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localisation/english: Capitalize "Mouselook toggle mode"
Fixes: issue #1558
localisation: Add Ialian and Russian translations for item OOB message
Contributed by Lauriel.
Implements: issue #1559
Entity: Clean references to destroyed linked/equipped entities
Fixes: issue #253 (possibly)
ScriptedIOControl: Ignore replaceme command for spider_web_0013
Fixes: issue #963
ScriptedIOControl: Ignore destroy command for jail_wood_grid_0001
Fixes: issue #834
ScriptedNPC: Orphan spells cast by potion_* items
Fixes: issue #1048
Inventory: Don't allow stacking non-interactive items
Fixes: issue #1522 (stacking items while they are cooking)
Inventory: Consider dragged stacks to still be in the player inventory
Fixes: issue #1522 (cooking breaking dragged stacks)
Make debug view key configurable
Implements: issue #1500
Dragging: Unstack items when thrown or dropped on the floor
In commit ec7103b, dropping stacks of items was unintentionally made
possible. While dropping stacks is desirable, this causes problems
with scripts that do not expect there to be stacks outside containers.
Specifically, some raw foods turn of interactivity while cooking
but then only replace one item in the stack when cooking is done,
leaving the rest of the stack uncooked and non-interactive.
Fix this by splitting the stack into individual items when dropped.
Fixes: issue #1522
Implements: issue #36
Light: Use correct tile in GetColorz()
Fixes: issue #940 (hopefully)
Localisation: Don't assume xtext_default_….ini exists
Fixes: issue #1544
Text: Fix line length calculation
The numChars return from ARX_UNICODE_FormattingInRect() did not include
the last character when the whole text fit into rect but no more lines
The credits code had a workaround for this which did not take into
account that characters can be longer than one byte.
This fixes the bug in ARX_UNICODE_FormattingInRect() and removes the
Fixes: issue #1545
OpenGLUtil: Ignore GL_ARB_sample_shading for certain Intel drivers
Crisp Alpha Cutout AA has been separately identified by two users
to cause an immediate crash when starting the game.
Fixes: bug #1250
Fixes: bug #1532
See: bug #1152
Speech: Don't display sample name for speech without localized text
The default for localized strings was changed from the empty string
to the ID in commit 9451e85. This helps spot missing strings, but for
speech it's better to just play the audio sample without text in this
case since some uses of the speak script command expect this.
Fixes: issue #1506
SDL2Window: Avoid libepoxy context reinitialization
Fixes: issue #1378
SecondaryInventory: Fix assert failure when pickpocketing
The are NPCs who do not have an inventory, for example the Ylside guard
behind the passworded door in the Yellow Tulip.
Fixes: issue #1485
Localisation: Remove assert
Fixes: issue #1479
Localisation: Improve language detection
With AF 1.22, utext_francais.ini is included with all language versions
so just selecting the first language is no longer enough.
Fixes: issue #1464
Trail: Clamp trail end position
Fixes: issue #1468 (hopefully)
Config: Convert language name to lower case
See: issue #1474
ChangeLevel: Recognize player_-001
Fixes: issue #1461
OpenALBackend: Add additional checks
Might help for bug #1320.
Inventory: Always report player position for dragged items
This was changed in commit c794f26 but causes problems with placing
items on spike traps in the crypt as the traps trigger before the
item can be dropped, which moves the item drop position.
Fixes: bug #1469
Dragging: Fix rotation adhustment while dragging
Fixes: bug #591 (this time for real)
Quake: Add an option to disable screen shake
Implements: feature request #405
ArxGame: Add an option to disable view bobing
Implements: feature request #405
GlobalFog: Fix fog parameter interpolation
This was broken in commit 43b6961.
Fixes: bug #1446
ChangeLevel: Rebuild inventory grid when loading
This will hopefully fix issues like bug #1445.
Fix wrong path waypoint event
When a frame hit the target time of a path waypoint exactly we
incorrectly reported the next waypoint index as reached.
Additonally, when loading old saves this could mean that we
send the 'on pathend' script event again for paths that were already
completed: Even though the path time was past the end before saving,
the millisecond resolution in the save file could result in it
being rounded down to match the end exactly after loading.
Fixes: bug #1293