SuperTux Changelog

What's new in SuperTux 0.6.0

Mar 11, 2019
  • Complete redesign of the icy world and forest world (Thank you, RustyBox and Serano)
  • Complete revamp of our rendering engine, the game should be much faster than it was previously
  • We now support OpenGL 3.3 Core as well as OpenGL ES 2.0, thus allowing SuperTux to be run on the Raspberry Pi, and potentially WebGL.
  • Support for right-to-left languages through vector fonts. This will also fix a few non-ASCII characters, which often caused problems before in translations
  • A lot of other under-the-hood changes and bugfixes
  • A few graphics have been updated, and effects have been added:
  • The save bell was reworked (Thanks to Raghavendra "raghukamath" Kamath!)
  • Improved big Tux graphics and animations (Thanks to Alzter)
  • Various effects and shaders (Thanks to Grumbel)

New in SuperTux 0.4.0 (Mar 6, 2016)

  • a nearly completely rewritten game engine based on OpenGL, OpenAL, SDL2, ...
  • support for translations
  • in-game manager for downloadable add-ons and translations
  • Bonus Island III, a for now unfinished Forest Island and the development levels in Incubator Island
  • a final boss in Icy Island
  • new and improved soundtracks and sound effects
  • new badguys, bonuses and power-ups (air-, earth- and ice-flower)
  • a halloween tilemap
  • new graphic effects (glowing objects, particles, ...)
  • levels and worldmaps are scriptable using squirrel
  • much more game objects: trampolines, switches, portable stones, wind, moving platforms, ... - most of them have scripting APIs
  • improved statistics
  • many invisible changes, like unit tests, efficiency improvements and more bug fixes
  • updated the official levels to make use of all the new features.
  • Compared to the latest beta, 0.3.5a, this release features:
  • updated translations
  • reworked add-on manager to support downloadable and updatable localization packs
  • many bugfixes
  • added iced-graphics to some more badguys
  • melting animation for some badguys
  • updated more levels (fix playability, ...)
  • updated build system, featuring unit tests, libraries as git submodules and improved Travis-CI builds to support nightly builds
  • more levels in Incubator Island
  • support for horizontal and vertical gradients that span the length / height of a sector. Add (direction "horizontal_sector / vertical_sector") to your gradient.

New in SuperTux 0.3.5a Dev (May 8, 2015)

  • A bugfix release is sneaking in. 3 weeks after 0.3.5 was released it's time to fix some bugs. This affects mostly the windows installer where some libraries were missing and add-ons couldn't be downloaded. Luckily we managed to get all of these nasty bugs away.
  • One more patch affects linux packagers: The AppData file from our repository is now contained in the source package.

New in SuperTux 0.3.5 Dev (Apr 14, 2015)

  • Candle made more versatile: flicker can be disabled and RGB light color chosen
  • Powerups glow in the dark
  • Fireballs glow in the dark, and added basic torch sprite of bug 883
  • Explosions light up immediate area
  • Improved glow radius of powerups
  • Added glow and ice vulnerability to flame
  • New BadGuys: 'iceflame' flame with fire vulnerability, 'ghostflame' flame without vulnerabilities
  • Enhanced Willowisp glow, added Kugelblitz glow
  • Invincibility sparkles glow in the dark
  • Strawboxes glow when burning in the dark
  • Powerups placed outside of bonus blocks glow if default sprites are used
  • Improved iceflame graphics
  • Improved color candle light appearance
  • New BadGuys (code only): 'walkingflame', 'swalkingflame' similar to spiky, sspiky but vulnerable to ice and glow
  • Set version to 0.3.4
  • Restored coin-cost for reset points and added a coin penalty for aborting a level to discourage powerup farming
  • Owl releases payload just prior to leaving the sector bounds, fixes bug 877
  • Consolidated code for walkingflame and swalking flame, added new dormant state
  • Renamed walkingflame to livefire including sleeping and dormant versions
  • Owl releases payload when killed by fire of invincibility, fixes bug 782
  • Owl releases payload just prior to leaving the sector bounds, fixes bug 877
  • Owl releases payload when killed by fire of invincibility, fixes bug 782
  • Set version to 0.3.4-GIT
  • Restored coin-cost for reset points and added a coin penalty for aborting a level to discourage powerup farming
  • Climbing animation stops when Tux is not in motion
  • Custom BonusBlocks now always run scripts if defined. The use of "script" as the contents can be used if the BonusBlock is only to run a script.
  • New BonusBlock content: 'coinrain'. Causes ten coins to rain down from the top of the sector. These coins are counted in level stats.
  • Icy Island levels 10-12 badguy and graphic tweaks
  • Short Fuse runs dead-script when exploding, not just when kill_fall() is called
  • Reduced code for HeavyCoin used by CoinRain, correcting unusual coin behavior introduced in commit 4ed4ca8
  • New BonusBlock content: 'explode' - a coin explosion. Causes ten coins to be hurled through the air as an alternative to coin rain in covered areas such as cave levels. These coins are included in the level stats. Testable in test/bonusblock.stl.
  • HeavyCoins make noise when they collide with solid objects. TODO: use a unique sound.
  • Modified conditions in which Tux can release objects. Allow Tux to ungrab in close proximity to other objects and while under/in front of unisolid tiles. This resolves bug 847.
  • Unified some [DEBUG] log calls, bug 994.
  • New BadGuy: GoldBomb - a bomb that throws a bunch of coins when exploding. Note: these coins are currently counted in level statistics. Also goldbomb is not allowed to be dispensed at this time.
  • Merge branch 'glow_effects' Several enhancements to make dark levels more viable by adding a glow to several objects. Candles have additional functionality to allow for many custom ambient lighting effects. An ice vulnerability is also added to flame badguys; in addition, a fire vulnerable and invulnerable version of flame is added. Finally a spiky-like badguy, LiveFire, is added which offers a sleeping and dormant (does not wake) state as well. The effects can be observed in the added test level: "Glow Effects Test".
  • Added a version of mriceblock that does not fall off ledges, title smartblock with an ugly recolored sprite.
  • Icecrusher makes noise when hitting and throws up particles when hitting the ground. TODO: Unique sound effects are needed for icecrusher hitting ground, and player. Perhaps even unique sounds dependent on size of icecrusher used.
  • Animated eyes of icecrusher to follow Tux
  • Large icecrusher sprites also support eye animation, also eyes spin around while icecrusher is recovering. Note that icecrusher could still use some facial expressions for idle and recovering states. The recovering state could use multiple expressions dependent on if Tux was hit or not.
  • Removed discussion of move from SVN from TODO list as well as a couple of completed items
  • Cleaned up icecrusher eye socket graphics, made eyes during recovery more googly
  • Translations: Polish updated with UTF-8, resolves Issue 19
  • Added a phase factor to dazed icecrusher eye motion so that eyes spin while icecrusher is monemtarily sitting on the ground
  • Start making a list for WHATSNEW so we can actually say upon next release
  • Consolidated some tilegroups
  • Added some coin sprite actions for the editor
  • Fixed coloring of snow celing slopes and reorganized snow tilegroup some
  • Improved tileability of snow/unisolid2 tiles
  • Filled out darksnow tileset some
  • Added slopes and concave tiles for darksnow
  • Remade darksnow concave and slope tiles While this is an improvement, there is still room for more. For example, some slope transition tiles might be nice.
  • Credit where credit is due for French Translation. Added Léo Poughon as a French Translator per request of the last official translator, Benjamin Leduc (Giby). Léo consulted on the last round of translations.
  • Allow butt-jumping on infoblocks
  • Omit the copyright date from translation in the title screen, as requested in bug 995
  • Added diagonal pole tiles
  • Reset points no longer activate if already in ringing state.
  • Strings in the addon manager can now be translated (see bug 997)
  • Removed intro/extro.txt from world1 since they are not being used and time-consuming to translators
  • Tweaks to HeavyCoin to make it placeable in the editor (just in case)
  • Set default behavior for red potion powerups to flip level
  • New level: 'The Mountain Pass' designed to introduce players to some of the newer game elements. New elements include: - moving platforms - multi-hit bonus blocks - short fuse - climbing - weak blocks - coin rain
  • New elements and tweaks to world 1 levels prior to cave sequence
  • Replaced flames with iceflames in 'You Have 1 Minute' for Bonus Island 2. This addresses bug 949- aparently the OS X implementation of openAL limit the number of sound sources to 64. Since there were 81 flames in a relatively small area in this area, and each flame has a sound source, this limit was being reached causing a crash. Replacing each flame with the silent iceflame skirts the issue.
  • Recompress PNG images to save space, load time. Bug 999.
  • Partial resolution of bug 952
  • Issue 1001: Fix compilation warning
  • Added a .gitignore file for common build and patching files
  • bug 1001 part: Fix compiler warnings in iSpy
  • Fix dangling else in sqapi.cpp
  • Improved owl graphics
  • Removed level 'The Mountain Pass' introduced climbing instead of wind in 'A Fork in the Road' and a couple of subsequent level tweaks. The idea behind this is that wind and moving platforms can be elements of the Forest World.
  • Start working on a bonusblock drop procedure for when buttjump is used to open
  • Finish making powerups drop out of bonus blocks when hit with butt-jump Allows bonus_blocks to drop contents when opened with a butt-jump. This makes obtaining powerups while big less-trivial. Note that bonus_blocks on the ground will still send their contents up (with the exception of the Tux doll). There is some room for improvement here: a sort of "drop riser" would make it look nicer, and currently dolls are unobtainable on butt-jump which might be a little to harsh.
  • Added some contrast, blended colors, and added texture to owl graphics
  • Made the eyes of owl more owl-like
  • Appearance of vertical movement to owl graphics
  • Don't kill badguys twice when hitting spike after falling after being squished
  • Fix credits font size for Marcin Kocur
  • Checking if badguy is active before double-killing in a few more places
  • modified: CMakeLists.txt modified: external/squirrel/squirrel/sqdebug.cpp modified: src/control/joystickkeyboardcontroller.cpp modified: src/control/joystickkeyboardcontroller.hpp modified: src/gui/button.cpp modified: src/gui/button.hpp modified: src/gui/button_group.cpp modified: src/main.cpp modified: src/physfs/physfs_sdl.cpp modified: src/scripting/functions.cpp modified: src/supertux/console.cpp modified: src/supertux/main.cpp modified: src/supertux/menu/joystick_menu.cpp modified: src/supertux/menu/keyboard_menu.cpp modified: src/supertux/menu/keyboard_menu.hpp modified: src/supertux/screen_manager.cpp modified: src/video/gl/gl_renderer.cpp modified: src/video/sdl/sdl_renderer.cpp modified: src/video/texture_manager.cpp git add src/SDL2/
  • [bug 952 partial] Free mouse cursor surface before shutdown
  • Prevent previous music from playing when sound file couldn't be found
  • Cleaned up some junk in bonus_block. Removed some unnecessary switches to reduce the amount of code. Star and Tux dolls now make a noise when leaving the bonus block. Removed unused variable from coin_explode. Heavy coins now bounce once when hitting the ground at high velocity and reflect their y velocity when hitting the bottome of something. Made it easy for the editor to place bonus blocks with the flip level potions.
  • Changing the order in which the components are loaded, video first, then audio, less 'important' parts deferred => faster showing of supertux window
  • Concept art for LiveFire
  • Spikes for all directions
  • Added ice-slick tiles that can be used to make various surfaces slippery.
  • Tux can stop to backflip when landing on objects. Holding jump still continues backflipping. Fixes bug #1008.
  • Reverted part of revision 02c347cdae86. Loading config before controller was causing controller settings to be lost and default keybindings/joystick mapping to be adopted. This change reverts that part of the component loading re-order.
  • Tux can stop to backflip at will. Holding jump continues backflipping. Better fix for bug #1008.
  • My cool commit message
  • New comit of SDL2
  • Few more fixes to SDL2 conversion
  • Dispensed badguys are no longer counted in level stats. Modified dispenser to only dispense badguys, instead of moving_objects. Previously dispenser could be set to dispense not only objects such as rocks or other portables, but even secret areas (which obviously makes a mess if someone is foolish enough to do it in an actual level). This change limits dispensed objects to badguys only, which also makes it trivially easy to fix the long-standing issue of dispensed badguys being counted for the badguys killed level stat. This fix was done as well, so the badguy level stat should no longer exceed the total badguys level stat.
  • Using a reset point no longer marks statistics as invalid. The rationale for this change is as follows: stats should only be marked as invalid in cases of cheating, not normal game mechanics. When a player uses a reset point, they typically gain no advantage over starting from the begining of a level since all of the collection stats are reset while time continues to count up. Not displaying/recording statistics once a reset point is used has traditionally confused players (the fine print in one infoblock in the first level is easily missed/forgotten). Also in the case of custom levels with incredible difficulty, stats are essentially never recorded making the levels even less fun.
  • Removed coin penalty for aborting a level- this needs to be thought out more
  • Tweaked the backflip timer so that Tux cannot cancel backflip after an arbitrarily short time. This preserves the original backflip mechanics, while still allowing the fix for bug 1008 to be in effect.
  • Added level to Incubator Island: 'Primed for Action'
  • Improved death mechanics of flame and iceflame. These enemies no longer hurt Tux or can take additional hits while their death animations are playing.
  • Improved death mechanics of livefire
  • Made short_fuse explode when hit with bullets of all types
  • Worldmap now supports an additional level sprite action that indicates completion of all level stats.
  • Recompressing newly added files
  • Added a secondary coin sound to distinguish between coins collected and coins interacting with the environment
  • Tweaked worldmap HUD. Moved the level title text from FOREGROUND to HUD layer making it consistent with level stats text. Changed placement of level stats from being relative to the center of the screen to being relative to the lower right corner, this should make the level stats more aesthetic across more resolution settings.
  • Icecrusher will no longer drop if there are static solids between it and Tux, resolves bug 1012
  • Added a negative y-velocity component to horizontal climbing alignment adjustment to prevent Tux from walking in place temporarily when trying to climb from a standing position
  • Stalactites break free when disturbed by fire and ice bullets
  • Hide stats on levels that have none
  • Added ability to define a 'target time' for levels which is taken into consideration when marking a level 'perfect'. As a proof of principle, Icy Island levels prior to the underground sequence have been assigned arbitrary but attainable target times. However, this feature probably should only be used with great care in the main game (if at all). Statistics still need to be modified to display the target time if defined, otherwise it will be confusing to players trying for perfet stats.
  • Worldmap stats report level target time
  • Level into screen will now display target time if defined for level
  • Secret areas can also trigger a script
  • Recolored secret area editor icon to match area color used, and added a climbable area icon
  • Moved a bouncing snowball in 'Under the Ice' so that it is no longer doomed to fail at reaching Tux
  • More recoloring of editor icons
  • BonusBlock drawn on same layer as Block again
  • Recast 'Living in a Fridge' in the darksnow2 tileset, added some slick ice and a coin explode bonus block, and some minor badguy tweaks to make everyone able to die
  • Added a missing 'break' statement to statistics
  • Prevent livefire from wakeing from sleep while in the process of being extinguished
  • Made the secret area in 'Entrance to the Cave' a bit harder to accidentally find from the backside
  • Added some space back to a couple of tilegroups so that those who know how to place tileblocks in the editor can
  • WeakBlocks draw in front of other objects allowing them to hide objects
  • Haywire makes noise when enraged
  • Replaced holes with spikes and removed useless badguys in level 'Ice in the Hole'
  • Recast the end of the cave sequence in darksnow2 tiles
  • Addon manager references a different index to keep add-ons versioned appropriately
  • --amend
  • Issue 1015: Adding null-checks to GLRenderer::draw_surface
  • half fix for bug 622
  • Added parallax background and made tweaks to 'A Path in the Clouds' to make stats more obtainable
  • Parallax background to 'A Mysterious House of Ice'
  • Tentative untested fix to SDL_GetDisplayMode
  • Parallax background and badguy tweaks to level 'The Escape'
  • Added a warning message alerting that a badguy included in level stats has left the sector
  • Badguy and graphic upgrades to level 'The Shattered Bridge'
  • Touched up antarctic water tiles
  • Removed annoying white line that appeared on big Tux's neck when running in front of a dark background
  • Recast 'Arctic Ruins' in icebridge and antarctic water tiles, also made level a little more interesting
  • Check to make sure worldmap level sprite has a 'perfect' action before trying to set it once level is completed
  • Snowman enhancements: dead-script is passed to snowball, fireballs only kill body, and jumping on produces a sound.
  • New sounds: cracking, icecrash, pop, and sizzle.
  • Updated translations
  • Merge branch 'master' of https://code.google.com/p/supertux
  • When creating a brick object to handle tiles with attribute brick the iced image is used for icy variant of the tiles (ID 78 and 105).
  • Fixed a background flaw in 'The Escape'
  • Changed the draw layer of coins from LAYER_TILES to LAYER_OBJECTS - 1 (slightly behind other objects such as badguys)
  • Issue 952: Unloading/freeing all tilesets prior to shutdown
  • More effective method of freeing tilesets
  • Added several OS-specific rules to .gitignore
  • More options for narrow snow tiles, bug# 1029. Also used new tiles to make secret area in level "Entrance to the Cave" closer to its original form. In addition, removed trailing whitespace from tiles.strf
  • Keep dead Tux small, resolves bug#638 and issue#5
  • addition of greek font
  • translation update and addition
  • forgoten files for greek support
  • devanagari font basic support
  • Haywire not moving when jumping on it after freezing
  • Belarusian translation and font
  • Revert "Belarusian translation and font" due to startup crash
  • Belarusian translation and font
  • Translation updates
  • Credits fix
  • Translation updates
  • Nit: typo
  • Move falling badguys to LAYER_FALLING (= 500), fixes bug 1033
  • Language update
  • Devanagari upgrade
  • Devanagari upgrade
  • Start working on a bonusblock drop procedure for when buttjump is used to open
  • Finish making powerups drop out of bonus blocks when hit with butt-jump Allows bonus_blocks to drop contents when opened with a butt-jump. This makes obtaining powerups while big less-trivial. Note that bonus_blocks on the ground will still send their contents up (with the exception of the Tux doll). There is some room for improvement here: a sort of "drop riser" would make it look nicer, and currently dolls are unobtainable on butt-jump which might be a little to harsh.
  • Added some contrast, blended colors, and added texture to owl graphics
  • Made the eyes of owl more owl-like
  • Appearance of vertical movement to owl graphics
  • Don't kill badguys twice when hitting spike after falling after being squished
  • Fix credits font size for Marcin Kocur
  • Checking if badguy is active before double-killing in a few more places
  • [bug 952 partial] Free mouse cursor surface before shutdown
  • Prevent previous music from playing when sound file couldn't be found
  • Cleaned up some junk in bonus_block. Removed some unnecessary switches to reduce the amount of code. Star and Tux dolls now make a noise when leaving the bonus block. Removed unused variable from coin_explode. Heavy coins now bounce once when hitting the ground at high velocity and reflect their y velocity when hitting the bottome of something. Made it easy for the editor to place bonus blocks with the flip level potions.
  • Changing the order in which the components are loaded, video first, then audio, less 'important' parts deferred => faster showing of supertux window
  • Concept art for LiveFire
  • Spikes for all directions
  • Added ice-slick tiles that can be used to make various surfaces slippery.
  • Tux can stop to backflip when landing on objects. Holding jump still continues backflipping. Fixes bug #1008.
  • Reverted part of revision 02c347cdae86. Loading config before controller was causing controller settings to be lost and default keybindings/joystick mapping to be adopted. This change reverts that part of the component loading re-order.
  • Tux can stop to backflip at will. Holding jump continues backflipping. Better fix for bug #1008.
  • Dispensed badguys are no longer counted in level stats. Modified dispenser to only dispense badguys, instead of moving_objects. Previously dispenser could be set to dispense not only objects such as rocks or other portables, but even secret areas (which obviously makes a mess if someone is foolish enough to do it in an actual level). This change limits dispensed objects to badguys only, which also makes it trivially easy to fix the long-standing issue of dispensed badguys being counted for the badguys killed level stat. This fix was done as well, so the badguy level stat should no longer exceed the total badguys level stat.
  • Using a reset point no longer marks statistics as invalid. The rationale for this change is as follows: stats should only be marked as invalid in cases of cheating, not normal game mechanics. When a player uses a reset point, they typically gain no advantage over starting from the begining of a level since all of the collection stats are reset while time continues to count up. Not displaying/recording statistics once a reset point is used has traditionally confused players (the fine print in one infoblock in the first level is easily missed/forgotten). Also in the case of custom levels with incredible difficulty, stats are essentially never recorded making the levels even less fun.
  • Removed coin penalty for aborting a level- this needs to be thought out more
  • Tweaked the backflip timer so that Tux cannot cancel backflip after an arbitrarily short time. This preserves the original backflip mechanics, while still allowing the fix for bug 1008 to be in effect.
  • Added level to Incubator Island: 'Primed for Action'
  • Improved death mechanics of flame and iceflame. These enemies no longer hurt Tux or can take additional hits while their death animations are playing.
  • Improved death mechanics of livefire
  • Made short_fuse explode when hit with bullets of all types
  • Worldmap now supports an additional level sprite action that indicates completion of all level stats.
  • Recompressing newly added files
  • Added a secondary coin sound to distinguish between coins collected and coins interacting with the environment
  • Tweaked worldmap HUD. Moved the level title text from FOREGROUND to HUD layer making it consistent with level stats text. Changed placement of level stats from being relative to the center of the screen to being relative to the lower right corner, this should make the level stats more aesthetic across more resolution settings.
  • Icecrusher will no longer drop if there are static solids between it and Tux, resolves bug 1012
  • Added a negative y-velocity component to horizontal climbing alignment adjustment to prevent Tux from walking in place temporarily when trying to climb from a standing position
  • Stalactites break free when disturbed by fire and ice bullets
  • Hide stats on levels that have none
  • Added ability to define a 'target time' for levels which is taken into consideration when marking a level 'perfect'. As a proof of principle, Icy Island levels prior to the underground sequence have been assigned arbitrary but attainable target times. However, this feature probably should only be used with great care in the main game (if at all). Statistics still need to be modified to display the target time if defined, otherwise it will be confusing to players trying for perfet stats.
  • Worldmap stats report level target time
  • Level into screen will now display target time if defined for level
  • Secret areas can also trigger a script
  • Recolored secret area editor icon to match area color used, and added a climbable area icon
  • Moved a bouncing snowball in 'Under the Ice' so that it is no longer doomed to fail at reaching Tux
  • More recoloring of editor icons
  • BonusBlock drawn on same layer as Block again
  • Recast 'Living in a Fridge' in the darksnow2 tileset, added some slick ice and a coin explode bonus block, and some minor badguy tweaks to make everyone able to die
  • Added a missing 'break' statement to statistics
  • Prevent livefire from wakeing from sleep while in the process of being extinguished
  • Made the secret area in 'Entrance to the Cave' a bit harder to accidentally find from the backside
  • Added some space back to a couple of tilegroups so that those who know how to place tileblocks in the editor can
  • WeakBlocks draw in front of other objects allowing them to hide objects
  • Haywire makes noise when enraged
  • Replaced holes with spikes and removed useless badguys in level 'Ice in the Hole'
  • Recast the end of the cave sequence in darksnow2 tiles
  • Addon manager references a different index to keep add-ons versioned appropriately
  • --amend
  • Issue 1015: Adding null-checks to GLRenderer::draw_surface
  • half fix for bug 622
  • Added parallax background and made tweaks to 'A Path in the Clouds' to make stats more obtainable
  • Parallax background to 'A Mysterious House of Ice'
  • Parallax background and badguy tweaks to level 'The Escape'
  • Added a warning message alerting that a badguy included in level stats has left the sector
  • Badguy and graphic upgrades to level 'The Shattered Bridge'
  • Touched up antarctic water tiles
  • Removed annoying white line that appeared on big Tux's neck when running in front of a dark background
  • Recast 'Arctic Ruins' in icebridge and antarctic water tiles, also made level a little more interesting
  • Check to make sure worldmap level sprite has a 'perfect' action before trying to set it once level is completed
  • Snowman enhancements: dead-script is passed to snowball, fireballs only kill body, and jumping on produces a sound.
  • New sounds: cracking, icecrash, pop, and sizzle.
  • Updated translations
  • When creating a brick object to handle tiles with attribute brick the iced image is used for icy variant of the tiles (ID 78 and 105).
  • Fixed a background flaw in 'The Escape'
  • Changed the draw layer of coins from LAYER_TILES to LAYER_OBJECTS - 1 (slightly behind other objects such as badguys)
  • Issue 952: Unloading/freeing all tilesets prior to shutdown
  • More effective method of freeing tilesets
  • Added several OS-specific rules to .gitignore
  • More options for narrow snow tiles, bug# 1029. Also used new tiles to make secret area in level "Entrance to the Cave" closer to its original form. In addition, removed trailing whitespace from tiles.strf
  • Keep dead Tux small, resolves bug#638 and issue#5
  • addition of greek font
  • translation update and addition
  • forgoten files for greek support
  • devanagari font basic support
  • Haywire not moving when jumping on it after freezing
  • Belarusian translation and font
  • Revert "Belarusian translation and font" due to startup crash
  • Belarusian translation and font
  • Translation updates
  • Credits fix
  • Translation updates
  • Nit: typo
  • Move falling badguys to LAYER_FALLING (= 500), fixes bug 1033
  • Language update
  • Tweak to allow MinGW to compile, issues #26 & 27
  • Inform players of coin cost to use checkpoints, fixes issue #30
  • Fixing variable warnings in mrtree.cpp
  • Fixing some more compiler errors in Maverick
  • Fixing SuperTux crashes when compiled on Mac OS X 10.9
  • Do not resurrect squished bouncing snowball when colliding with badguy or tile
  • fixed forest slop tiling issues bug#73
  • Don't resurrect zeekling when colliding after squished
  • Changes to gitignore to make working with translations from Transifex easier
  • Some minor code cleanup resulting from a user running code through cppcheck, mostly removal of redundant code
  • Traditional chiness pictograms addition
  • Fixing compiler errors on Mavericks (not sure if those appeared for everyone)
  • =Language and font update
  • Allow OS X users to remove SuperTux using Launchpad
  • Update OS X Info.plist to newer identifier and 0.3.4-GIT
  • Don't count angrystone in level stats Formatting update for molerock
  • Speed improvement: Moving check online to different thread
  • Adding current level name and author to badguy warning
  • Adding level author and name to level license warning
  • Showing git commit hash in title bar instead of svn version
  • Using filename instead of author and level name
  • =Languages upgrade
  • Tinygettext little hack
  • trouble in coding
  • trouble in coding-UTF-8
  • trouble in coding-UTF-8
  • WIP improvement: Egg powerup rotation
  • credits update
  • credits update-2
  • copyright update
  • copyright update-2
  • Renamed some variables for rusty_trampoline since the build process for Windows cannot figure out namespaces and otherwise fails, resolves issue 33
  • Added a dead_script to ghosttree so that issue #34 could be closed
  • Transation update
  • Revert "Speed improvement: Moving check online to different thread"
  • Decreasing egg animation speed by 5 fps in order for it to look more like an egg
  • ZvNjGB4k
  • Add appdata
  • Change email address in SuperTux.appdata.xml file
  • Lower savebell sound for bigger bell
  • Devanagari upgrade
  • Devanagari upgrade
  • Tweak to allow MinGW to compile, issues #26 & 27
  • Inform players of coin cost to use checkpoints, fixes issue #30
  • Fixing variable warnings in mrtree.cpp
  • Fixing some more compiler errors in Maverick
  • Fixing SuperTux crashes when compiled on Mac OS X 10.9
  • Do not resurrect squished bouncing snowball when colliding with badguy or tile
  • fixed forest slop tiling issues bug#73
  • Don't resurrect zeekling when colliding after squished
  • Changes to gitignore to make working with translations from Transifex easier
  • Some minor code cleanup resulting from a user running code through cppcheck, mostly removal of redundant code
  • Traditional chiness pictograms addition
  • Fixing compiler errors on Mavericks (not sure if those appeared for everyone)
  • =Language and font update
  • Allow OS X users to remove SuperTux using Launchpad
  • Update OS X Info.plist to newer identifier and 0.3.4-GIT
  • Don't count angrystone in level stats Formatting update for molerock
  • Speed improvement: Moving check online to different thread
  • Adding current level name and author to badguy warning
  • Adding level author and name to level license warning
  • Showing git commit hash in title bar instead of svn version
  • Using filename instead of author and level name
  • =Languages upgrade
  • Tinygettext little hack
  • trouble in coding
  • trouble in coding-UTF-8
  • trouble in coding-UTF-8
  • WIP improvement: Egg powerup rotation
  • credits update
  • credits update-2
  • copyright update
  • copyright update-2
  • Renamed some variables for rusty_trampoline since the build process for Windows cannot figure out namespaces and otherwise fails, resolves issue 33
  • Added a dead_script to ghosttree so that issue #34 could be closed
  • Transation update
  • Revert "Speed improvement: Moving check online to different thread"
  • Decreasing egg animation speed by 5 fps in order for it to look more like an egg
  • ZvNjGB4k
  • Add appdata
  • Change email address in SuperTux.appdata.xml file
  • Lower savebell sound for bigger bell
  • Update to SDL version 2.0.1
  • remove an useless file
  • Adding nullchecks to resources.cpp in order to fix crashes that occur when specifying wrong command line flags
  • Resetting to previous powerups and coin count when aborting level to prevent powerup farming
  • Explosions destroy bricks
  • Translation update
  • Correcting egg sprite filepath in level 1
  • Ignore instead of exit when invalid command line options are given
  • Possible fix for issue 369: Wrong kill animation after being hit by enemy on a sloped tile
  • [Issue 3] Fix for jittering when there are slopes that end in a wall
  • Adding another null check to prevent another crash
  • Adding another null check to prevent another crash
  • add a todo
  • Fix extensive disk I/O when in worldmap (found using profiler)
  • Do not try to get search path every time
  • Possibly fixing Valgrind issue
  • Calling PHYSFS_freeList in destructor
  • Possibly fixing another memory leak
  • README and INSTALL in Markdown
  • Update SQUIRREL to 2.2.5
  • More debug markers before debug statements in willowisp.cpp
  • Update to SQUIRREL 3.0.4
  • corections related to .md
  • Translation update
  • Added extension to README.md in CMakeLists so that CMake can find the file again
  • name corection for greek small
  • Fixing compiler warning
  • Fixing OpenGL compiler warning since Mavericks
  • Try to use hardware surfaces instead of software ones
  • Alternative approach to rotating egg powerup.
  • A more elegant approach to backflip animation.
  • More explosion variety.
  • Separated shading on egg from the rotating graphic to make the rolling egg look more natural.
  • Adding level filename to log debug
  • Do not rotate sprite when we are dying
  • Reverted egg image in first level
  • Revert "Update to SQUIRREL 3.0.4"
  • update language
  • Music: update to 'Clavelian March'
  • Incubator Island: new level 'Into the Dark'
  • update language
  • Merge branch 'master' of https://code.google.com/p/supertux
  • update language
  • copyright update
  • fixed some errors in arcticskies1.png background
  • Fixed some tile issues in A Ghostly World, still needs attention.
  • Fixed forest slope tiling issues in forest world except for key levels and some levels not in the worldmap.
  • fixed some stuff in village level.
  • updated bonus1 worldmap to use the new snow tiles to the the path tiles issue. visuals can be improved now also
  • Icebridge tiles improvements, fixes #1044, thanks to 165your4
  • Correctly parse file:// urls
  • Fixing a few compiler errors, thanks to bluescreen_avenger at verizon dot net
  • More SDL2 fixes
  • More fixes
  • More fixes, SetAlpha problems remaining
  • More fixes, down to 4 errors
  • Rope tiles; bug#1050
  • Powerup: Iceflower improvements
  • Auto-run levels are automatically marked as solved.
  • Frozen badguys can be killed with butt-jump
  • Fixed a counting bug when using butt-jump on a multi-hit bonus block
  • Reduced the value of SWITCH_DELAY for magic blocks to prevent lanterns (and Tux) from prematurely passing through them while in free-fall
  • Added Bonus Island III
  • Invincibility stars sparkle when close to Tux
  • Purged SDL2 source code from the sourcetree, it's not needed
  • Fixed SDL2 include, should just be SDL.h
  • AdAdded check for SDL2 to CMake
  • Made code compile, not work, with SDL2, old code that needs work is disabled and marked with "#ifdef OLD_SDL1"
  • Disabled some more code, game now starts up and plays music, no graphics yet, just a black screen
  • Added -Wno-unused-parameter to disable annoying compiler warning
  • Removed unused "void Renderer::draw_text(const DrawingRequest& request);"
  • Implemented basic rendering operations, game is now playable again, rounded rectangles and other details still missing or broken
  • More .gitignore
  • Implemented SDLRenderer::draw_inverse_ellipse()
  • Implemented horizontal flipping in SDLRenderer
  • Implemented SDLRenderer::do_take_screenshot()
  • Implemented support for rounded rectangles
  • Fixed OpenGL renderer, starts now up and game seems playable
  • Fixed radius calculation for rounded rectangles
  • Removed unused SDL_Surface* screen; from GLLightmap
  • Fixed black borders in GL renderer
  • Removed some OLD_SDL1 code
  • Removed lots of OLD_SDL1 software rendering code from SDLTexture
  • Removed OLD_SDL1 software rendering code from SDL_Renderer
  • Use fullscreen and resolution config in SDLRenderer
  • Implemented set_gamma()
  • Hooked up window resize event (not yet implemented in Renderer)
  • Fixed crash when enabling console
  • Fixed text input in console, console itself doesn't handle unicode correctly, so weird stuff happens when pressing umlauts
  • Removed unused GUI classes Button and ButtonGroup
  • Print some debug info for the created SDL_Renderer
  • Implemented basic lightmap rendering, still a bit of an incomplete hack job, drawing code should be merged with SDLRenderer
  • Added PHYSICAL_SCREEN_WIDTH global variable, little ugly, but should do for now, still needs to be updated properly on window resize
  • Implemented SDLLightmap::get_light(), haven't tested it
  • Implemented Texture color modification
  • Fixed window title and icon, removed Renderer and Lightmap creation from DrawingContext and moved it to top-level init code
  • Fixed window resize in OpenGL and added window resize to SDL renderer
  • Reenabled vsync and some other OpenGL attributes
  • Implemented fullscreen mode selection, OpenGL only for the moment
  • Fixed typo that made mouse clicks not function properly
  • Implemented desktop_size discovery in GLRenderer
  • Removed pointless check for screen mode change, as we are creating the window for the first and only time at that point
  • Merged drawing code from SDLLightmap and SDLRenderer into helper class SDLPainter
  • Implemented sprite rotations for SDLRenderer
  • Implemented support for different blend modes in SDL
  • Use SCREEN_WIDTH/HEIGHT instead of SDL_RendererGetViewport(), as logical coordinates might be different then physical
  • Implemented window scaling in SDLRenderer, mouse input however breaks when scaling
  • Cleaned up coordinate translation a little, SDL mouse handling is still broken and SDL_RenderGetViewport() doesn't seem to return proper values
  • Pass mouse coordinates to mouse pointer manually instead of SDL_GetMouseState(), see bug #2442 in SDL2
  • Clear the screen to avoid garbage in unreachable areas after we reset the coordinate system
  • Use better filtering for scaling in SDL
  • Minor cleanup
  • Added fullscreen switching to SDLRenderer
  • Removed platform specific path magic and use SDL_GetBasePath() instead (untested)
  • Removed foobar from Renderer::to_logical(), it's no longer needed
  • Replaced SDL_RenderSetLogicalSize(), removed PHYSICAL_SCREEN_WIDTH/HEIGHT, improved mouse handling when using magnification
  • Reverted 91c1517 and reinserted the old mouse cursor code
  • Fixed surfaces not getting properly converted to textures in OpenGL (i.e. wrong colors on worldmap)
  • Only rotate egg when its actually moving (velocity 0)
  • Reimplemented magnification and aspect ratio handling
  • Moved some aspect ratio calculations into video/util.cpp
  • Merge branch 'feature/sdl2'
  • Replaced old SDL1 surface flags with 0
  • Fixed compiler warnings
  • Rolled file back to version from master, due to improper merge
  • Exit loop when font definition contains more characters then the image has data to avoid crash
  • Merge branch 'master' of https://code.google.com/p/supertux
  • Flesh out the intro scene some more. * Tux actually does stuff during the music * Dialogue
  • Changed deprecated -%pure_parser to +%pure-parser in parser.yy
  • Removed accidental supertux2 from LINK_LIBRARIES()
  • Merge branch 'master' of https://code.google.com/p/supertux
  • Merge branch 'master' of https://code.google.com/p/supertux
  • Use TARGET_INCLUDE_DIRECTORIES instead of INCLUDE_DIRECTORIES for SDL2, fixed MARK_AS_ADVANCED()
  • Enabled C++11 support
  • Replaced std::auto_ptr with std::unique_ptr
  • Updated to version 79b7bde of tinygettext
  • Updated source and include directories for tinygettext in CMakeLists.txt
  • Fixed some std::unique_ptr issues
  • Fix egg sprite
  • Move the invisible block in Via Nostalgica. Its current position reminds me too much of https://www.youtube.com/watch?v=koMIQipNbeA#t=76
  • Fix tile in the wrong layer
  • Turn the ledge in Entrance to the Cave into a secret area because I spent way too long trying to jump into it. Also raise the ceiling a bit so BigTux can get in too
  • More cave level tweaks
  • Make the coins secret again and also make it easier to get into the secret area.
  • Move Mtn_Pass to world2 since it uses moving platforms
  • Merge branch 'feature/c++11'
  • Fix C++0x flags for clang
  • Added support for desktop-fullscreen mode
  • Added 1-pixel transparent border around glyphs to avoid GL blending artifacts when scaling along with a script for doing so
  • Added 1px transparent border to most fonts, left a few out since glyph count doesn't match image size
  • Splitted the mouse cursor into three separate images to avoid blending artifacts
  • Minor cleanup
  • Added missing include
  • Minor CODINGSTYLE update: auto_ptr -> unique_ptr
  • Moved joystick specific code from JoystickKeyboardController into JoystickManager class
  • Init game controller on startup
  • Removed some old event eating code, as randomly discarding events is a bad idea with hotplug in place
  • Implemented basic support for SDL GameController
  • Removed obsolete keycode range check
  • Added MENU_BACK button (i.e. B on Xbox360 controller)
  • Moved keyboard code into KeyboardManager class
  • Fix for wrong lightmap size in fullscreen
  • Better fix. Keeping values intact
  • Keycode values changed between SDL1 and SDL2, so reset controls to default if old SDL1 values are found
  • Renamed JoystickKeyboardController to InputManager
  • Added option to disable gamecontroller use and fall back to old joystick code
  • Merge branch 'feature/gamecontroller'
  • Fixed missing SDL_WINDOW_RESIZABLE flag in GLRenderer
  • Merge button and stick input gracefully in GameControllerManager
  • Removed some unused code from Console
  • Turned MenuManager into a proper class instead of just a collection of static functions, added std::unique_ptr to Menu
  • Turned MenuStorage into a proper class
  • Moved menu code frome GameSession and Worldmap into the proper Menu::check_menu() calls
  • Use std::unique_ptr in ScreenManager
  • Minor code cleanup
  • Fixed crash when exiting menu and recalc_pos/all_menus
  • Merge branch 'feature/menu-cleanup'
  • Use std::unique_ptr in ContribMenu
  • Cleaned up some function names in MenuManager
  • Added MenuManager::draw()
  • Switched from passing pointers around to using numeric MenuIds and a factory class
  • Minor cleanup
  • Simplifying the Menu API a bit
  • Cleaned up MenuManager some more, some ownership issues remain, so things will crash right now
  • Added GameManager class to keep track of the World objects, should fix the crashing, menu transition effect still missing
  • Removed some disabled code
  • Further cleanup in the MenuManager
  • Reimplemented menu transition effects
  • Only show language and profile options in main menu, not when using the options in game
  • Implemented MenuManager::refresh() so that joystick/keyboard_manager have something to call when key bindings change
  • Renamed MenuManager::recalc_pos() -> MenuManager::on_window_resize() and Menu::update() -> Menu::process_input()
  • Implemented Menu::on_window_resize()
  • Fixed issue with MainMenu stack on top of the WorldmapMenu, might be worth to make MenuManager private to the Screen
  • Removed unimplemented "Profiles on Startup"
  • Load and save current profile to config file
  • Highlight the currently active profile in ProfileMenu
  • Display number of solved levels in ContribMenu, kind of ugly patch, save system needs a refactor
  • Clear menu stack when changing languages to force recreation of menus with the correct language
  • Merge branch 'feature/menu-cleanup'
  • Made WARNING build option usable again
  • Added rule to name variables m_*/g_*/s_* to CODINGSTYLE, should make naming conflicts less likely and make -Wshadow more useful
  • CODINGSTYLE: avoid spaces at the end of lines
  • Reduced texture from 1024x1024 to 128x128, no need to have it that big
  • Added missing include to trigger/door.cpp, fixes 0000866
  • Updated email address, [email protected] -> [email protected]
  • Removed unused function prototype
  • Moved argument parsing into CommandLineArguments
  • Added another note about comments to CODINGSTYLE
  • Added support for different log levels
  • Fixed compiler warnings due to new loglevel aware log macro
  • Added --debug and --verbose command line arguments
  • Merge branch 'feature/argparse'
  • Cleaned up the World class a bit
  • Disabled -Wabi in CMakeLists.txt
  • Added some m_ prefixes and made variables private in World
  • Moved World loading into a factory method World::load()
  • Minor cleanup in World, replaced global scripting::global_vm with local variable vm
  • Only clear Currenton pointer when the object is the one holding it
  • Moved savegame name generation into World class and made it automatic, moved folder creation into World::save_state()
  • Cleaned up the file handling in World, Worlds are now loaded by directory name instead of ".../info" filename
  • Added FileSystem::join("dir", "file") -> "dir/file"
  • Further filename untangling in World class
  • Moved TitleScreen::get_level_name() into GameManager, not a great place either, but a little better
  • Moved some state handling code into WorldState, sort of, most of it still just goes into the global Squirrel VM
  • Merge branch 'feature/savegame'
  • Gutted SDLSurfaceData, as it doesn't really need to do anything at the moment
  • Turned DrawingEffect into a proper bitset, used to be a mix of enum/bitset before. Fixes #569
  • Moved some joystick related messages into log_debug, added help message for manual joystick configuration
  • Minor cleanup in ScreenManager
  • Rewrote logic of ScreenManager to handle ScreenManager::quit() better and not have dangling current_screen pointers around
  • Rewrote ScreenManager push/pop handling again, should now be able to handle multiple push/pops in a row more gracefully
  • Merge branch 'feature/screenmanager'
  • Added missing includes to Squirrel and SuperTux to make -DENABLE_SQDBG=ON compile, fixes #575
  • Changed order of initialisation, so that tinygettext comes sooner, should allow translating --help messages, fixes #923
  • Added missing include to CommandLineArguments
  • Fixed memory leak in DrawingContext
  • Moved some declarations from drawing_requests.hpp to drawing_context.hpp to reduce include dependencies
  • Fixed memory leak in TextureManager, surfaces didn't get SDL_FreeSurface()'ed
  • Fixed memory leak in ObjectFactory
  • Delete dictionary_manager at the end of Main::run()
  • Fixed memory leaks in TileManager
  • Merge branch 'feature/memoryleaks'
  • Removed trailing whitespace from all *.?pp files
  • Possibly fix problems with a git modification being stuck.
  • Fixing a failing when there are no menu items
  • Better fix for crash when selecting back
  • restore mandarine specific symbols
  • Use std::unique_ptr throughout the audio system
  • Fixed SDL gradient renderer not drawing anything if top and bottom colors are the same
  • Update to Squirrel 3.0.6
  • Fixes to sq_setprintfunc due to Squirrel API changes
  • Added primitive font generator
  • A few quick hacks to get the Squirrel debugger sqdbg to compile on Linux
  • Updating comment to replace svnversion with git
  • Fix for SDL double-reporting display modes
  • Correctly scale ice border / frame to screen size, fixes bug #620
  • Fix persistent memory leak in GameSession::get_demo_random_seed()
  • Revert "Correctly scale ice border / frame to screen size, fixes bug #620"
  • Fixed crash due to DrawingRequestData being cast to the wrong type
  • Fixed compiler warning in Squirrel
  • Removed "data/levels/world1/world.nut", as all the load/save it does should really be on the C++ side
  • Removed load/save functions from scripting interface
  • Moved Levelset into it's own class, pass WorldState around instead of PlayerState, removed .../world.nut support
  • Renamed WorldState to Savegame and implemented basic load/save for Worldmaps and Levelsets
  • Some initial work on getting load/save working for Levelsets
  • Fixed state table creation issue on loading a savegame
  • Renamed GameManager::start_game() to GameManager::start_worldmap()
  • Hacked together basic support for Levelset saving
  • Removed useless comment
  • Replaced deprecated sq_createslot() with sq_newslot()
  • Removed erroneous sq_pop(), in Squirrel3 sq_deleteslot() does always pop the argument, even on failure
  • Fill the savegame with all levels from a levelset on start, so the ContribMenu shows the correct number
  • Merge branch 'feature/savegame'
  • Added lots of command line options to font-generator.py
  • Removed space from zh-white.stf letter list
  • Generator some new chinese fonts, just normal sized ones for now
  • Removed unneeded code, sq_newslot() will override a given slot, a separate sq_deleteslot() isn't needed
  • Remove SDL 1.3 from TODO list (done with update to SDL 2.0)
  • Improve of chiness taiwan and mandarin font
  • Merge branch 'master' of https://code.google.com/p/supertux Well I work in same time than others :p
  • Fixed compiler warning about missing return
  • Reintroduced load_worldmap(), load_level() and save_state(), as some addon levels are using them (untested)
  • Translations updates
  • Translations updates
  • Added simple cheat menu to grow/fire/ice/shrink/... Tux
  • Clear menu stack on MenuManager::set_menu() to avoid accidentally stacking menus
  • Removed old Menu::check_menu() and replaced it with Menu::menu_action()
  • Removed assert(active_item < int(items.size())); as that is no longer save to call due to Menu being potentially deleted at that point
  • Added WorldmapCheatMenu (grow/fire/snow/etc., mark levels as solved)
  • Prevent menu calls while another menu is active
  • restore mandarine specific symbols
  • Merge branch 'master' of https://code.google.com/p/supertux
  • Improved markdown syntax so it's more readable on command line, fixes #1057
  • Added conversion from and to Vector to Sizef
  • Return size as Sizef instead of Vector in Rectf
  • Fixed code that broke due to changes to Rectf and Sizef
  • Changed DrawingContext::draw_surface_part() to handle srcrect/dstrect, instead of just srcrect/dstpos, this allows surface scaling
  • Reenabled TitleScreen border, looks a bit terrible in 1280x720, as it was designed for 800x600
  • Merge branch 'feature/surface-scaling'
  • Fixed hitboxes/hotspot for WorldMap Tux
  • Moved all duplicated drawing code from GLLightmap and GLRenderer into new GLPainter class
  • Decode letters from argv as UTF-8 in tools/font-generator.py
  • Render SDL lightmaps at lower resolutions, as specified by LIGHTMAP_DIV
  • Fixed incorrect size in Sprite::draw_part()
  • Removed some superfluous Vector() calls, source object is already a Vector
  • Made conversion Vector -> Sizef explicit, just to be on the safe side
  • Moved Block code to block.cpp, was in the wrong file, i.e. bonus_block.cpp
  • Added Renderer::start_draw()/end_draw() to fix scale issue issue SDLRenderer/SDLLightmap
  • Added some m_ prefixes to member variables in SDLRenderer and related classes
  • Added some m_ prefixes to member variables in GLRenderer and related classes
  • Made code -Wshadow clean
  • Made code -Wshadow clean, missed a bunch of issues in the last commit
  • Scale credits background image to whole screen size
  • Cleaned up VideoSystem initalisation
  • Made Console into a Currenton
  • Turned a lot of other global objects into Currentons
  • Added m_ prefixes to Console
  • Split of the line buffer from Console into ConsoleBuffer class
  • Moved global dictionary into gettext.cpp, no need to have it in globals.cpp
  • Use more RAII in initialisation code
  • Added Scripting class to bundle up all the Squirrel init code
  • Merge branch 'feature/init-cleanup'
  • Turned AddonManager into a Currenton
  • Fixed initialisation order issue in GLVideoSystem
  • Added m_ prefixes to TextureManager
  • Separate KeyboardConfig out into a separate class that can be stored in the global Config object
  • Separate JoystickConfig out into a separate class that can be stored in the global Config object
  • Fixed AddonManager load/save of disabled addon files
  • Removed some old .svn related stuff from CMakeLists
  • Removed dependency between CommandLineArguments and Physfs
  • Removed binreloc support, SDL2 provides that functionality now with SDL_GetBasePath()
  • Minor cleanup
  • Added FileSystem::exists(), FileSystem::is_directory() and FileSystem::mkdir()
  • Cleaned up Physfs/filesystem initialisation
  • Added --datadir/--userdir command line arguments and SUPERTUX2_DATA_DIR environment variable (probably redundant)
  • Small improvement to PhysfsSubsystem debug output
  • Removed useless Makefile
  • allow localization of apple cmd keys
  • Fixed mixup between Win32's "supertux2" and Linux/MacOSX ".supertux2" directory name
  • Added --developer option, also Ctrl-F2, which enabled cheats
  • Added cheat menu keyboard and joystick bindings, only visible in developer mode
  • Added switch to turn off developer mode to the OptionMenu
  • Removed some remaining empty 'void Menu::check_menu()' calls
  • Merge branch 'feature/developer-mode'
  • help menu translation per line
  • Optional glbinding as OpenGL binding
  • Update keys for cheat menu and console only when items are enabled. Fixes #1062.
  • Fixed mixup in the config reading that caused keyboard to reset, also use reference instead of pointer in JoystickConfig
  • Remove link to happypenguin.org. Site has been discontinued
  • Update translation just for kidding Sydney
  • Disable glbinding debug option
  • First round of cleanup up the AddonManager a bit
  • Some more AddonManager refactoring
  • Removed unneeded curl includes
  • Large scale refactor/rewrite of the AddonManager, adding cleaner separation between repository addons and installed ones
  • Updated copyright header
  • Added check for MD5 and version number to Addon online check
  • Make sure that duplicate Addon install requests don't lead to duplicates in the installed_addon list
  • Keep proper track of MD5 checksums of addons
  • Added script to generate index for addon repository
  • Fixed MenuEntry id generation in AddonMenu
  • Added "Nothing New" indicator after check for new packages with no new results
  • Removed some overly verbose debug output
  • Load/save the Addon enabled/disabled state to the config file
  • build-addon-index.py will now build the .zip files from src/
  • Catch errors when enabling addons, i.e. when the addon was deleted but is still in the config
  • Renamed "http_url", just "url"
  • Added official addon repository URL back in, downloading new addons should now work again
  • Merge branch 'feature/addon-manager'
  • Added const some member function qualifiers in Controller
  • Made member variables private and removed friendship to Menu in MenuManager
  • Added some initial dialog code, doesn't do anything yet
  • Renamed MenuManager::current() to MenuManager::current_menu()
  • Added Rectf::grown(float border) method
  • Implemented Dialog::draw()
  • Added callback functions to Dialog
  • Added little toy test for Dialog when exiting SuperTux
  • Added mouse support to the Dialog class
  • Use same colors for Dialog as for Menu
  • Merge branch 'feature/menu-dialogs'
  • Added cURL to the list of dependecies
  • Adding note about optional glbinding dependency and how to configure for it
  • Some initial code to get Downloader non-blocking
  • Added slightly cleaner way to communicate TransferStatus
  • Added some async code to AddonManager
  • Added AddonDialog and connected it into the whole non-blocking update stuff
  • Replaced fancy C++11 lambda with old style static function wrap in Downloader
  • Hooked up progress reporting into the AddonDialog, non-blocking downloads are working now
  • Removed AddonMenu sorting code, since Addons are order dependend they should never be sorted
  • Implemented delayed destruction of Dialog in MenuManager to avoid "delete this" type problems
  • Added file writing and then-callback to Downloader
  • Added then-callback to AddonManager and use the then-callback of Downloader
  • Made AddonDialog output some prettier text, installation of Addons now seem to work
  • Added ugly workaround for Console crash at startup
  • Handle all numeric characters as fixed width, even in variable spaced fonts
  • Implemented non-blocking download for the repository index list
  • Use a chain of callbacks instead of a single one in TransferStatusPtr
  • Removed AddonManager::InstallRequest, the data can be hold in the lambda capture instead
  • Renamed AddonDialog to DownloadDialog, as it isn't AddonManager specific any more
  • Wait for an explicit "Close" by the user instead of closing the DownloadDialog automatically
  • Save and parse repository index when AddonManager loads
  • A first try at error handling in the Downloader
  • Changed error handling in TransferStatus, then-callbacks are now always called and have a 'success' flag
  • Moved abort() and update() calls into TransferStatus, also fixed abort() handling, then-callbacks are now called
  • Merge branch 'feature/download-non-blocking'
  • Added default and cancel button to the Dialog
  • Split Controller::PAUSE_MENU into ESCAPE and START, as they need to act different in some contexts
  • Made Menu::get_item_by_id(int id) error message sligthly more useful
  • Fixed Controller enum to string conversion
  • Only refresh menu items that have been created in the JoystickMenu to avoid crash
  • Updated the TODO a bit
  • Added -Wnon-virtual-dtor and -Wcast-qual warning flags
  • Deleted TODO and merged it into http://supertux.lethargik.org/wiki/TODO-List
  • Removed some obsolete stuff from supertux/globals.hpp
  • Switched from CURLOPT_XFERINFOFUNCTION back to CURLOPT_PROGRESSFUNCTION, since some old cURL versions don't support the former
  • Removed made public variables private in JoystickManager and KeyboardManager
  • Added missing include to addon/downloader.cpp
  • Fixed SDLLightmap::get_light()
  • Fixed resize handling of lightmaps, they are now recreated on resize()
  • Don't clear the keymap when loading from file so that the default config is preserved
  • Changed default window size from 800x600 to 1280x800
  • Converted tile from grayscale to RGB due to compatibility issues with Flexlay
  • Silenced two compiler warnings
  • Disabled -Wlogical-op, as that fails on clang
  • Replaced boost::shared_ptr with std::shared_ptr
  • Fixed numerous issues that caused errors in clang
  • Translation updates
  • Fixed format string warning in clang
  • Update requirement about SDL to SDL2
  • Update requirement about SDL_image to SDL2_image
  • Adding working .travis.yml file
  • Adding build status to README.md
  • Removing branches from travis.yml
  • Fixing notifications in travis.yml
  • Removing IRC notifications and enabling email notifications to [email protected]
  • -j4 for all dependencies
  • Using j5 for all make statements
  • Reset angle before starting kill animation
  • Using variables for version numbers in travis.yml
  • All environment variables in one line
  • Update CMake requirement to latest version
  • Fix grammar mistake in README.md [ci skip]
  • Using un-optimized version of liane. Optimized version had background issues.
  • Translation updates
  • addition of appdata
  • missing file
  • Fixed return type foobar in the curl progress callback
  • Added experimental Halloween tiles and backgrounds
  • Replaced Ref and RefCounter with std::shared_ptr
  • Replaced ::iterator stuff with auto
  • Removed obsolete comment
  • Merge branch 'feature/smart-ptr'
  • .travis.yml: add fast_finish to matrix, use -j $(nproc) for make Closes #5
  • Switched from 64x64 back to 32x32 tiling, looks a little worse, but is easier to deal with in the editor
  • Added some tiles variation for halloween, darkened border around halloween tiles
  • Added Halloween decal and fog
  • Some more Halloween tweaks
  • Moved "Wrote screenshot..." message from log_debug to log_info
  • Added some more Halloween tiles
  • Added Kirby badguy
  • Added death sprite for Kirby
  • Added Fatbat sprite
  • Added Halloween worldmap
  • More robust way of calculating the falling layer
  • Bugfix (use private variable instead of class member)
  • Fixing falling layer for most of the cases
  • Removed Kirby badguy code, use simple sprite replacement in the level instead
  • Added Halloween worldmap properly into the game
  • Replaced Halloween worldmap grass texture with a better looking one, resized pumpkin-home and scarecrow by 2x
  • Turned home and scarecrow into decal, added trees, copied water tiles from ice-world
  • Added water splash, darkwater and vignette to halloween worldmap
  • Added roads to Halloween worldmap
  • Split Halloween exit into foreground and background layer
  • Cleaned up Halloween backgrounds and expanded them to proper size (i.e. 1280x800)
  • Added torch graphics
  • Added torch code
  • Fixed compiler warning
  • Added torches to halloween1
  • Added another halloween level
  • Started shaping up Halloween2
  • Some more work on Halloween1
  • Added gravestone graphics
  • Added halloween3, just empty placeholder
  • Played a bit around with the brush tool
  • Prefixing squirrel output with [SQUIRREL]
  • Added one-tile height step graphics for Halloween
  • Added ghostforest music and smoothed some tiles
  • Added some enemies and smoothed some tiles
  • Snow slope transition tiles Contributed by Forty-Two Resolves bug #1065
  • Added a new halloween level
  • Added coins, enemies and a goal to Halloween3
  • Added vignette, fog and some background decoration
  • Added a halloween themed brick covered with cobwebs
  • Added a fifth halloween level
  • Some more work on halloween1 and 2
  • Cleaned up Halloween2, added more enemies and coins
  • Finished Halloween1 and Halloween2
  • Some finishing touched to halloween3
  • Added music to Halloween levels (nothing new, all recycled)
  • Added pseudo intro/outro level (placeholder)
  • Disabled confirmation dialog on Quit
  • Put Halloween levels into a linear path
  • Marked secret areas and did a bit more cleanup of Halloween levels
  • Use CMAKE_RC_COMPILER instead of windres.exe
  • Added Halloween intro/outro images
  • Fixed some layer sorting issues in Halloween
  • Added some unfinished story text
  • Removed buggy decal
  • Added levelnames and fixed contact field in Halloween
  • Gave Halloween intro/outro a proper title
  • Fleshed out the intro/outro story somewhat
  • Spelling fixes
  • Further spelling fixes for intro and outro.txt
  • Removing unneeded make directive
  • Renamed data/levels/halloween/ to data/levels/halloween2014/
  • Moved intro/outro from data/levels/ to data/images/
  • Some final touchup to the halloween story
  • Code quality: Rename variable
  • SDL2.0.1 dep addition
  • Basic code structure to allow for two new powerups
  • Basic airflower capabilities added: higher jumps and faster max run speed
  • Code structure for basic earthflower ability: illumination in the dark
  • New powerups added to cheat menu
  • Graphics for powerups: airflower and earthflower
  • Completed airflower powerup abilities. Airflower is meant to be a powerup geared to speed runs and sky levels. It makes Tux light on his feet, with a passive ability of faster max run speed and greater attainable jump height. In addition, airflower has an active ability which allows Tux to glide for a short period of time after jumping. The duration that Tux can glide increases with additional airflower powerups. To glide, the user only needs to hold the jump key while falling. Every time the player jumps they may glide for a set amount of time which is reset upon Tux touching the ground. Tux sprites still need to be done, and it may be worth considering replacing the backflip with a launching jump when Tux has this powerup. Of course tweaks to the values used will also likely be needed.
  • Removed unused graphic: effects/light_red.png
  • New powerups added to worldmap cheat menu
  • Bouncing on enemies and trampolines also gets a hight bonus from airflower
  • Butt-jump stops gliding
  • Removed some holes from standing Tux graphics
  • Tweak icecrusher draw layers to avoid objects (such as coins) from appearing inside the eyes. Also removed excess debug line.
  • [cppcheck] Part 1: Performance
  • Small style fix
  • [cppcheck] Part 2: Some further style fixes etc.
  • [cppcheck] Part 3: More perf fixes that were missed during non-verbose run for whatever reason
  • Removing unused var 'slotfile'
  • Removed 'add_bullet' from Sector, moved bullet checks into Player
  • Minimal code for earthflower active ability. To activate stone form, press DOWN while holding the ACTION key. Player does not take damage while in stone form, and ability can be use offensively to crush enemies- including those that cannot be squished. Still needs timers set up to limit the ability, and a ton of sprite work.
  • Changed egg shadow draw layer so it will no longer appear in front of bonusblocks before the egg is out.
  • Created a new definition for Particles.
  • Brought back particles for bomb explosions
  • Finished up code for basic functionality of earthflower powerup.
  • Added missing graphic for earthflower
  • Added some vertical motion to the hard hat for when walking.
  • Stone form is heavy enough to break through bricks
  • Explicitly defined the angle used by Particles, used new definition for particles generated by skid and buttjump.
  • Generated particles need not have any randomness in either angle or velocity.
  • Icecrusher crushes bricks.
  • Crude attempt at a hat for airflower. At least it gets the idea across.
  • Added missing graphic for airflower
  • translation update
  • Credit update
  • Do not draw powerup hat if there is no action defined
  • Miner's hardhat shakes with stone Tux during second prior to end of stone form
  • Reduced number of needed powerup hat images
  • Improved graphics for hardhat light
  • Sprite action work for powerup hats: climbing, backflip.
  • Silence compiler warning
  • Adding my name to credits file
  • Don't exit when no .git directory is present
  • Finished skid and duck actions for hardhat. Also completed all light for hardhat.
  • Finish out stone form with some quick-and-dirty graphics
  • Woldmap images for earthtux
  • Ugly air hat graphics for skid, duck, and worldmap
  • Fixed a Segmentation Fault when mr_iceblock was kicked into a brick containing coins due to earthflower related changes
  • Reverted a couple of graphics back to a RGB color space from grayscale color space, for some reason the grayscale images are not always being drawn.
  • translation update
  • extra symbol in cyrilic for Serbian
  • Use CMake 3.1 for Travis
  • Copyright update to 2015
  • Update to Squirrel 3.0.7 stable
  • Use field width of 9 on sscanf (fixes cppcheck portability issues)
  • Update CMake to 3.1.1 in .travis.yml
  • Adding sign that shows Tux holding an ice block
  • Pause music when pressing ESC during a level and resume it when exiting the pause menu
  • Adding gettext calls to 2 strings in addon manager
  • Update CMake to 3.1.2 in .travis.yml
  • Adding industrial tiles, thanks Sydney! Fixes bug #1071
  • Adding snowmerge tiles, fixes #1058
  • add Korean Font
  • cyrilic font improve #
  • Add optional lpSecurityAttributes parameter to CreateDirectory call to make compilation on MSYS2 possible
  • Fix for uninitialized members
  • First try at auto-submitting Travis builds to Coverity
  • Update CMake to 3.1.3
  • Add coverity build

New in SuperTux 0.3.4 Dev (Nov 25, 2013)

  • One thing players should notice is a greater wealth of levels to play through an expanded avalibility of add-ons.

New in SuperTux 0.3.1 (Jun 2, 2012)

  • new, OpenGL- and OpenAL-based engine
  • final boss for Icy Island
  • brand new Forest World with new badguys and new game objects
  • new and improved soundtrack, immersive sound effects
  • level add-ons provide hours of additional gameplay
  • much more