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  1. Oct 18, 2015
  2. Oct 15, 2015
  3. Oct 14, 2015
    • DarkGod's avatar
      plop · 47715454
      DarkGod authored
      47715454
    • DarkGod's avatar
      Merge branch 'EntityResolve' into 'master' · 32c55583
      DarkGod authored
      Entity resolve
      
      * Allows certain simple resolvers to be resolved immediately when encountered (set .__resolve_instant = true).
      This fixes a problem with some nested resolvers not being resolved completely before other resolvers are processed.
      (This shows up with steam giant's melee_project.FIRE being incompletely resolved while the equipment resolver is run with gear that modifies this field.)
      32c55583
  4. Oct 13, 2015
  5. Oct 12, 2015
  6. Oct 11, 2015
    • DarkGod's avatar
      bd669505
    • DarkGod's avatar
      Merge branch 'others_work_incorporated' of... · f147a56b
      DarkGod authored
      Merge branch 'others_work_incorporated' of http://git.net-core.org/0player/t-engine4 into 0player/t-engine4-others_work_incorporated
      f147a56b
    • DarkGod's avatar
      simplify · d7f359c9
      DarkGod authored
      d7f359c9
    • DarkGod's avatar
      Merge branch 'MiscFixes' into 'master' · 0afedd2a
      DarkGod authored
      Misc fixes
      
      * Randbosses get their class inscriptions (allows gunslingers to get steam implants) and get generalized resource boosts.
      
      Weapon tooltips show extra precision for resource costs.
      
      Fixed a bug in tooltips for projectiles in cheat mode.
      
      Dug sandwalls have a tooltip.
      
      Charactersheet: fixed a bug that could cause the equip button to be labeled incorrectly in the equipdoll.
      Shield damage correctly reflects no off-hand penalty.
      
      The lightning overload quest only shows up for Maj'Eyal campaign.
      0afedd2a
    • DarkGod's avatar
      Merge branch 'cansee_fix' into 'master' · e9260993
      DarkGod authored
      Actor.canSee fix
      
      Set can_see_cache to weak table
      
      Previously, if the "can_see_cache" property is not initialized when
      Actor.canSee() is called, it will be set to a strong table. This seems
      bad because this table can hold references to other actors and possibly
      prevent garbage collection. Actor.resetCanSeeCache() sets
      "can_see_cache" to a weak table, so I think the same should be done for
      initializing the property in Actor.canSee().
      
      Now, Actor.canSee() will initialize "can_see_cache" with a weak table
      if it doesn't already exist.
      
      I stumbled across this while investigating the Warden's Call memory
      leak and found references to the clones in game.player.can_see_cache.
      Unfortunately, this change doesn't seem to fix that problem.
      e9260993
  7. Oct 10, 2015
  8. Oct 09, 2015
  9. Oct 08, 2015
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