- Dec 21, 2014
- Dec 20, 2014
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
Steamtech UI fix fix Seems like I managed to break exactly one, not-so-often used dialog, namely "Load Premade", because resized dialogs cannot handle interdependent UI elements. Well, now they can, as good as possible without making overly complex linear equation solvers.
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Alex Ksandra authored
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- Dec 19, 2014
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DarkGod authored
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- Dec 18, 2014
- Dec 16, 2014
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DarkGod authored
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DarkGod authored
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DarkGod authored
Steamtech UI fix More generally, "any UI that changes separator width fix and some fancy math". Levelup dialog now contains much less magic numbers and instead uses the full power of Setup UI. All other dialogs touched mostly involved really small fixes because they're p basic. Seriously. It was a hassle. People, write flexible code.
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DarkGod authored
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DarkGod authored
Well, here goes. I really should've tested it more. Seems like cherry-picking commits from my big branch missed some important fixes later on.
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Alex Ksandra authored
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DarkGod authored
So sorry So, so sorry
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Alex Ksandra authored
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DarkGod 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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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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- Dec 15, 2014
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DarkGod authored
removeEffectsFilter tweaks There's a great function, Actor:removeEffectsFilter, which doesn't get used that often. Partly because of the fact that it never was quite powerful enough to be used. This commit adds a couple of extra checks for it, and makes staple "strip sustains" and "strip effects and sustains" functions, too. I only converted Wild and Primal infusions because I don't feel like testing about 10 talent trees that currently contain interactions with random effects. The original contributors of that trees may decide to switch to use the new interface, though, and addon developers are welcome as well.
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DarkGod authored
Removable egos Recently there was a talk on IRC how sweet would it be to be able to strip egos from an object. This achieves just that, keeping a list of egos at each object, too! As a nice bonus, it showcases its capabilities by converting Imbue Item and Reshape Weapon/Armor to slap egos onto objects (and in the second case, to strip them from objects, too). Randarts now have egos, too, and even randart stat powers are hoarded together by the name and converted into egos. Overall it's pretty sweet. Of course, this is not limited to objects in its applications. Imagine: SHAPESHIFTING ACTORS.
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DarkGod authored
Callback improvements Some touches on the callback system: - callback adding/removing is factored out so that the same loop isn't just written everywhere; - priorities can now be specified for callbacks (default 0), callbacks with lower priorities get called first. (By a popular IRC request.) Of course this involves sorting but measures are taken to do actual sorting as rarely as possible. (As a side-effect, callback-order is now well-defined, being sorted by type ("effect", "object", "talent") and implementing object (taking its .name or tostring()).) - sustained talents can now be made to behave like passive ones in terms of callbacks, by specifying passive_callbacks=true in talent definition.
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DarkGod authored
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DarkGod authored
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Alex Ksandra authored
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