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Created with Raphaël 2.2.016Oct141312111098765432130Sep29282725242322201918171615141312111098527Aug2625242322191817151312111032131Jul30292827232221201918131211109876525Jun2322108432131May28272625242119171615141312111065432114Apr12863131Mar302928272625Possible work-around for use-after-free in scriptable Actor classmastermasterWIP: Fix VLC >= 4.0 buildApplyClab_internal: always store as innate in iwd2fix calling convention mess unearthed by 24437a82GlobalTimer: fixed braino from 7ba3938e4fx_familiar_marker: removed pointless todofx_cure_petrified_state: add iwd2 logic, fixes #2185Scriptable::CastSpell*End: prefer old LastTrigger, fixes #2149Spellbook::LearnSpell: added shortcut for many casesCREImporter::FindSpellType: fixed domain spell lookup being too laxGetKitSpell: look up name only onceOverHeadMsg::Draw: take width into account as wellGame::GetXPFromCR: already correct, resolve fixmefixed the rest of the morale break handling, fixes #2145pcf_morale: cap moraleActor::SetCircleSize: improve berserking checkSelectable::DrawCircle: don't dim yellow and rarer circlespcf_morale: induced panic was blocked during cutscenes, at least in iwd2panic: delay morale panic message, since it might be throttledActor::RefreshPCStats: handle special morale recovery time valuepcf_morale: moved/promoted iwd2 hof check to soonerActor::CheckSpellDisruption: fixed wrong stat bit checkMerge pull request #2189 from MarcelHB/issue-2188/mem_leak_fixesITMImporter: fixes memory leak and drop of equip. effectsCREImporter: refactoring around memory leakMap: deletes projectiles correctly on disposalfx_transfer_hp: fixed accidental noopGlobalTimer::SetScreenShake: ensure the counter remains positiveGlobalTimer::SetMoveViewPort: skip move if we're already at the destinationActor::SetDialog: removed redundant overloadApplyDamageNearby: also copy the source ref, so it's easier to debugiwd2/script.2da: fixed wrong order of ids stats #2167IniSpawn: small cleanupPlaySequenceCore: disable new stuff for pst, fixes #2132Scriptable::SetDialog: do a silent lookupIniSpawn::SpawnCreature: area difficulty is effectively a bitfieldIniSpawn::SpawnCreature: use area difficulty, not game difficultyIniSpawn::ReadCreature: properly read the area difficulty flagsIniSpawn::SpawnCreature: allow for negative SpecVarInc #2167GameScript::CheckStat*: exclude encumbrance, fixes #2187
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