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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
ChangeLevel: Recognize player_-001
Fixes: issue #1461
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
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
FilesystemWindows: Fix inverted directory end check
Fixes: bug #1440
Inventory: Fix item stack size violation
When dropping an item stack into the secondary inventory (inventory of
a non-player entity) at a position we:
1. Try to merge it with the existing stack at the dropped position.
2. Insert it at the dropped position if the slot is empty
3. Merge it into any stack of the same item in the inventory
4. Insert it at the first empty slot
Step 3 did prevent merging into full stacks but did not check that the
combined size of the existing stack and the dropped stack does not
exceed the stack limit. Now it does.
Fixes: bug #1111
FilesystemWindows: Add retry logic to (re)moving files
Removing or renaming files can fail under Windows if another process
(for example an anti virus scanner or indexer) has the file open.
See: issue #1218
Draw: Fix overzealous sprite culling
Fixes: bug #1315
Math: Update error tolerance in angleToFrontUpVec() assert
Fixes: bug #1307
ImageSave: Rewrite BMP saving on top of fs::ofstream
Fixes: bug #1291 (save screenshots)
CMake: Always try to use WCHAR with fstream open on Windows
Fixes: bug #1291 (except for save screenshots)