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  1. Oct 14, 2015
    • DarkGod's avatar
      plop · 47715454
      DarkGod authored
      47715454
    • DarkGod's avatar
      Merge branch 'EntityResolve' into 'master' · 32c55583
      DarkGod authored
      Entity resolve
      
      * Allows certain simple resolvers to be resolved immediately when encountered (set .__resolve_instant = true).
      This fixes a problem with some nested resolvers not being resolved completely before other resolvers are processed.
      (This shows up with steam giant's melee_project.FIRE being incompletely resolved while the equipment resolver is run with gear that modifies this field.)
      32c55583
  2. Oct 13, 2015
  3. Oct 12, 2015
  4. Oct 11, 2015
    • DarkGod's avatar
      bd669505
    • DarkGod's avatar
      Merge branch 'others_work_incorporated' of... · f147a56b
      DarkGod authored
      Merge branch 'others_work_incorporated' of http://git.net-core.org/0player/t-engine4 into 0player/t-engine4-others_work_incorporated
      f147a56b
    • DarkGod's avatar
      simplify · d7f359c9
      DarkGod authored
      d7f359c9
    • DarkGod's avatar
      Merge branch 'MiscFixes' into 'master' · 0afedd2a
      DarkGod authored
      Misc fixes
      
      * Randbosses get their class inscriptions (allows gunslingers to get steam implants) and get generalized resource boosts.
      
      Weapon tooltips show extra precision for resource costs.
      
      Fixed a bug in tooltips for projectiles in cheat mode.
      
      Dug sandwalls have a tooltip.
      
      Charactersheet: fixed a bug that could cause the equip button to be labeled incorrectly in the equipdoll.
      Shield damage correctly reflects no off-hand penalty.
      
      The lightning overload quest only shows up for Maj'Eyal campaign.
      0afedd2a
    • DarkGod's avatar
      Merge branch 'cansee_fix' into 'master' · e9260993
      DarkGod authored
      Actor.canSee fix
      
      Set can_see_cache to weak table
      
      Previously, if the "can_see_cache" property is not initialized when
      Actor.canSee() is called, it will be set to a strong table. This seems
      bad because this table can hold references to other actors and possibly
      prevent garbage collection. Actor.resetCanSeeCache() sets
      "can_see_cache" to a weak table, so I think the same should be done for
      initializing the property in Actor.canSee().
      
      Now, Actor.canSee() will initialize "can_see_cache" with a weak table
      if it doesn't already exist.
      
      I stumbled across this while investigating the Warden's Call memory
      leak and found references to the clones in game.player.can_see_cache.
      Unfortunately, this change doesn't seem to fix that problem.
      e9260993
  5. Oct 10, 2015
  6. Oct 09, 2015
  7. Oct 08, 2015
  8. Oct 07, 2015
  9. Oct 05, 2015
  10. Oct 04, 2015
  11. Oct 01, 2015
  12. Sep 30, 2015
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