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  1. Dec 15, 2014
  2. Dec 14, 2014
    • DarkGod's avatar
      Fixed dialog size & placement for yesnoLongPopup · 4f19099e
      DarkGod authored
      4f19099e
    • DarkGod's avatar
      Merge branch 'uifix' into 'master' · 6d122cf9
      DarkGod authored
      Fix UI left, right, etc. calculations
      
      While working on statusbox, I've discovered that:
      - absolutely everything dependent adds self.ix, self.iy twice. or thrice. this was masking top= bug, for example.
      - right=ui sets right to ui.x, which usually sets an object flying to the opposite side of the dialog,
      - top=ui sets top edge to be equal to the top edge of the ui, which is probably not what's desired (see left=)
      - bottom=ui has similar problem to right,
      - hcenter=ui sends a ui element flying half a dialog width to the right,
      - vcenter=ui, likewise,
      - and hcenter_left=ui I didn't understand what it's supposed to do.
      
      This commit fixes all of the above, sans the last, and also adds 3 pixels of padding between everything to compensate for buggy yet sometimes desired previous results.
      6d122cf9
    • DarkGod's avatar
      Merge branch 'redisplay_fix' into 'master' · 08f7300e
      DarkGod authored
      Redisplay fix
      
      Calling redisplay() multiple times per turn is notorious for causing lag. The worst offender is probably Smoke Bomb, and it just got stripped from Creeping Dark.
      This commit introduces a new scheduleRedisplay method, which uses little-known feature of game:onTickEnd to ensure that a redisplay would only get called once per this tick, not causing any frame drops.
      08f7300e
    • DarkGod's avatar
      fix · 57987f3e
      DarkGod authored
      57987f3e
    • DarkGod's avatar
      Merge branch 'levelup_annoyances' into 'master' · ee2bf948
      DarkGod authored
      LevelupDialog status box
      
      Many users have expressed their frustration that appears when clicking too fast on a talent or stat to level it up pops up a message, forcing them to click "Ok". This commit adds a simple status line on top of the window, always clearly visible, that communicates these short messages in aesthetically pleasing colours. For important messages (e.g. the player somehow created an impossible talent loadout), the modal dialog usage was retained.
      ee2bf948
    • Alex Ksandra's avatar
      Redisplay can now be scheduled at tick end. · cfb4e835
      Alex Ksandra authored
      cfb4e835
    • Alex Ksandra's avatar
      More proper/precise rounding. · daf37876
      Alex Ksandra authored
      daf37876
    • Alex Ksandra's avatar
      Fixed dependent UI calculations. · e5637607
      Alex Ksandra authored
      e5637607
    • Alex Ksandra's avatar
      Added a status box on top of levelup dialog. · b4e9634c
      Alex Ksandra authored
      The status box displays short error messages instead of popups, to avoid
      modal changes and user frustration.
      b4e9634c
    • DarkGod's avatar
      Merge branch 'mindshield_cleanup' into 'master' · 9852d519
      DarkGod authored
      Absorption cleanup
      
      Currently, absorption shields are partially generalized, but there was still a wealth of absolutely identical code copy/pasted 3 times. This unifies on_damage and adjust_gfx into file-level functions to be consistent with the rest of the code there. Code relevant to spiked shields is also removed, because spiked shields are long gone.
      
      This is the part of refactoring damage-connected code to be more consistent and modular.
      9852d519
    • DarkGod's avatar
      plopfix · 21322514
      DarkGod authored
      21322514
    • DarkGod's avatar
      Merge branch 'actbase_callbacks' into 'master' · 7ad2c499
      DarkGod authored
      actBase callbacks
      
      Currently it's just a list of talent callbacks not being called callbackONActBase for some reason, This commit fixes it!
      7ad2c499
    • DarkGod's avatar
      Merge branch 'morecallbacks' into 'master' · 6f5b2c77
      DarkGod authored
      More callbacks
      
      This one is extremely trivial: it adds a couple of callbacks that were requested over the course of developing "Callbacks engage".
      This one is not vital in any sense, but bears some use for addons, particularly ones that do strange stuff with levelups.
      6f5b2c77
  3. Dec 13, 2014
  4. Dec 12, 2014
    • DarkGod's avatar
      Merge branch 'egofix' into 'master' · 7ebd5d11
      DarkGod authored
      Fix ego stacking on randarts on certain egos
      
      It's a long standing bug now that, due to the way resolvers work, applying the same ego of a certain type (e.g. robe of fire) to an item would make the statistic (e.g. resistance) on that item to spiral out of control exponentially. This branch fixes that by making it possible to resolve truly all resolvers before merging an ego.
      7ebd5d11
    • Alex Ksandra's avatar
      cleanup · 7f2a4ad3
      Alex Ksandra authored
      7f2a4ad3
    • Alex Ksandra's avatar
      Fixed a problem with certain egos exposing exponential growth when stacked. · 44a9966a
      Alex Ksandra authored
      It required some minor additions to the engine code, but nothing too brutal.
      instant_resolve = "last" now runs last resolvers as well;
      generic and genericlast resolvers now receive additional arguments
      that are passed to resolvers.
      44a9966a
  5. Dec 07, 2014
    • DarkGod's avatar
      Merge branch 'Misc' into 'master' · a49c7186
      DarkGod authored
      Difficulty update
      
      First time using the actual merge request feature, I might have done something incorrectly.
      
      Just a quick update to difficulties that I've decided should be there regardless of what form the start zone rescaling takes.  The loss of stats on higher difficulties is very arbitrary and removing it helps simplify the ruleset which is good for balancing and player understanding.  Instakill immunity protects against a number of things that force turn skips, and absolutely nobody finds dying to Stone Touch fun or interesting.  Its just random and stupid.
      
      Forced start zones allowing rares is almost certainly going to be a problem no matter how well scaling is addressed.
      a49c7186
  6. Dec 05, 2014
  7. Dec 04, 2014
  8. Dec 03, 2014
  9. Dec 02, 2014
    • DarkGod's avatar
      Merge branch 'targeting-hooks' into 'master' · 85d3a1ff
      DarkGod authored
      Targeting hooks
      
      Makes extending the targeting system a lot easier:
      
      - Moves all the different targeting types into Target.types_def
      - Adds a Target:realDisplay hook.
      - Target tables can now take a filter(x, y) function.
      - Lifts a lot of the display code into functions which the targeting table can override.
      85d3a1ff
    • DarkGod's avatar
      bump version · 0395b798
      DarkGod authored
      0395b798
    • DarkGod's avatar
      moar · 0f2e71ec
      DarkGod authored
      0f2e71ec
  10. Dec 01, 2014
  11. Nov 30, 2014
  12. Nov 29, 2014
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