- Sep 01, 2014
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Amagad authored
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- Aug 01, 2014
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DarkGod authored
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- Jul 31, 2014
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DarkGod authored
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- Jul 29, 2014
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DarkGod authored
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Grayswandir authored
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- Jul 28, 2014
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DarkGod authored
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- Jul 27, 2014
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DarkGod authored
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Grayswandir authored
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- Jul 25, 2014
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Grayswandir authored
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Hachem_Muche authored
deleted/disabled debugging code. Simple check for basic equipment resolver
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- Jul 24, 2014
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Hachem_Muche authored
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Sebastian Vråle authored
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DarkGod authored
NOTE: if any volunteer wants to convert the rest of the code, please do so!
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Grayswandir authored
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DarkGod authored
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Grayswandir authored
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Grayswandir authored
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- Jul 23, 2014
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Hachem_Muche authored
updated function header comments fixing resolvers.talented_ai_tactical
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DarkGod authored
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- Jul 22, 2014
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Sebastian Vråle authored
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Sebastian Vråle authored
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Sebastian Vråle authored
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Sebastian Vråle authored
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Sebastian Vråle authored
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Sebastian Vråle authored
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DarkGod authored
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Sebastian Vråle authored
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Sebastian Vråle authored
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- Jul 21, 2014
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Hachem_Muche authored
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- Jul 20, 2014
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Hachem_Muche authored
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- Jul 19, 2014
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Hachem_Muche authored
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Hachem_Muche authored
this adds new parameters to engine.ActorProject:project allowing specific grids and actors to be excluded from the projection.
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- Jul 18, 2014
- Jul 17, 2014
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Eric Wykoff authored
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Eric Wykoff authored
(that's everything I could find with grep aside from a chronomancy talent I'm going to replace anyway)
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Hachem_Muche authored
Fixed randart generation to correctly include/exclude arcane and antimagic powers. This should prevent certain rare cases of the Merchant generating inappropriate randarts for the player. Random egos and powers can now be added to fixed arts and other objects. Random Bosses have more consistent classes. NPCs should not be spawned with incompatible equipment. Oozemancers are anti-magic powered, and some NPCs have updated power sources so that they get the right equipment and are eligible for the right classes. Added support for a .finish function in entities that is applied after resolvers are applied.
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Hachem_Muche authored
Cancelling psionic absorption shields with no accumulated damage will not produce a 0 strength damage shield.
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- Jul 16, 2014
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Hachem_Muche authored
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DarkGod authored
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