Age | Commit message (Collapse) | Author |
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This makes the name match with the name of the STL function with the same
behavior.
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svn-id: r54001
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svn-id: r53029
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svn-id: r48813
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precisely the moment when it was about to do a pathfinding
svn-id: r46189
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consistency
svn-id: r44634
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(sometimes) creating a new RandomSource every function call.
svn-id: r43715
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svn-id: r43507
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common/EventRecorder.[h/cpp]).
svn-id: r42751
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svn-id: r35695
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issue with the Castle Skorl's pre-activation room number being invalid room #99
svn-id: r34748
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engine
svn-id: r32357
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svn-id: r31927
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svn-id: r31420
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svn-id: r30664
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schedules from the active hotspot class back into the hotspot data class, similiar to how the original game implements them
svn-id: r30629
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data flags
svn-id: r30582
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active schedule of an NPC when it's deactivated in case it's later reactivated again.
svn-id: r30378
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barman data to savegames
svn-id: r30367
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svn-id: r30238
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svn-id: r30146
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svn-id: r30143
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svn-id: r30097
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when restoring or restarting a game
svn-id: r30066
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incorrectly preventing the player from talking to the Skorl
svn-id: r29957
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svn-id: r29777
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svn-id: r29773
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previously saved savegames (from version 25)
svn-id: r29693
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svn-id: r29689
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svn-id: r29687
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bubble Ids
svn-id: r29603
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svn-id: r29533
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svn-id: r29525
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immediate succession
svn-id: r29515
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they're meant to
svn-id: r29471
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svn-id: r29167
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offsets) to use indexes, allowing for more generic handling of different language versions
svn-id: r29073
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svn-id: r28968
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svn-id: r28916
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svn-id: r28887
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svn-id: r28714
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svn-id: r28550
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svn-id: r27606
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