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Merge Call of Chernobyl 1.4.22 (#1529) #1708
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Commits on Dec 10, 2014
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- commented unused _Dedicated copy (last file)
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Commits on Dec 13, 2014
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* Possible to do interactive debug of the game
+ fixed project dependencies (resources), now entire solution compiles without errors + fixed existing macros to use *Root* macros defines instead of $(Solution)* + moved all VS build related folders (bin, intermediate, lib, etc...) out of solution folder + added xrGame and xrGameBin macros + changed Debug config to generate game related DLLs in game folder (defined by environment variable XRAY_16X_GAME) - removed some projects (dedicated, editor, plugins) from build list in Debug configuration
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+ added new parameter -nologo to skip NVIDIA and other videos in game…
… start up + format: untabify and VS format
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Commits on Dec 14, 2014
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+ change nologo start up param to skiplogo as it was clashing with nolog
Console commands added: + fov + hud_fov + g_god + add g_unlimitedammo + jump_to_level + run_script + run_string + time_factor
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Commits on Dec 16, 2014
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+ fix "cannot find rank for" bug (restrictions.cpp)
+ fixed invalid (had extra space) name of exported script function speed in alife_monster_detail_path_manager_script.cpp
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Commits on Dec 17, 2014
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+ flush script command ! restricted console commands relevant to debugging (g_god, run_string, etc..) to only be available when program was started with -dbg key
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+ exposed lua debug library (under -dbg key)
* added LuaJIT-1.1.8 project
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Commits on Dec 18, 2014
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+ exposed lua debug library (under -dbg key)
* added LuaJIT-1.1.8 project
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Merge branch 'luajit' into working
Conflicts: src/3rd party/LuaJIT-1.1.8/LuaJIT-1.1.8.vcxproj src/3rd party/LuaJIT-1.1.8/LuaJIT-1.1.8.vcxproj.filters src/xrServerEntities/script_storage.cpp
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Commits on Dec 19, 2014
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+ build_config_defines.h - take some control over ever growing number of changes Script callbacks (examples in bind_stalker.script) + key_press + key_release (disabled in build_config_defines.h) + key_hold (disabled in build_config_defines.h) + mouse_move (disabled in build_config_defines.h) + move_wheel + item_to_ruck + item_to_belt + item_to_slot Misc: + first person death (configurable in build_config_defines.h)
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Commits on Dec 20, 2014
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Commits on Dec 21, 2014
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~ changed first person death to star game_over tutorial
* prevent stalker animation update from crashing the game and attempt to reset animations instead ~ added optimization off pragma to CCustomOutfit::HitThroughArmor method as some method calls were swallowed by compiler and made debug impossible
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Commits on Dec 22, 2014
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* fix issue when values were not updated (silently skipped) when same…
… key is encountered more than once. This is how std::map is designed. Also used more efficient C++11 std::map::emplace method instead of outdated std::pair::make_pair. Note that xxx.insert(mk_pair(v1,v2)) pattern is used extensively throughout solution so there is a good potential for other bug fixes/improvements
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Commits on Dec 23, 2014
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* made BugTrap optional (enable in build_config_defines.h). This is v…
…ery useful when working on test build and expect lots of crashes, but can be turned back on before distributing engine to testers
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Commits on Dec 24, 2014
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Commits on Dec 25, 2014
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Commits on Dec 26, 2014
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+ Added sanity checks to a couple actions that should verify if enemy…
…/danger object actually exists before executing since it's possible these can become NULL between the time the evaluator is ran and the action is executed + (Call of Chernobyl specific) Attempt to workaround strange line 114 (111 without my added code) of action_planner_inline.h crash when loading generators + Added support for rpm_mode_2 and cycle_down variables for weapon configs; used to emulate Abakan/AN-94's 1800 rpm two-shot burst and the cycle down to 600 RPM. + Added a condition check to see if member is visible_now before transfering enemy through CAI_Stalker::process_enemies to prevent omniscient detection * Changed ERROR to WARNING when an object is transfered to a new inventory owner when it doesn't have a parent
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Commits on Dec 29, 2014
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Commits on Dec 30, 2014
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+ added alife().teleport_object + added level.get_target_obj + added level.get_target_dist + added level.send + added several condition checks to stalker_combat_actions.cpp to further the validity of the performed action.
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+ added the ability to reload system ini through lua script via the n…
…amespace function reload_system_ini() + added DEBUG Msg for .thm parsing
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- removed jump_to_level; unnecessary
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+ commented few VERIFY statements to make COC run in Debug
* minor change to methods added by @revolucas - changed function to be passed by reference instead of value when registering with LUA * bug fix in alife_simulator_script.cpp
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+ new config define LUA_DEBUG_PRINT to turn on script_engine().script…
…_log() function (ai().script_engine().script_log(ScriptStorage::eLuaMessageTypeError, "CWeapon : cannot access class member Weapon_IsScopeAttached!");) (needs -dbg) * changed w_vector2 and w vector to w_fvector2 and w_fvector3 + exported additional methods for ini_file class to allow writing + exported is_* (is_stalker, etc.) methods
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Commits on Dec 31, 2014
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* fix for previous commit (forgot to change debug checks)
* fix for debug build issue in COC with "invalid sun direction"
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Commits on Jan 1, 2015
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Commits on Jan 2, 2015
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* Altered the existing net_packet:r_begin(number) export to be net_pa…
…cket:r_begin() to avoid SCRIPT ERROR "no overloaded function found for net_packet:r_begin(net_packet*,number) valid candidates are net_packet:r_begin(number&)"
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+ non fatal verify (with NON_FATAL_VERIFY define)
+ added back previously commented verifies
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- commented out annoying debug message
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ECO RENDER rip from KD/alpet SOC repo: https://xp-dev.com/sc/change/204486/122 Caps intro video (200 fps) and main menu (60 fps) FPS to avoid video card coil noise/overheating.
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+ detail draw radius console setting (r__detail_radius)
* extended detail density (r__detail_density) * extended extended geometry LOD (r__geometry_lod) * extended sun near (r2_sun_near)
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+ ECO_RENDER define to restrict FPS in menu and videos and prevent vi…
…deo card overheat (by alpet)
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Commits on Jan 3, 2015
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+SE_NEAR changed from 9 to 20 +snd_reload_empty added +zoom_dof enabled +reload_dof and reload_empty_dof added +anm_idle_moving_crouch, anm_idle_moving_crouch_g, anm_idle_moving_crouch_w_gl added +Full auto pistols that show proper empty anim +Revolver animation set added (uses WP_WALTHER class)
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Commits on Jan 4, 2015
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+ standard library extensions by RVP-ARS + lua marshal + lfs
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Merge remote-tracking branch 'remotes/swartz/swartz-working' into wor…
…king + new weapon classes (WeaponCustomAuto and WeaponRevolver) + new weapon animations (anm_idle_moving_crouch, anm_reload_empty, anm_reload_empty_w_gl, anm_idle_moving_crouch_g, anm_idle_moving_crouch_w_gl) + new weapon sounds (snd_reload_empty) + actor shadow (r__actor_shadow) + new script method (is_actor_outdoors) + re-enabled RoomDOF, ReloadDOF. + added ReloadEmptyDOF + new config defines for custom animations and sounds - NEW_ANIMS, NEW_SOUNDS
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Commits on Jan 5, 2015
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Commits on Jan 6, 2015
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+ added weapon_addon_attach and weapon_addon_detach exports (not work…
…ing...) - reverted change in action_planner_inline.h + added workaround to stalker_animation_callbacks.cpp for crash at verify bone rotation
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Commits on Jan 11, 2015
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+ print_stack is exported to global namespace
* fixed log function - log1 as redundant: UPDATE SCRIPTS!!! * fixed error_log it is now working correctly and will: log message, log callstack, crash the game * allow flushing of lua logs when LUA_DEBUG_PRINT is defined * fixed print_stack printing duplicates
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Commits on Jan 12, 2015
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+ added the ability to define phantom_section in configs for psy_dog …
…to allow the possibility to spawn sections other than phantom_psy_dog
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+ vsync by avbaula (enabled by VSYNC_FIX)
- ECO_RENDER as redundant * fix for previous commit (missed one #include "build_config_defines.h")
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Commits on Jan 13, 2015
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+ initial setup of luajit-2.0.3 (need some more work plus smart_terra…
…in.script is crapping out for some reason when loading jobs from gulag_general.script)
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* commented out LUA_DEBUG_PRINT as redundant. It is now deprecated an…
…d will be removed or re purposed in future
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Commits on Jan 14, 2015
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* LuaJit 2+ can is now fully functional
^ needs to be built with batch file included in src folder ^ after build completes manually copy lua51.dll to game bin folder * define USE_GSC_MEM_ALLOC to use GSC memory allocator or undefine to use one supplied by luajit * define USE_LUAJIT_ONE for v1.1.8 of luajit in case someone wants to use it (!!! don't forget to set build configuration to $(Configuration)_LuaJit_one)
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Commits on Jan 16, 2015
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- added workaround for stalker_animation_callbacks.cpp rotation crash - added extra action debugging with -dbgact command line
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+ Updated several combat actions with an "abs(y1-y2) > 3.0f" check fo…
…r adjusting stalker sight direction to improve the look of indoor combat; they will no longer stare at the floor or ceiling - Disabled SPAWN_ANTIFREEZE
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Commits on Jan 17, 2015
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= Improved the 'stalker don't stare through ceiling/floor' feature. I…
…nstead of sight towards path, now stalkers have sight towards direction of enemy but maintain looking straight ahead instead of looking straight up or down when enemy is on a different elevation.
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Commits on Jan 18, 2015
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- include/lua headers were moved back to luajit where they belong (dependent on luajit version used) - include/luabind headers were moved back to luabind project dir where they belong + release config (Release_LuaJit_One) for luajit 1.1.8 is completed. Note that USE_LUAJIT_ONE is now defined in project properties and not in build_config_defines.h = fixed compiler warnings for projects (some were safe to ignore and some were fixed)
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Merge branch 'working' of https://github.com/revolucas/xray-16 into l…
…uajit_cleanup
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+ added level namespace export level.spawn_item(section,position,leve…
…l_vertex_id,parent_id,(bool)return_item)
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Commits on Jan 20, 2015
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+ restored config defined sun movement (toggle with define DYNAMIC_SU…
…N_MOVEMENT) (http://www.gameru.net/forum/index.php?s=60035caee507a30d0e288dd9d04bb20f&showtopic=55777&view=findpost&p=1499977) + restored collision with dead bodies (toggle with define DEAD_BODY_COLLISION). Thanks to malandrinus
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Commits on Jan 21, 2015
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+ new splash logo - SPAWN_ANTIFREEZE fix attempt (still seeing same issues with incorrect destroy sequence)
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Commits on Jan 25, 2015
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Commits on Jan 26, 2015
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* fix npcs getting stuck in action_take_cover
* added a return to WeaponMagazined.cpp for when inventory_owner doesn't have active_item - reverted all changes done to stalker_animation_callbacks.cpp
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Merge branch 'luajit_cleanup' of https://github.com/avoitishin/xray-16 …
…into luajit_cleanup
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Commits on Feb 1, 2015
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Commits on Feb 2, 2015
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+ actor_before_death script call back (set in bind_stalker). This wil…
…l allow scripts to process actor condition and prevent actor's death or kill him if desired. IMPORTANT: if you wish to kill actor you need to call db.actor:kill(level:object_by_id(whoID), true) in actor_before_death callback, to ensure all objects are properly destroyed. + set_health_ex script method for game_object. This will directly set entity's health instead of going through health property which operates on delta
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+ actor_before_death script call back (set in bind_stalker). This wil…
…l allow scripts to process actor condition and prevent actor's death or kill him if desired. IMPORTANT: if you wish to kill actor you need to call db.actor:kill(level:object_by_id(whoID), true) in actor_before_death callback, to ensure all objects are properly destroyed. + set_health_ex script method for game_object. This will directly set entity's health instead of going through health property which operates on delta
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+ tree amplitude (sway amount) aka LA. For best visuals, set tree_amp…
…litude_intensity, wind_direction, and wind_velocity for each weather config. Can be completely disabled with TREE_WIND_EFFECT define
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Commits on May 20, 2015
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* changed cycle down in WeaponMagazined.cpp
* increased the Y distance for the floor/ceiling wall look prevention' * Enabled KEY_RELEASE_CALLBACK * Disabled FP death cam
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Commits on May 21, 2015
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- removed Proposed engine changes.txt
+ added how to compile luajit 2 to build instructions and stated how it requires changes to gulag_general.script + README.md now states this fork is specifically for Call of Chernobyl mod
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= fix for on_actor_before_death callback to kill actor in the res/gam…
…edata/scripts/bind_stalker.script
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Commits on May 24, 2015
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Commits on Jun 3, 2015
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= Consumables greater then 1x1 inv_grid_width will no longer crash th…
…e game when dragged onto a quick slot because they are ignored - removed assert crash with "Non inventory item object has parent?!" by just ignoring the the object
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= fix rpm for abakan cycle down
= fix level.get_target_dist to always return range even if there is no object at cursor + added level.get_target_element which should return bone id
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Commits on Jun 13, 2015
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+ Restored method to attach vehicle to actor
+ added many exported car methods by Twitty * Force R4 to use R1 idle lighting instead of NULL * Spawn Antifreeze is now a console command * Campfires now can be turned off or on while using DX11 + Three new actor callbacks! on_attach_vehicle, on_detach_vehicle and on_use_vehicle
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Commits on Jun 17, 2015
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~ reverted changes done to SPAWN_ANTIFREEZE due to issues with it (un…
…defined by default) * alife_storage_manager.cpp makes direct engine call to script alife_storage_manager.script to pass the save game filename. alife_storage_manager.CALifeStorageManager_save alife_storage_manager.CALifeStorageManager_load * smooth crouch fix * renderer_r4 no longer is forced to use r1 idle light + callback.weapon_zoom_in + callback.weapon_zoom_out + callback.weapon_jammed + game_object:get_artefact_health(); + game_object:get_artefact_radiation(); + game_object:get_artefact_satiety(); + game_object:get_artefact_power(); + game_object:get_artefact_bleeding(); + game_object:set_artefact_health(float value); + game_object:set_artefact_radiation(float value); + game_object:set_artefact_satiety(float value); + game_object:set_artefact_power(float value); + game_object:set_artefact_bleeding(float value); + game_object:attach_vehicle(gameobject veh) *actor only* + game_object:detach_vehicle() *actor only* + game_object:force_set_position(vector3)
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Commits on Jun 21, 2015
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+ Teleport actor to demo cam when you press Enter while in demo_record
~ activate car PPhysicsShell when it spawns so that it collides with ground properly + Added support for a third ammo type static. YOU MUST HAVE <static_third_ammo> in your maingame.xml and maingame_16.xml + added: game_object:get_attached_vehicle() {return game_object} game_object:add_upgrade(section) {void} game_object:has_upgrade(section) {return bool} game_object:iterate_installed_upgrades(lua_function,game_object) game_object:play_hud_motion(anim_section,bMixIn,game_object:get_stat()) {return number} -- animation length game_object:switch_state(number) game_object:get_state() {return number} game_object:activate_hud_item() game_object:deactivate_hud_item() game_object:is_actor_indoors() {return bool} game_object:is_npc_indoors() {return bool} + Added 5 custom slots. IMPORTANT YOU MUST set system.ltx [inventory] properly now. There should be 17 slots!
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Commits on Jul 7, 2015
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* restructured many features behind defines (see: build_config_define…
…s.h) + added a layered sound system (see: build_config_defines.h) + added get_hud():UpdateActorMenu() which refreshes the inventory screen + added new spawn_loadout features to character descriptions spawn item system (see: alife_object.cpp) ~ made corrections to how ammo_type is drawn on UI (requires static_third_ammo in maingame[_16].xml) + engine call to _G.CALifeUpdateManager__on_before_change_level (required!) + engine call to inventory_upgrades.effect_upgrade_item (required!) - removed some unused testing game_object exports (is_explosive, is_script_zone, is_projector, is_missle, is_grenade, is_bottle, is_torch) + added game_object:set_bone_visible(string bone_name,bool visibility,bool recursive) + added game_object:bone_visible() bool + added game_object:get_luminocity() and game_object:get_luminocity_hemi() - removed game_object:is_actor_indoors() and is_npc_indoors replaced by above + added level.get_active_cam() and level.set_active_cam(number) = fixed game_object:has_upgrade(string) + added game_object:install_upgrade(string) + m_evaluator_name exposed outside DEBUG for better script logging + added FS():rescan_path(string) which toggles the flag to rescan the path when the game reloads which allows you to add new files and see the changes in-game without restarting application
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Commits on Aug 13, 2015
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Added functionality for multiple item usage
You can now have items with multiple uses, with proper display using progress bars and all of the bells and whistles.
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Small fix to remove some unneeded logging functions
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Commits on Aug 19, 2015
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* restructured many features behind defines (see: build_config_define…
…s.h) + added a layered sound system (see: build_config_defines.h) + added get_hud():UpdateActorMenu() which refreshes the inventory screen + added new spawn_loadout features to character descriptions spawn item system (see: alife_object.cpp) ~ made corrections to how ammo_type is drawn on UI (requires static_third_ammo in maingame[_16].xml) + engine call to _G.CALifeUpdateManager__on_before_change_level (required!) + engine call to inventory_upgrades.effect_upgrade_item (required!) - removed some unused testing game_object exports (is_explosive, is_script_zone, is_projector, is_missle, is_grenade, is_bottle, is_torch) + added game_object:set_bone_visible(string bone_name,bool visibility,bool recursive) + added game_object:bone_visible() bool + added game_object:get_luminocity() and game_object:get_luminocity_hemi() - removed game_object:is_actor_indoors() and is_npc_indoors replaced by above + added level.get_active_cam() and level.set_active_cam(number) = fixed game_object:has_upgrade(string) + added game_object:install_upgrade(string) + m_evaluator_name exposed outside DEBUG for better script logging + added FS():rescan_path(string) which toggles the flag to rescan the path when the game reloads which allows you to add new files and see the changes in-game without restarting application
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Merge branch 'working' of https://github.com/revolucas/xray-16 into w…
…orking Conflicts: src/build_config_defines.h src/xrGame/Level_input.cpp src/xrGame/WeaponMagazined.cpp src/xrGame/action_planner_inline.h src/xrGame/alife_storage_manager.cpp src/xrGame/alife_update_manager.cpp
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Merge pull request #1 from AxelDominatoR/working
Added functionality for multiple item usage
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Merge pull request #1 from revolucas/working
Update from upstream
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Commits on Aug 22, 2015
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= fixed inventory cell items not updating progress bar
= Corrected some issues with Axel's feature
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= fixed inventory cell items not updating progress bar
= Corrected some issues with Axel's feature
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Merge branch 'working' of https://github.com/revolucas/xray-16 into w…
…orking Conflicts: src/xrGame/ui/UICellCustomItems.cpp
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Various fixes plus progress bars are now green
Fixed various issues with the multiple item uses and now the progress bars are green. Also fixed a few issues with the hotbar and progressbar background
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Merge branch 'working' of https://github.com/AxelDominatoR/xray-16 in…
…to working Conflicts: src/xrGame/eatable_item.cpp src/xrGame/eatable_item.h src/xrGame/ui/UIActorMenu.h src/xrGame/ui/UICellCustomItems.cpp src/xrGame/ui/UICellItem.cpp src/xrGame/ui/UIProgressBar.cpp src/xrGame/ui/UIProgressBar.h
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~ polished some minor quirks with consumables due to new use_conditio…
…n feature ~ enabled MultiProcessorCompilation in Common.props
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Commits on Aug 23, 2015
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Commits on Aug 27, 2015
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+ AxelDominator weight calculations for CEatableItem weight
~ uncommented artefact immunities code to be displayed in tooltip ~ uncommented outfit immunities code to be displayed in tooltip + added new lua exported methods, for game_object class: u8 get_remaining_uses() void set_remaining_uses(u8) u8 get_max_uses() = potential fix for crash when placing item with 0 remaining uses into a container ~ global lua exported method UpdateActorMenu() now updates current item cell + added global lua exported method, game_object CurrentItemAtCell() (**not working apparently)
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Commits on Aug 28, 2015
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+ added code to donate item through context menu during trade (Work i…
…n progress) = fixed duplicating items caused by CEatableItem::Useful() and the removal of the remaining uses check + added code to swap equipment slots, including knife and binoc through context menu (Work In Progress)
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~ further improved the new non-slot equip mechanic. slot_persistent =…
… false must be set to enable this feature for a slot. Some minor bugs exist when stacking and a bug where you are unable to equip an item unless you unequip the existing item first. (Still work in progress)
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= fixed stacking issue with non-slot equip feature but equip when ite…
…m already equipped still not working.
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Commits on Aug 29, 2015
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+ added decay_rate for detectors when use_condition = true. on animat…
…ion end this value will be subtracted from the items condition = fixed issue with non-slot equipment mechanic and stacks
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Commits on Sep 20, 2015
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= fixed being able to repair consumables with more then 1 usage ~ st_unequip is hardcoded string to display text for unequippable slotted items
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Commits on Sep 23, 2015
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+ re-enabled AI dying in anomalies. ai_die_in_anomaly console command…
… has been added and is defaulted disabled.
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Commits on Sep 24, 2015
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= res/gamedata/configs/misc/items.ltx added the new fields with defau…
…lts: ;New fields use_condition = false max_uses = 1 remove_after_use = true empty_weight = 0.1 allow_repair = false
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Commits on Oct 2, 2015
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Commits on Oct 8, 2015
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+ new game object exports (see wiki: https://github.com/revolucas/xra…
…y-16/wiki/List-of-Changes) phantom_set_enemy is_on_belt item_on_belt belt_count get_actor_max_weight set_actor_max_weight get_actor_max_walk_weight set_actor_max_walk_weight get_additional_max_weight set_additional_max_weight get_additional_max_walk_weight set_additional_max_walk_weight get_total_weight weight get_actor_jump_speed set_actor_jump_speed get_actor_sprint_koef set_actor_sprint_koef get_actor_run_coef set_actor_run_coef get_actor_runback_coef set_actor_runback_coef + ray_pick class export + linker option LargeAddressAware TRUE in global properties * console command snd_cache_size upper limit increased to 64 (kb) * console command snd_targets range set to 200 to 1000 (increase from 1 to 32)
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Commits on Oct 9, 2015
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Commits on Feb 26, 2016
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+ added new exported game_object methods for weapons:
set_ammo_type(u8 ammo_type) get_ammo_count_for_type(u8 ammo_type) has_ammo_type(u8 ammo_type) get_weapon_substate() get_main_weapon_type() -- deals with ef_main_weapon_type set_main_weapon_type(u16 type) get_weapon_type() -- deals with ef_weapon_type set_weapon_type(u16 type)
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Commits on Apr 12, 2016
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+ exports for game_objects: set_weight, use, start_trade, start_upgrade
- remove distance check when opening inventory boxes
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Commits on May 29, 2016
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+ Added ZS_AMEBA and ZS_NGRAV class registrator ids
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Commits on May 31, 2016
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+ AI are now effected by Anomalies inherited from CCustomZone
~ Changed in-game text color for Neutral to yellow + Added game_object:set_character_icon(texture_name)
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Commits on Jun 1, 2016
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- remove ai_die_in_anomaly console command
+ add new game_object exports: u32 get_spatial_type() -- get alife object flags set_spatial_type(u32) -- set alife object flags iterate_feel_touch(funct) ex. obj:iterate_feel_touch(func) -- passes ID as param to a given lua function
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- remove ai_die_in_anomaly console command
+ add new game_object exports: u32 get_spatial_type() -- get alife object flags set_spatial_type(u32) -- set alife object flags iterate_feel_touch(funct) ex. obj:iterate_feel_touch(func) -- passes ID as param to a given lua function
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Commits on Jun 2, 2016
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+ added set_restrictor_type and get_restrictor_type game_object metho…
…ds ex. anom:set_restrictor_type(4) anom:get_restrictor_type() --[[ eDefaultRestrictorTypeNone = u8(0), eDefaultRestrictorTypeOut = u8(1), eDefaultRestrictorTypeIn = u8(2), eRestrictorTypeNone = u8(3), eRestrictorTypeIn = u8(4), eRestrictorTypeOut = u8(5), --]]
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Commits on Jun 21, 2016
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= fixed some warnings by PVS Studio
~ updated splash screen + added lua function call for best_weapon (requires ai_stalker.script with update_best_weapon function. Passes npc,cur_wpn) ~ _mp keybinds to work for _both + added lua function calls for icon drag&drop in actor menu: actor_menu_inventory.CUIActorMenu_OnItemDropped. Passes the item. + added lua function calls for item hover (focus) in actor menu: actor_menu_inventory.CUIActorMenu_OnItemFocusReceive, actor_menu_inventory.CUIActorMenu_OnItemFocusLost and + exported CActorMenu to lua + Now call lua function level_input.script for level_input.on_key_press(key,bind). This allows for overriding engine keybinds like quicksave and quickload to be done in lua * added/change use1_functor and use1_action_functor to added up to 5 custom context menu options. use1_functor must return string or nil. If it's a string then it will be displayed in the context menu on right-click. If it returns nil then option won't appear. use1_action_functor will execute when clicking the option.
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Commits on Jul 11, 2016
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+ now disable the use of precompiled shaders by default. Can be re-en…
…abled with r__use_precompiled_shaders 1 in dev console = fix layered icons * enabled layered sounds in build_config_defines.h
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Commits on Jul 12, 2016
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+ Optional snd_shoot_actor and snd_silencr_shot_actor sounds (can be …
…layered) = fix to static renderer
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Commits on Jul 22, 2016
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- disabled some compiler security features which should improve game …
…performance and aren't necessary.
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Commits on Jul 30, 2016
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+ snd_explode is now a layered sound collection
+ added weapon_magazine_empty callback for actor + added engine to lua call for _G.CActor__BeforeHitCallback(actor,hit,bone_id). Can edit hit properties before hit actually occurs, like reducing or increasing hit.power, hit.impulse, hit.direction, hit.type. If the function returns false then hit is ignored + added engine to lua call for _G.CInventoryItem__Eat(npc,item). This function is called before inventory item is used. If function returns false then item isn't used/eaten.
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Commits on Sep 7, 2016
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~ display condition in Artefact UI stat info (for degradation)
~ Refactor renderer GPU support detection = Fix Main/Worker thread sync = Fix xrDebug expression/description mismatch, added nosegment default on BugTrap error msgbox (not used in CoC) = Fix memory leak with file handles in dx10ResourceManager_Resources.cpp = Fix R3/R4 SM_4_1 shader name = Fix IReader:close() - Remove CopyProtection, Securom and Parental controls
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~ revert threading back to GSC version. Open X-Ray 'thread sync' fix …
…makes loading times much longer and also stuttering slightly more apparent
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Commits on Sep 8, 2016
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Commits on Sep 10, 2016
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= fix donate item only working for quest items, should be the reverse
+ Added fire_wound_immunity, wound_immunity, explosion_immunity and strike_immunity to the list of properties that can be shown on Artefact UI, assuming the values are not zero.
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Commits on Sep 14, 2016
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Commits on Sep 17, 2016
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= Fix crash when actor dies while entered to Vehicle or Mounted Weapon
+ Added cut content, Mounted Weapon
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Commits on Sep 29, 2016
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+ added new CHolderEntityObject class, which is a holder object that can use any visual, can lock/unlock enter or exit of the holder as well as other things. + add ability to use cut stationary mgun ~ unified some holder and enter vehicle code
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Commits on Oct 1, 2016
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Commits on Oct 28, 2016
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~ revert OXR thread sync fix due to Pure Virtual Function call crashe…
…s emanating from device.cpp = Fix HUD sound issue + added -no_bump_mode1 and -no_bump_mode2 command line params. mode 1 disabled _bump#.dds and mode 2 disables _bump.dds
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Commits on Dec 6, 2016
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Commits on Dec 8, 2016
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= Fix Use Suddeness combat action (would activate even if npc had no …
…enemy) = SetActiveSubdialog fix for pda wnd
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Commits on Dec 11, 2016
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Commits on Dec 15, 2016
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SetSelectedItem export for CUIListBox
some buy/sell and supplies condition checks to prevent error if item section doesn't exist or incorrect params
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Commits on Dec 19, 2016
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~ trying to get debug to compile. Still cannot: Loki errors 'Loki is …
…not a class or namespace name'
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Commits on Dec 24, 2016
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~ adjusted some project properties
= Fixed GSC mistake can_trade was being forced same value as can_take
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Commits on Aug 9, 2024
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Don't crash or throw when encyclopedia and info portions are missing …
…or corrupted "encyclopedia" section is removed from system.ltx in CoC, some infoportions are incorrect
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Commits on Aug 22, 2024
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Commits on Sep 15, 2024
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xrGame/ui/UIRankingWnd.cpp: fix a crash when try to update the rankin…
…g tab when the pda is closed
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