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  1. Mar 06, 2012
  2. Feb 28, 2012
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  9. Dec 26, 2011
  10. Nov 22, 2011
  11. Nov 07, 2011
  12. Nov 06, 2011
  13. Oct 27, 2011
    • dg's avatar
      LOS/FOV code fixes & speed updates · b5ed620b
      dg authored
      Talents bound to "left- and middle-click on target" no longer work on unseen (i.e., invisible) actors.
      Location of unseen (i.e., invisible) actors may not be inferred from targeting highlights.
      Targeting highlights now show how a targeting path is blocked when blocked by a corner of an adjacent obstructed tile.
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@4590 51575b47-30f0-44d4-a5cc-537603b46e54
      b5ed620b
  14. Oct 18, 2011
  15. Oct 09, 2011
  16. Sep 27, 2011
  17. Sep 26, 2011
  18. Sep 17, 2011
  19. Sep 16, 2011
  20. Sep 15, 2011
  21. Sep 14, 2011
  22. Sep 13, 2011
  23. Sep 12, 2011
  24. Sep 11, 2011
    • dg's avatar
      Fix weird health bars · 42c9e3a9
      dg authored
      Extract Gem now works on high end stuff even in low level zones
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@4369 51575b47-30f0-44d4-a5cc-537603b46e54
      42c9e3a9
    • dg's avatar
      First half of the big LOS/FOV update:<ul> · 9df750b2
      dg authored
      <li>FoV no longer improperly peeks around blocked corners</li>
      <li>LoS is now equivalent to FoV</li>
      <li>"Smart" LoS: if you can see it, you can target and project to it</li>
      <li>FoV has a permissiveness setting that can be set for each level</li>
      <li>Distance metrics are now consistent for FoV, AoE, and talent ranges (defaults to rounded circle)</li>
      <li>fov_beam_any_angle function now uses "dx", "dy" as input instead of "angle"</li>
      </ul>
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@4368 51575b47-30f0-44d4-a5cc-537603b46e54
      9df750b2
  25. Sep 08, 2011
  26. Sep 06, 2011
  27. Aug 30, 2011
  28. Aug 29, 2011
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