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  18. 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
  19. Sep 15, 2011
  20. Sep 11, 2011
    • 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
  21. Mar 30, 2011
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