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Commit Date  
[r3407] by utunnels

Keep normal aimove close enough to the target instead of wander too far away outside the screen.

Don't save game in a new game level 1, so you can keep your old save if you choose new game by accident.

2011-09-01 07:24:34 Tree
[r3406] by utunnels

Knockdowncount code missing breaks in switch/case, fixed.

2011-09-01 02:12:52 Tree
[r3405] by sumolx

AudioDriver rewrite completed.
All sound issues have been resolved.

2011-08-31 18:05:33 Tree
[r3404] by utunnels

Fix bglayer water clipping problem (hope this is the last time LOL).

2011-08-31 15:30:26 Tree
[r3403] by utunnels

Fix ai character get animation.
Disable bgbuffer(to be removed).

2011-08-31 08:28:20 Tree
[r3402] by utunnels

Fix 16/32bit bgbuffer for bglayer water.

2011-08-31 05:45:29 Tree
[r3401] by utunnels

Fix bglayer water crash in 16 and 32bit without remap.

2011-08-31 04:09:25 Tree
[r3400] by utunnels

New script:
data\scripts\loading.c
Called in loading screen update loop.

Randomize the movement of an AI controlled entity if its path has been blocked for many times. It's a temporarily solution, I shall refine the wall checking code in the future.

Expand attack## to 99.

Add stealth logic for item.

2011-08-31 01:34:43 Tree
[r3399] by utunnels

Fix gfxshadow overclip problem (when character walks off the screen, the shadow disappears as well).

2011-08-28 06:47:08 Tree
[r3398] by utunnels

New animation type ANI_WALKOFF

Triggered after walking off a cliff.

2011-08-28 05:38:12 Tree
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