-01XEEN: Beginnings of credits screenPaul Gilbert
2015-01-01XEEN: Split up menus file into dialogs and dialogs_optionsPaul Gilbert