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- Oct 18, 2015
- Oct 15, 2015
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Alex Ksandra authored
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Alex Ksandra authored
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Alex Ksandra authored
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Alex Ksandra authored
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Alex Ksandra authored
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Alex Ksandra authored
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Alex Ksandra authored
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Alex Ksandra authored
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Alex Ksandra authored
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- Oct 14, 2015
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DarkGod authored
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- Oct 13, 2015
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Hachem_Muche authored
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Hachem_Muche authored
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.)
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Alex Ksandra authored
also most code stolen from separator
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Alex Ksandra authored
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- Oct 12, 2015
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Alex Ksandra authored
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DarkGod authored
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DarkGod authored
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- Oct 11, 2015
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DarkGod authored
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- Oct 10, 2015
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Samuel Wegner authored
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.
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Alex Ksandra authored
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Alex Ksandra authored
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- Oct 09, 2015
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Alex Ksandra authored
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DarkGod authored
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Grayswandir authored
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Alex Ksandra authored
use: in hooks/load.lua, call superload("mod.class.Name", function(_M) do whatever end) works exactly like a superload file except you may do that multiple times and they will be applied in that order you still need to set superload=true on an addon
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- Oct 08, 2015
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DarkGod authored
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DarkGod authored
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Hachem_Muche authored
Randbosses get their class inscriptions (allows gunslingers to get steam implants) and get general 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.
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- Oct 07, 2015
- Oct 05, 2015
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Samuel Wegner authored
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Alex Ksandra authored
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Alex Ksandra authored
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- Oct 04, 2015
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Alex Ksandra authored
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Alex Ksandra authored
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- Oct 01, 2015
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DarkGod authored
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