1. 21 Aug, 2018 2 commits
  2. 18 Mar, 2017 1 commit
    • Florian Müllner's avatar
      app: Make app ID consistent with data files · b8d3bba2
      Florian Müllner authored
      The app ID used by .desktop and .appdata files is currently
      inconsistent with the app ID claimed on D-Bus. This isn't a
      problem if the application is installed through normal
      distribution channels, however flatpak requires a single
      consistent ID for all exported files. Some of this can
      be tweaked when building a flatpak, but it's much easier
      to just use the same ID from the get-go.
  3. 08 Nov, 2016 1 commit
  4. 24 Oct, 2016 1 commit
    • Iulian Radu's avatar
      Make 'Next Level' button the default widget · 628ffde1
      Iulian Radu authored
      Currently, when a level is completed, the focus is set on the Next
      Level button so by pressing Enter the user can immediately start the
      next level. This can sometimes lead to problems if the focus is changed.
      Instead of relying on the widget's focus, make the 'Next Level' button
      the default widget so by pressing enter with no focus, the next level
      is always started.
  5. 15 Aug, 2016 2 commits
  6. 28 Jul, 2016 1 commit
  7. 21 Mar, 2016 1 commit
  8. 20 Mar, 2016 1 commit
  9. 04 Mar, 2016 1 commit
  10. 21 Feb, 2016 1 commit
  11. 19 Feb, 2016 2 commits
  12. 18 Feb, 2016 1 commit
    • Gabriel Ivascu's avatar
      Fix New Game/Pause actions during countdowns · 984d3b20
      Gabriel Ivascu authored
      There are currently two issues with the 'New Game' and 'Pause' buttons
      if clicked during the countdown prior to the start of any level:
      (1) Clicking 'Pause' immediately ends the countdown and starts the game,
      thus messing the game state as the game is running while the button
      still says pause. Clicking the button again pauses the game very
      briefly, then immediately unpauses it.
      (2) Clicking 'New Game' -> 'Cancel' immediately starts the game (while
      the countdown is still running) therefore causing the game to start again
      (kind of) once more when the countdown reaches zero. This oddly results
      in an increased move speed of the worms and some labels overlaying the
      game screen which is bad.
      Note that clicking 'New Game' -> 'New Game' works just fine.
      As discussed in the bug report comments issue (1) will be fixed by always
      disabling the pause button during countdowns.
      As for issue (2) this commit fixes it by freezing the countdown while
      the new game dialog is open and making sure that clicking 'Cancel' will
      not start the game if the countdown hasn't yet expired, following that
      the game will only start when the countdown reaches zero.
      Also use g_timeout_add_seconds instead of g_timeout_add to reduce power
  13. 15 Feb, 2016 6 commits
  14. 14 Feb, 2016 5 commits
  15. 13 Feb, 2016 7 commits
  16. 12 Feb, 2016 1 commit
  17. 28 Dec, 2015 1 commit
  18. 10 Dec, 2015 2 commits
  19. 19 Nov, 2015 1 commit
  20. 06 Nov, 2015 1 commit
  21. 26 Oct, 2015 1 commit