- Mar 08, 2015
- Mar 04, 2015
- Mar 03, 2015
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Alex Ksandra authored
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- Mar 02, 2015
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DarkGod authored
New gameplay option to auto-validate the default target; thus requiring only one keypress to fire a talent
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- Feb 26, 2015
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Alex Ksandra authored
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- Feb 25, 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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- Feb 23, 2015
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Alex Ksandra authored
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- Feb 20, 2015
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Alex Ksandra authored
Made Reshape W/A truly idempotent and also it now autoupdates through normal means and not horrible hacks.
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- Feb 18, 2015
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Alex Ksandra authored
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Alex Ksandra authored
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- Feb 17, 2015
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Hachem_Muche authored
Makes known traps and event terrain effects remembered on the map and minimap (with distinct colors for each). Fix some bugs that was causing the nice tiler to overwrite modified grids for some events and make overlapping events behave nicely. Adds "Lua inspect [Trap]" to the map menu in debug mode. Note: May need new particle effects to make remembered area effects out of LOS look better.
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Alex Ksandra authored
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- Feb 16, 2015
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Hachem_Muche authored
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Alex Ksandra authored
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Alex Ksandra authored
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- Feb 15, 2015
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Eric Wykoff authored
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- Feb 14, 2015
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Alex Ksandra authored
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- Feb 13, 2015
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Alex Ksandra authored
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Alex Ksandra authored
DarkGod, space kerns with some letters. Kerns heavily. SDL_TTF also sucks heavily enough to not tell us that. If you could change font:draw so that it collected all the text in the line (of one style at least) and rendered it at once, thus preserving kerning, that'd be wonderful. Again, when we move to atlasi, this is going to become a pain again. Probably will need something which can return full character metrics.
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Alex Ksandra authored
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Alex Ksandra authored
Fixed the oddity with being blinded (well, worked around it). Also cleaned shader code up while I'm at it.
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- Feb 12, 2015
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Alex Ksandra authored
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- Feb 11, 2015
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DarkGod authored
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Alex Ksandra authored
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Alex Ksandra authored
(esp now that splitLines is kinda irrelevant since we use font:draw)
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Alex Ksandra authored
Fixed textzones being too spacious/cut off sometimes as a consequence (when they have many tall letters).
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- Feb 10, 2015
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Alex Ksandra authored
Ice Storm stays in place after the source is dead (just in case); map effects actually check for duration set to 0
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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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- Feb 09, 2015
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Alex Ksandra authored
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- Feb 08, 2015
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Alex Ksandra authored
Symmetry screwed with equipping two rings consequentially in no particular slot, so I changed to to be less symmetric (as it used to be).
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- Feb 07, 2015
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Hachem_Muche authored
NPC's will tell allies about enemies at slightly greater range (affected by game difficulty) and guesses for the position of unseen hostiles will be a bit better.
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