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Merge Call of Chernobyl 1.4.22 (#1529) #1708

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Commits on Dec 10, 2014

  1. + changed cp command to copy

    - commented unused _Dedicated copy (last file)
    avoitishin committed Dec 10, 2014
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Commits on Dec 13, 2014

  1. * 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
    avoitishin committed Dec 13, 2014
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  3. + sky box stretch fix

    + code format: untabify
    avoitishin committed Dec 13, 2014
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  4. + added new parameter -nologo to skip NVIDIA and other videos in game…

    … start up
    
    + format: untabify and VS format
    avoitishin committed Dec 13, 2014
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Commits on Dec 14, 2014

  1. + 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
    avoitishin committed Dec 14, 2014
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Commits on Dec 16, 2014

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  2. + 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
    avoitishin committed Dec 16, 2014
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Commits on Dec 17, 2014

  1. + log1 script command

    + 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
    avoitishin committed Dec 17, 2014
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  2. + exposed lua debug library (under -dbg key)

    * added LuaJIT-1.1.8 project
    avoitishin committed Dec 17, 2014
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Commits on Dec 18, 2014

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  2. + exposed lua debug library (under -dbg key)

    * added LuaJIT-1.1.8 project
    avoitishin committed Dec 18, 2014
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  6. 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
    avoitishin committed Dec 18, 2014
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Commits on Dec 19, 2014

  1. Core:

    + 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)
    avoitishin committed Dec 19, 2014
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Commits on Dec 20, 2014

  1. Update README.md

    avoitishin committed Dec 20, 2014
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  2. Update README.md

    avoitishin committed Dec 20, 2014
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  3. Update README.md

    avoitishin committed Dec 20, 2014
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  4. Update README.md

    avoitishin committed Dec 20, 2014
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  5. Update README.md

    avoitishin committed Dec 20, 2014
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  6. Update README.md

    avoitishin committed Dec 20, 2014
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  8. README.md updates

    avoitishin committed Dec 20, 2014
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  9. Update README.md

    avoitishin committed Dec 20, 2014
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  10. Update README.md

    avoitishin committed Dec 20, 2014
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Commits on Dec 21, 2014

  1. ~ 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
    avoitishin committed Dec 21, 2014
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Commits on Dec 22, 2014

  1. * 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
    avoitishin committed Dec 22, 2014
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Commits on Dec 23, 2014

  1. * 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
    avoitishin committed Dec 23, 2014
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Commits on Dec 24, 2014

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Commits on Dec 25, 2014

  1. Merge branch 'working'

    avoitishin committed Dec 25, 2014
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Commits on Dec 26, 2014

  1. + 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
    revolucas committed Dec 26, 2014
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Commits on Dec 29, 2014

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Commits on Dec 30, 2014

  1. + added alife().jump_to_level

    + 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.
    revolucas authored and avoitishin committed Dec 30, 2014
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  3. + added the ability to reload system ini through lua script via the n…

    …amespace function reload_system_ini()
    
    + added DEBUG Msg for .thm parsing
    revolucas authored and avoitishin committed Dec 30, 2014
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  4. * fix teleport_object

    - removed jump_to_level; unnecessary
    revolucas authored and avoitishin committed Dec 30, 2014
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  5. + 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
    avoitishin committed Dec 30, 2014
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  6. + 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
    avoitishin committed Dec 30, 2014
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Commits on Dec 31, 2014

  1. * fix for previous commit (forgot to change debug checks)

    * fix for debug build issue in COC with "invalid sun direction"
    avoitishin committed Dec 31, 2014
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Commits on Jan 1, 2015

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Commits on Jan 2, 2015

  1. * 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&)"
    revolucas committed Jan 2, 2015
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  5. + non fatal verify (with NON_FATAL_VERIFY define)

    + added back previously commented verifies
    avoitishin committed Jan 2, 2015
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  6. * fixed r_begin to return u32

    - commented out annoying debug message
    avoitishin committed Jan 2, 2015
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  7. ECO RENDER

    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.
    Bangalore1010 committed Jan 2, 2015
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  8. + 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)
    avoitishin committed Jan 2, 2015
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  9. + ECO_RENDER define to restrict FPS in menu and videos and prevent vi…

    …deo card overheat (by alpet)
    avoitishin committed Jan 2, 2015
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Commits on Jan 3, 2015

  1. +Actor shadow added

    +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)
    CasualDev242 committed Jan 3, 2015
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Commits on Jan 4, 2015

  1. lua extensions:

        + standard library extensions by RVP-ARS
        + lua marshal
        + lfs
    avoitishin committed Jan 4, 2015
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  2. 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
    avoitishin committed Jan 4, 2015
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Commits on Jan 5, 2015

  1. * bug fixes for previous commit

    + weapons class diagram
    avoitishin committed Jan 5, 2015
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  5. + players class diagram

    avoitishin committed Jan 5, 2015
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Commits on Jan 6, 2015

  1. + 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
    revolucas committed Jan 6, 2015
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Commits on Jan 11, 2015

  1. + 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
    avoitishin committed Jan 11, 2015
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Commits on Jan 12, 2015

  1. + added the ability to define phantom_section in configs for psy_dog …

    …to allow the possibility to spawn sections other than phantom_psy_dog
    revolucas committed Jan 12, 2015
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  3. + vsync by avbaula (enabled by VSYNC_FIX)

    - ECO_RENDER as redundant
    * fix for previous commit (missed one #include "build_config_defines.h")
    avoitishin committed Jan 12, 2015
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Commits on Jan 13, 2015

  1. * changed log1 to log

    avoitishin committed Jan 13, 2015
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  2. + 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)
    avoitishin committed Jan 13, 2015
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  4. * commented out LUA_DEBUG_PRINT as redundant. It is now deprecated an…

    …d will be removed or re purposed in future
    avoitishin committed Jan 13, 2015
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Commits on Jan 14, 2015

  1. * 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)
    avoitishin committed Jan 14, 2015
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Commits on Jan 16, 2015

  1. - added some -dbg logging

    - added workaround for stalker_animation_callbacks.cpp rotation crash
    - added extra action debugging with -dbgact command line
    revolucas committed Jan 16, 2015
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  3. + 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
    revolucas committed Jan 16, 2015
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Commits on Jan 17, 2015

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  2. = 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.
    revolucas committed Jan 17, 2015
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Commits on Jan 18, 2015

  1. * lua re-org:

      - 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)
    avoitishin committed Jan 18, 2015
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  2. * lua re-org part 2:

      release config for luajit 2+
    avoitishin committed Jan 18, 2015
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  4. ~ more warnings cleanup

    ~ enabled USE_GSC_MEM_ALLOC
    avoitishin committed Jan 18, 2015
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  5. + added level namespace export level.spawn_item(section,position,leve…

    …l_vertex_id,parent_id,(bool)return_item)
    revolucas committed Jan 18, 2015
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Commits on Jan 20, 2015

  1. + 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
    avoitishin committed Jan 20, 2015
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Commits on Jan 21, 2015

  1. = fix for issue #13

    + new splash logo
    - SPAWN_ANTIFREEZE fix attempt (still seeing same issues with incorrect destroy sequence)
    avoitishin committed Jan 21, 2015
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Commits on Jan 25, 2015

  1. + diagrams project stub

    avoitishin committed Jan 25, 2015
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Commits on Jan 26, 2015

  1. * 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
    revolucas committed Jan 26, 2015
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Commits on Feb 1, 2015

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Commits on Feb 2, 2015

  1. + 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
    avoitishin committed Feb 2, 2015
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  2. + 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
    avoitishin committed Feb 2, 2015
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  3. + 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
    avoitishin committed Feb 2, 2015
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Commits on May 20, 2015

  1. * 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
    revolucas committed May 20, 2015
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Commits on May 21, 2015

  1. - 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
    revolucas committed May 21, 2015
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  2. Update README.md

    revolucas committed May 21, 2015
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  3. = fix for on_actor_before_death callback to kill actor in the res/gam…

    …edata/scripts/bind_stalker.script
    revolucas committed May 21, 2015
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Commits on May 24, 2015

  1. Update README.md

    revolucas committed May 24, 2015
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Commits on Jun 3, 2015

  1. = 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
    revolucas committed Jun 3, 2015
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  3. = 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
    revolucas committed Jun 3, 2015
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Commits on Jun 13, 2015

  1. + 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
    revolucas committed Jun 13, 2015
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Commits on Jun 17, 2015

  1. ~ 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)
    revolucas committed Jun 17, 2015
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Commits on Jun 21, 2015

  1. + 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!
    revolucas committed Jun 21, 2015
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Commits on Jul 7, 2015

  1. * 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
    revolucas committed Jul 7, 2015
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Commits on Aug 13, 2015

  1. 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.
    AxelDominatoR committed Aug 13, 2015
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  2. Disable some logging

    Small fix to remove some unneeded logging functions
    AxelDominatoR committed Aug 13, 2015
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Commits on Aug 19, 2015

  1. * 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
    revolucas committed Aug 19, 2015
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  2. 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
    revolucas committed Aug 19, 2015
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  3. Merge pull request #1 from AxelDominatoR/working

    Added functionality for multiple item usage
    revolucas committed Aug 19, 2015
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  4. Merge pull request #1 from revolucas/working

    Update from upstream
    AxelDominatoR committed Aug 19, 2015
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Commits on Aug 22, 2015

  1. = fixed inventory cell items not updating progress bar

    = Corrected some issues with Axel's feature
    revolucas committed Aug 22, 2015
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  2. = fixed inventory cell items not updating progress bar

    = Corrected some issues with Axel's feature
    revolucas committed Aug 22, 2015
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  3. Merge branch 'working' of https://github.com/revolucas/xray-16 into w…

    …orking
    
    Conflicts:
    	src/xrGame/ui/UICellCustomItems.cpp
    revolucas committed Aug 22, 2015
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  4. 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
    AxelDominatoR committed Aug 22, 2015
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  5. 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
    revolucas committed Aug 22, 2015
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  6. ~ polished some minor quirks with consumables due to new use_conditio…

    …n feature
    
    ~ enabled MultiProcessorCompilation in Common.props
    revolucas committed Aug 22, 2015
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Commits on Aug 23, 2015

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Commits on Aug 27, 2015

  1. + 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)
    revolucas committed Aug 27, 2015
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Commits on Aug 28, 2015

  1. + 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)
    revolucas committed Aug 28, 2015
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  2. ~ 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)
    revolucas committed Aug 28, 2015
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  3. = fixed stacking issue with non-slot equip feature but equip when ite…

    …m already equipped still not working.
    revolucas committed Aug 28, 2015
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Commits on Aug 29, 2015

  1. + 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
    revolucas committed Aug 29, 2015
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Commits on Sep 20, 2015

  1. = fixed fuzzy font in DX11

    = fixed being able to repair consumables with more then 1 usage
    ~ st_unequip is hardcoded string to display text for unequippable slotted items
    revolucas committed Sep 20, 2015
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Commits on Sep 23, 2015

  1. + re-enabled AI dying in anomalies. ai_die_in_anomaly console command…

    … has been added and is defaulted disabled.
    revolucas committed Sep 23, 2015
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Commits on Sep 24, 2015

  1. = 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
    revolucas committed Sep 24, 2015
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Commits on Oct 2, 2015

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Commits on Oct 8, 2015

  1. + 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)
    revolucas committed Oct 8, 2015
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  2. + raypick.cpp

    ~ made public ActorCondition.h m_MaxWalkWeight
    revolucas committed Oct 8, 2015
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Commits on Oct 9, 2015

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Commits on Jan 14, 2016

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Commits on Feb 26, 2016

  1. + 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)
    revolucas committed Feb 26, 2016
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Commits on Apr 12, 2016

  1. + exports for game_objects: set_weight, use, start_trade, start_upgrade

    - remove distance check when opening inventory boxes
    revolucas committed Apr 12, 2016
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Commits on May 29, 2016

  1. + Added cut-content AmebaZone

    + Added ZS_AMEBA and ZS_NGRAV class registrator ids
    revolucas committed May 29, 2016
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Commits on May 31, 2016

  1. + 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)
    revolucas committed May 31, 2016
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Commits on Jun 1, 2016

  1. - 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
    revolucas committed Jun 1, 2016
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  2. - 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
    revolucas committed Jun 1, 2016
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  5. = fix third person camera

    revolucas committed Jun 1, 2016
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Commits on Jun 2, 2016

  1. + 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),
    	--]]
    revolucas committed Jun 2, 2016
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Commits on Jun 21, 2016

  1. = 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.
    revolucas committed Jun 21, 2016
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Commits on Jul 9, 2016

  1. = fix rain

    = PVS Studio Warning fixes
    revolucas committed Jul 9, 2016
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Commits on Jul 11, 2016

  1. + 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
    revolucas committed Jul 11, 2016
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Commits on Jul 12, 2016

  1. + Optional snd_shoot_actor and snd_silencr_shot_actor sounds (can be …

    …layered)
    
    = fix to static renderer
    revolucas committed Jul 12, 2016
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  2. ~ last commit

    revolucas committed Jul 12, 2016
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Commits on Jul 15, 2016

  1. ~ inifile changes

    revolucas committed Jul 15, 2016
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Commits on Jul 22, 2016

  1. - disabled some compiler security features which should improve game …

    …performance and aren't necessary.
    revolucas committed Jul 22, 2016
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Commits on Jul 30, 2016

  1. + 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.
    revolucas committed Jul 30, 2016
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Commits on Aug 10, 2016

  1. ~ changed splash screen

    revolucas committed Aug 10, 2016
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  2. ~ reverted changes to rain

    revolucas committed Aug 10, 2016
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Commits on Aug 31, 2016

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Commits on Sep 7, 2016

  1. ~ 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
    revolucas committed Sep 7, 2016
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  2. ~ revert threading back to GSC version. Open X-Ray 'thread sync' fix …

    …makes loading times much longer and also stuttering slightly more apparent
    revolucas committed Sep 7, 2016
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Commits on Sep 8, 2016

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Commits on Sep 10, 2016

  1. = 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.
    revolucas committed Sep 10, 2016
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Commits on Sep 12, 2016

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Commits on Sep 14, 2016

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Commits on Sep 17, 2016

  1. = Fix crash when actor dies while entered to Vehicle or Mounted Weapon

    + Added cut content, Mounted Weapon
    revolucas committed Sep 17, 2016
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Commits on Sep 29, 2016

  1. = fix phantom

    + 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
    revolucas committed Sep 29, 2016
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Commits on Oct 1, 2016

  1. = some fixes to phantom

    = exported visual_memory_manager.cpp
    revolucas committed Oct 1, 2016
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Commits on Oct 28, 2016

  1. ~ 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
    revolucas committed Oct 28, 2016
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Commits on Dec 6, 2016

  1. ********

    revolucas committed Dec 6, 2016
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Commits on Dec 8, 2016

  1. = Fix Use Suddeness combat action (would activate even if npc had no …

    …enemy)
    
    = SetActiveSubdialog fix for pda wnd
    revolucas committed Dec 8, 2016
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Commits on Dec 11, 2016

  1. - remove debug line by avo

    = some fixes to sudden attack ai action
    revolucas committed Dec 11, 2016
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Commits on Dec 15, 2016

  1. SetSelectedItem export for CUIListBox

    some buy/sell and supplies condition checks to prevent error if item section doesn't exist or incorrect params
    revolucas committed Dec 15, 2016
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Commits on Dec 19, 2016

  1. car exports

    revolucas committed Dec 19, 2016
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  2. ~ trying to get debug to compile. Still cannot: Loki errors 'Loki is …

    …not a class or namespace name'
    revolucas committed Dec 19, 2016
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Commits on Dec 24, 2016

  1. ~ adjusted some project properties

    = Fixed GSC mistake can_trade was being forced same value as can_take
    revolucas committed Dec 24, 2016
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Commits on Aug 9, 2024

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  2. 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
    Xottab-DUTY committed Aug 9, 2024
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Commits on Aug 22, 2024

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Commits on Sep 15, 2024

  1. xrGame/ui/UIRankingWnd.cpp: fix a crash when try to update the rankin…

    …g tab when the pda is closed
    ChugunovRoman committed Sep 15, 2024
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