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Paths: Remove zone enter script event hack
The current zone of an entity is *not* stored in save files, meaning
that after loading a save zone enter script events are re-sent for
all entities already in the zone. This hack was supposed to prevent
that for two specific zones on the dwarven forge level.
The ingot_maker and mauld_user zones are used to detect ingredients
placed in the apparatus for smelting ores into metal bars or bars into
items respectively. When an appropriate entity enters these zones
the ID is stored in variables on the controlling lever entity to decide
if enough ingredients are present, which output entity to produce and
which input entities to destroy. These variables are only changed if
they are not already set to an entity so re-running the zone enter
events for entities already in the zone should have no effect.
Further, the current zone is updated for at most 10 to 50 entities,
varying depending on framerate. This especially means that there is no
guarantee that any given entity will have its zone updated in the first
frame after loading and thus suppressed by this hack.
Thus the hack to suppress these script events for the two zones is not
only not needed with the Arx Fatalis 1.21 scripts but also ineffective.
Fixes: issue #505
TextInputWidget: Use a TextInputHandler
This enables unicode save names and fixes problems when the quickload
action was bound to a text input key.
Implements: enhancement #1032
Input: Ignore mouse buttons in action bindings in the main menu
Otherwise the player can lock themselves out of the config menu by
binding the 'toggle fullscreen' or 'quick load' actions to the left
mouse button.
Fixes: issue #1136
ScriptedConversation: Support peak() for the speak command
This fixes combine highlighting for weapons, which will always have
a speak command if they are already enchanted.
Fixes: issue #1130
Equipment: Make durability decrease framerate independent
This particular durabilty decrease is executed for each frame of the
strike where the weapon is colliding with something.
Fixes: issue #790
ScriptUtils: Ignore select newlines in broken scripts
This fixes missing black bars in a cutscene in the castle of arx as
well as a bugged tentacle in the Ylside bunker.
Note: Arx Fatalis 1.21 ignores all newlines here, but there is also
one case of an unexpected newline because the command is missing
a parameter.
Fixes: issue #1014
MeshManipulation: Fix texture replacement matching rules
This was broken in commit 3d3ec1f which changed the behavior to only
match against the untweaked texture name. Some scripts supply the
current tweaked texture name instead.
Fixes: issue #1112
ArxGame: Implement quick level transitions
Level transitions can be configured to either happen immediately or to
be activated using the jump key binding.
Implements: feature request #105
ArxGame: Implement quick level transitions
Level transitions can be configured to either happen immediately or to
be activated using the jump key binding.
Implements: feature request #105