Zombasite patch 1.022
This huge patch (well over 200 changes) fixes several crashes, improves performance, adds autosizing inventory, and fixes tons of minor issues.
1.022 change list:
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inventory now autosizes to prevent overlapping
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fixed Trigger::unlock starting an infinite loop if 2 unlocking triggers near each other
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fixed crashes when creating/destroying fake player
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fixed some radar stuff still being applied in some cases
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fixed always dark in coop player towns (=TEF= Alpha-9 the Ratman)
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fixed a rare infinite loop in trap activation
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fixed a crash when a level 100 npc goes renegade in a level 200 world - might happen any time an NPC goes renegade and is below the min level of that world (Buttermilk)
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fixed possible crashes in World::getLeftMainPathHorizontalPosition and World::getRightMainPathHorizontalPosition
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fixed buildTempData running before reading in database data needed - fixes crashes, also fixes bad tile blocks on opening screen
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fixed a rare infinite loop in generateCaveLevel
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sped up Level::finishGenerateOutdoorLevel a little
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fixed a slow down with inventory up, my test case went from 37.4 fps to 50.8 (Dragonface/Etto)
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fixed a leak of resource handles if added, then removed, before actually loading now cache footstep handles so don't load, free, reload, etc, test scenario old=70-90fps, new=100ish
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fixed a crash on load when trying to fix up loaded pointers but entity had been purged, clearEntityReferences not being called in correct place
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fixed an entity leak with status effects never getting cleaned up on inactive actors - might also be causing slow downs and crashes
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now monster promotions are slower once than hit unique level
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fixed a really rare crash in GraphicsSystem::drawTiles
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now get clan destroyed reward chest if kill clan members (not healthstone) (Dragonface/Mandark/twitch.tv/ninja/Destro*)
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fixed a possible infinite loop in tryWeakenGround (Cthulhu Fhtagn!/Boink)
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now free shader indexes so after a long game session a high shader index doesn't corrupt the sort integer, which can lead to random crashes (Mandark)
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quest monsters can no longer be converted over to follow player (twitch.tv/ninja)
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fixed an angles issue that might have be generating a NAN and then starting a infinite loop
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made networking handle low framerate situations better
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now world saves use basic network compression (saves about 40%)
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now when holding down right click and kill target it will move to next target easier
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fixed a crash when sometimes shader sorting could have an accidental collision (which can cause lots of problems)
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fixed addObject in spawnAreaBlock to not reference modelResource so much less likely to pause waiting for resource to load
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fixed other players in multiplayer getting XP multiple times when a player's pet got a kill (Ninjakillzu)
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now traps can do explosions (can cause cave ins)
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now on hit skill projectile starts at enemy killed
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fixed on kill ring projectiles with cones not hurting anyone
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fixed orc shaman weakness skill now based on monster skill
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status effects now skip loading stat changes that can't happen
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changed to a better hash algorithm
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only partially build status effects on skill definitions until needed
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magic modifiers now skip loading stat changes that can't happen
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now skip loading unused stat changes
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fixed reported relation change not getting to player sometimes
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fixed 2 caves having unusable braziers
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water can now spread
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water now stays around for 30 seconds instead of 10
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hazards can now apply status effects directly (instead of needing to be a trap or actor)
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hazards can now apply multiple status effects
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wet status effect now lasts 10 seconds
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now outside in rain gives you wet status effect
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now inside a house prevents rain/wet
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now full level fog adds fog status effect to sentients
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wet status effect now debuffs cold resistance also
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fixed a case when scale could be wrong if a shadow being drawn was using vbo but model not using a normal map
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unique monster and renegade quests that can be on any level now try to sync more times (now 200, was 20)
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fixed liquids getting destroyed, not removed, and then no longer working correctly
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projectiles no longer cause explosion effect on something that wasn't damaged
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caveins should now be immune from damage from other caveins
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now need to stand still to throw ice bombs and other similar things
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fixed some issues when wielding a broken bow
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ghost now counts as flying
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now add colored @ symbols to show which clan(s) are in a level
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auto extra projectiles now are homing
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now get fog status effect from fog from the weather
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fixed a state issue in RenderingState::setAlphaTestMode
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now grab maxTextureSize from openGL
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now check maxTextureUnits
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whirlwind now repeats correctly when using right click (Mortac)
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fixed a few things so that immortal clan members would work (treborx555)
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can now have multiple BlockTypeIndex/BlockTypeMult for the same index (now multiple together instead of replacing)
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now when spawning guards tries to find a valid position
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fixed sometimes monster getting double promoted or saying player ran away when the player died
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now inventory takes advantage of widescreen monitor if available
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changed changeling 5 to use dark orc berserker instead of orc (Orc Schism)
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fixed forest rock2a & rock2b collision
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fixed sounds in editor (might have also fixed some issues where sounds at player shift back and forth from left to right speakers)
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now projectiles explode when they hit world objects
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now goodPositionToSpawnThings checks if block is from a fake level
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now some dungeon sconces marked as CantPurge
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player dying can't solve plague/curse quests any more
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now when fixing an entities position, if can't find a valid location in the same level, will allow to move to a different level (a different level is better than invalid location) (Fulano)
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fixed split projectiles not working with many skills it was meant to (Mandark)
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fixed some spells not repeating correctly when used from a hotkey (Nyithra/Fulano)
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decreased tower spell range from 1000.0 to 800.0 (Boink)
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non ring projectiles no longer hit liquids & ground traps (vantil)
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fixed not getting NPCs at high level worlds (>100) (Destro*)
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non-moving monsters can no longer be converted over to follow player
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fixed some old damage mults no longer supposed to be used (will increase physical damage, and decrease poison & lightning damage)
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fixed crushing blow actually lowering damage in some cases
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fixed things like a firesword changing left/right speaker as player turns around
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Defy Death now has some inflation so higher levels are more useful (twitch.tv/ninja)
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fixed constant has plans to raid quests popping up (Mithur)
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fixed possibility of _eventChance increasing over time when not supposed to
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fixed a way that NPCs could get stuck in activity if path failed in a certain way
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now elite weapons and armor vendors skew their items towards the player
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added Happy Chest (Patreon reward)
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decreased PlayerRanFromMonsterUpgradeChance from 0.1 to 0.05 (Boink)
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sped up GameShared::getSkillIndex some (decreased debug load time 4 seconds)
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sped up getPerLevelSkillDefinition some (decreased debug load time 6 seconds)
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sped up finding skill StatusEffect some (decreased debug load time 3 seconds)
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sped up MagicModifier::processDatabaseEntry by ignoring stats if has some kind of skill (decreased debug load time 125 seconds) (Fulano)
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increased chain lightning chain distance from 150.0 to 200.0
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fixed projectile chaining using start position instead of end position (Romløk)
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can now get more than 1 center print so less likely to miss important messages
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increased center print base time a little and moved to database
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now center prints stay around longer the longer they are (text wise)
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increased center print size and get rid of the background (unless fullscreen menu)
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added money sound when searching for an enemy from quest screen to show money changed (Boink)
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fixed getting a critical error when loading a game when currently using Spirit Evasion
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fixed item text not being able to get smaller on primary highlight text
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now show full info on item skills
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now client handles sending too much data up to the server much better
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can now target skills towards another player by highlighting their name/health bar on side of screen (Etto)
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fixed crafting items bought from a crafting vendor not adding to your inventory correctly (Destro/Fulano)
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server should now handle a rejoin after a crash better (Mandark)
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now if you have a selected target arcane swarm will select random targets near your intended target instead of near the player (Mandark)
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items inside of reward chests can no longer break (Mandark/Fulano)
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fixed orc ego enemy on items not being Dark Orcs (Orc Schism)
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fixed Slaughter skill not repeating correctly when on left/right mouse
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fixed first level sometimes not calling levelBuilt correctly because it got built before worldSetup finished (this can cause various issues like objects stuck in inaccessible locations) (Fulano)
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now cache monster combat sounds
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now precache weapon sounds
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now precache turnedToZombie.mdl if monster is a zombie
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now precache ground items
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increased speed of escorted NPCs so they keep up a bit better
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now cache texture of status effects on entity client
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now keep old music handle to prevent reloading it if played again soon
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sped up finding music datatbase entry
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now don't let music load without hard pause before playing it
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optimized ResourceSystem::findResource a little
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now if try to load a resource and already have correct handle, just returns
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can now precache textures
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sped up StatusEffectBase::processDatabaseEntry (test went from 23 to 12 seconds)
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now gameShared->getPackedDatabaseEntry uses database hints - should speed up loading some
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no longer calculate hash multiple times for DatabaseEntry::getAllValues type calls (overrides/addsTo/base)
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now when looking up each database entry base, uses the hint from the current subdatabase to speed up search
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now static models (1 animation with 1 frame) always go down static vbo path (test went from 50.8 to 60.8 fps)
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now all dead monsters of the same type shares the same vbo (test went from 66.2 to 71.0 fps)
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fixed infinite loop if change SERVER_FRAME_TIME
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can now change the server frame time with serverFrameTime user var (default is 50)
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fixed explosion precaching not working correctly
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improved projectile precaching
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now make sure don't get in an infinite loop when precaching (don't think it has even happened yet, but as it gets more complex it would happen without protection)
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now precache hazards
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now precache objects
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precached a bunch of small things better
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now precache swipes better
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now precache money sound and soulstone model
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now precache footstep sounds
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now precache basic elemental effects
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precached status effect assets better
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now precache level ambient objects
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sped up skill & magic modifier build times
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traps are no longer triggered by a dead player
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now play monster pain sounds on dots and death
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added effect to cripple status effect
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made skill name draw larger
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added on kill chance print on skills
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changed PROTOCOL_VERSION to 76
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changed save version to 226
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increased volume of monster pain sounds
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fixed orc and zombielord sounds in bestiary
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no longer show cost of next point when at max
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can now specify that effect is attached to a tag on an item model instead of parent model
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changed bloom clamping from GL_CLAMP to GL_CLAMP_TO_EDGE
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some short desert plants no longer fade out when "in way"
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updated donation lists from Patreon
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pets no longer trigger town attack sound/icon
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fixed 1 DarkLord texture capitalization issue (Linux is case sensitive)
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fixed 9 PlagueLord texture capitalization issues (Linux is case sensitive)
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no longer show @ on level name for clans not met
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fixed effects on items not always carrying over after a world win/loss
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now highlighting a slider shows you current value (minimum - maximum)
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now open bag circle blinks when you have the cursor over slots in the bag
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fixed small gap in minimap
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fixed a parsing error in UIWidget::parseTextSources
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now can right click on inventory button to open bags only
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cleaned up some widescreen handling code
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fixed trap FirstThinkTime
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hitting a statue no longer shows effect
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statues no longer do dying animation
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fixed a bunch of blocks in opening screen area being marked as has house
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changed wampir blood to a green effect
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now cache canSee checks for Actors if it is their current enemy
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ENTITY_STATE_HAS_ENEMIES now only gets updated every 1/2 second or so
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added Patreon page to credits page
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fixed some skills not automatically getting added to use slots
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torches can now be purged if already reseting the level spawn
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fixed raid gate sometimes spawning inside collision
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fixed clan guards sometimes spawning inside collision
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fixed block and energizing block not animating correctly
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now hide time on fog and darkness icons since so short and gets redone constantly
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no longer move when typing 'a' in multiplayer chat (Fulano)
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fixed an adding follower issue with no parent (Nick)
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blinding flash no longer works on inanimate objects
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can no longer use the lock pick skill on spider webs :) (Karol13)
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fixed resurrect UI blinking away sometimes
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made so center prints have to be unique to add another one
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fixed wrapping when going down to a smaller font to fit highlight text on screen
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text wrapping now keeps initial indentation
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now an item can specify no random modifier power (crafting items now use this)
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fixed NPCs not starting out with full health (Etto/Fulano)
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Blixt and Mortus avatars no longer use a weapon
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player can now walk through their gate, stashes, healthstone, bulletin board, and crafting station (DrJoeFitz)
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auto targeting stuff will no longer target crystals (you still can if you highlight them directly)
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can no longer use ice bombs and other throwable items when you're dead :)
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turned off most of the effects on an unactivated gate so it looks more distinct from an activated one
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moved spider web effect up so more noticable
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fixed on old whirlwind effect being referenced
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fixed god altar blessing prints (Orc Schism)
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changed god altar text to gold instead of white/green (Orc Schism)
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fixed whirlwind text no longer being up to date on number of enemies
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fixed missing SkillTime translation
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fixed missing GoodAvatars translation
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item name in item highlight text is now in larger font
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changed item description color
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made item bonuses more noticable (different color and shifted over a bit)
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added empty line before at current skill level info
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added empty line before next skill level cost info
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changed skill level info text color to stand out more
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changed next skill level info text color to grey
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got rid of a several places could get an extra blank line in skill text
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simplified current/next skill level text
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now hide current skill level/next skill level if no per level info
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no longer show mana needed for basic attack skills
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added empty line before max skill level line
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moved extra enemies to target section
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now status effect text on skill text is much more clear
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now show skill icon in highlight text box
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got rid of a couple more empty lines in quests
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fixed skill prints on item to be indented and colored
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fixed +durability prints on item to be indented and colored
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fixed aura/status effect text indentation
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reworded RightClickMainSlot slightly
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added "and only one can effect a person at a time." to protection skills text (Thunt_Cunder)
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added a splitter graphic to status effect text to make it a bit easier to read
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changed Game Options to UI Options
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fixed DarkOrcBerserkerUnique1-3 translation (Orc Schism)
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added a splitter to skill text
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fixed PlayersListDesc
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improved CultDesc (Boink)
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improved AggressivePetsDesc
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improved clan destroyed reward chest print
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quick tips are no longer numbered (Dragonface)
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removed a \n from Fire Strike description that messes up formating
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improved removeNewLinesAtEnd to handle color/font codes
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fixed typo on 3 leech skill descriptions
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fixed Redemption description (Orc Schism)
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added ui_allConditionsTrue so I could see all widgets at once (easier to rearrange)
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added support to log stuff without translating
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no longer build ctx files in debug build (faster debug loading)
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added printResourceName debug command
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detail models in longer hide in model editor
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detail models always drawn in editor now
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improved "Could not find widget" warning
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made all center print stuff go through same code path (less code, more consistent location & length)
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fixed a crash in GraphicsSystem::drawString (probably only happens in developer build)
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now d_printFilesWaitingOn and profile debugging tools print frame number
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added profileSuppressBelow so can make profile tool print less non-interesting info
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