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(See the other PRs first!) This is the merge of all my other PRs + some fixes and adjustments. #587
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Commits on Jan 9, 2019
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Commits on Jan 21, 2019
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Commits on Feb 6, 2019
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Commits on Feb 29, 2020
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Commits on Mar 1, 2020
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Developer console seems broken.
Added command line options to generate and validate the definesvalidator.h
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Commits on Mar 16, 2020
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Commits on Mar 17, 2020
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WIP-craft: added crafting skill, using existing weapon skill advancem…
…ent framework; WIP-craft: fixing crash in case a key (or anything that has a missing BROKEN .dat config) breaks when crafted;
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WIP-craft: added crafting skill, using existing weapon skill advancem…
…ent framework; WIP-craft: fixing crash in case a key (or anything that has a missing BROKEN .dat config) breaks when crafted;
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WIP-craft: added crafting skill, using existing weapon skill advancem…
…ent framework; WIP-craft: fixing crash in case a key (or anything that has a missing BROKEN .dat config) breaks when crafted;
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WIP-craft: added crafting skill, using existing weapon skill advancem…
…ent framework; craft: fixed crash in case a key (or anything that has a missing BROKEN .dat config) breaks when crafted;
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Commits on Mar 18, 2020
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lights: changing light emitation of fluids based on it's material vol…
…ume (needs more coding tho...);
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Commits on Mar 21, 2020
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WIP-lights: trying to fix a bug when splitting a crystal stone: 1st -…
… 1cm3 receives full light strength. 2nd - player w/o any light source receives the same light. 3rd - the dungeon map square where it was cut receives that same light;
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Lights: added experimental (still buggy after split command) optional…
… feature to lower light emitation from small crystals;
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Commits on Mar 22, 2020
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Commits on Mar 23, 2020
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WIP-Lights: lower light emitation from small crystals (making sure Ca…
…lculateAll() is called after volume change);
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Lights: lower light emitation from small crystals, looks good now, ju…
…st needs more tests...;
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Commits on Mar 24, 2020
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Commits on Mar 27, 2020
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CustomMoveKeys: final test worked fine. Obs.: such keys are required …
…also to navigate lists;
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Commits on Mar 28, 2020
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Every command key can now be customized thru CustomCommandKeys.cfg.
First generate it in a running gameplay, suggested direction keys vs Normal keybinding scheme: 789 ; ' vb/ Close the game. Edit that file ex.: change 'z' to 'Z' Start the game, load a savegame and test it!
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Commits on Mar 29, 2020
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fix: using the result of an assignment as a condition without parenth…
…eses WIP-GodFavours: not working yet;
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SAVE_FILE_VERSION=135 to save known spells;
WIP-GodFavours: added all Silva favours;
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Commits on Mar 30, 2020
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Commits on Mar 31, 2020
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Translated god alignment to player's so they can match now (in a sense). Made favour cost less in case player is very well aligned with just one of the gods. Updated code to newest flow;
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WIP-GodFavours: being in holy ground (of one god), will provide acces…
…s to that god's favours independent of alignment;
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Commits on Apr 1, 2020
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WIP-GodFavours: fixed - favours are now saved as an integer ID, no pr…
…oblems on editing the description;
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crafting: added basic/simple tailoring.
Cutting webs drops a bit of spider silk now. Tools gets a bit damaged near forge when crafting.
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Commits on Apr 2, 2020
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DropBeforeOffering new option;
favours: all will be shown now but just aligned ones will be selectable;
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Commits on Apr 4, 2020
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WIP-GodFavours: asking favours is now less safe;
-Fix telepor favour; -Seges favour cures vampirism too now; Improved drop item on offering and its description (as the light source emitter too);
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GodFavours: MANA and WISDOM now lowers favour price, increased the mi…
…nimum price also;
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Commits on Apr 5, 2020
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Crafting: new tailor bench gfx and OLTerra.
You can construct a TAILORING_BENCH now. Moved some code around to make crafting work better. Fixed a bug before tailoring by letting player mix lumps before it.
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Fixed a crash that happens when the minimap is drawn too near
the top screen edge, and we hover the mouse over the top mapNote. That would draw a wide white line, but the line would be drawn outside the game gfx buffer (Y<0) and it would SEGFAULT. The proper fix would be that bitmap::DrawLine() should actually check if it is drawing outside it's boundaries...
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Created independent SFX volume config option as the
existing volume control was not controlling it;
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WIP-fix MIDI transition (initial tests are ok): some music transition…
…s leave MIDI in wrong state (keeps playing some single instrument note until next music is played)fix to some music transitions that leave MIDI in wrong state (keeps playing some single instrument note until next music is played). praying/favour: updated fsLastKnownRelation for Pray() and Favour() commands too. updated my devsPrefs;
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Favours: optional show relation on favours list too;
WizAIautoPlay: improving navigation when AI can't decide what to do anymore;
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Favours list looks better now (icons and god sections);
character::TakeHit() quite rare (?) SIGFPE workaround;
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scrollofearthquake: fixed: at Spider Nest could fail to find any wall and crash;
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Commits on Apr 6, 2020
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magic mushroom clouds animations (or it's other calculations) are the real source of the lag. Inproved help info about magic clouds lag so player knows what to do to fix the lag. The AI limit now considers levitating (mainly) rooted magic mushrooms too, to grant performance.
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God's earth quake magic and related scroll magic were a copy/paste code,
unified them to grant the fix in one place.
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Improved user help about customising every movement and command keys.
It's usage is still a bit difficult tho.
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CPUwiseAI() a dungeon filled with normal mushroom* breeders will also…
… lag, so extended that limit to them;
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Commits on Apr 8, 2020
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Offer auto drop (if on) will add dropped tag (that prevents auto pick…
…up if on); Praying at a master god's ground will show relation too (if opt is on).
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Commits on Apr 10, 2020
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if the problem is "Undefined configuration sought!", it will be retried up to 10 times trying to avoid an ABORT(). fixed SEGFAULT when looking items on a square that has only an adjacent square with a wall lantern.
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undefinedConfigurationSoughtException: reorganized related code to av…
…oid messing the hierarchy;
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Documented at --help command line option, all useful environment vari…
…ables; Added debug info (a list of all characters, items and trap IDs) to track a crashes (mainly when a TrapID is not found);
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Added autoplay defines to clarify usages;
Wont ask keypress on new special dungeon if autoplay is on; Fixed debug messages (if enabled) causing crash at AddCharacterID(), AddItemID(), AddTrapID();
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Now using genericException instead of undefinedConfigurationSoughtException;
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IVAN_DebugStayOnDungeonLevel for auto play. IVAN_DebugGenDungeonLevelLoopID and IVAN_DebugGenDungeonLevelLoopMax to test dungeon generation;
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Commits on Apr 11, 2020
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Fixed a crash where an earthquake could destroy an alchemy wand dropp…
…ed on the ground that could have valuable items nearby but no character on it's square. By having no beam effect owner (no one zapped or applied it), it would crash.
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character::TrapData consistency validation applied/revised/reworked
everywhere necessary;
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AutoPlay: make it use items more often and added Apply capability;
item::SendNewDrawAndMemorizedUpdateRequest() workaround for a bug when a item is nowhere to be found;
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Commits on Apr 14, 2020
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AutoPlay: fix dropping stethoscope;
CustomKeys: -fixed crash about index detection/usage for movement keys; -improved showing some extended key names (above 0xFF); -better help info;
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Commits on Apr 15, 2020
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- improved validation during key config; - clarified the code readability; - it now writes all keybindings to the file (not only changes); - fixed/improved file loading;
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Favours are cheaper in case enough time has passed,
as a normal pray could provide that favour freely and even with relation benefits.
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Favours will reset last pray time too now,
and will increase the god::Timer that counts against next safe pray time.
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Workaround for a rare crash where mother entity is nowhere (catch on …
…auto-play at crystal cave).
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Workaround (again) for a rare crash where character is nowhere
(catch on auto-play at crystal cave).
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Added _BUG_TRACK_ tag and stacktrace to some debug messages;
Fix invalid vomit material config ID;
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Skip sfx playing if sfx sound volume is muted (zero) (catch on autopl…
…ay); scrollofearthquake::EarthQuakeMagic() fix crash about tunnels (catch on autoplay);
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Commits on Apr 16, 2020
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Fix SIGFPE in case BodyPart->GetHP() returns 0 (was polymorphed into …
…a ghost during auto-play); This fix lets experience gain be 300 in case HP is too low, as expected. Basically HP = 0 works as HP = 1.
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Commits on Apr 17, 2020
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whandler (key handler) globalwindowhandler::ProcessKeyDownMessage()
Allowed more keys to be detected. DELETE key now works on editing any string question. INSERT is now detected too and can be used on custom keybindings.
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moved some functions: fixChars() GetUserDataDir() to be more useful;
WIP: adding history to every iosystem::StringQuestion(); fixed/restored Shift keys usability;
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fixed devcons character validation for it's commands;
WIP: detection and naming for DELETE and INSERT keys;
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Commits on Apr 19, 2020
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felib new KEY_DELETE KEY_INSERT safe translation from SDL captured sc…
…ancode; restored KP_PERIOD as wait key; clarified craft::Handle() tool wielding code; CutWeb: does not use craft::Handle(), so removed wielding tool to prevent a bug of not restoring previously equipped weapon; Crafting: everywhere using clock()%SomeInteger was NOT reliable, like in it would never fumble, fixed with proper RAND() that shall be used to anything related to normal gameplay randomness; Crafting: clarified code just before allowing crafting;
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Commits on Apr 20, 2020
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Unified SaveLife() base/common code (with improved healing from burni…
…ng, felt like it was missing...); WIP-craft(scratch): preparing nails for better wood crafting; Added some gimp gfx files to easify work on them, are at my dev folder.
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New pre-processor definition: CURSEDDEVELOPER.
The related code will only be compiled if CURSEDDEVELOPER is defined. It will only work if environment variable IVAN_CURSEDDEVELOPER=true. This lets the non wizard gameplay be tested by developers. It will prevent player's death and scoring. It will show before player's name "[Cursed Developer!]". It will increase the buffs at player's killer every time it succeeds.
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Auto mapnote over existing engrave will prepend it.
WIP-CURSEDDEVELOPER: improving usability;
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sfx regex fix for "die" message;
WIP-CURSEDDEVELOPER: fixing and improving usability;
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Commits on Apr 21, 2020
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curseddeveloper.cpp (and .h) new file (unbloating char.cpp), and also…
… set at CMakeLists.txt; charset.cpp sorted includes worked fine;
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Having material manual at inventory, when using craft check strength …
…or inspect, will auto inscribe book info on item. WIP-cursedDeveloper: improving;
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Auto map note when constructing some OLTerrain.
Reusable font size to position multi colored text better. WIP-cursedDeveloper: improving;
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fixing wizard and curseddeveloper code availability based on related …
…defines pointed by lgtm and travisci.
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Added more automatic colors to map notes;
fixed(restored) SetMapNote() behavior; WIP-cursedDeveloper: improving;
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Commits on Apr 24, 2020
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fixed a bug when digging and arm goes missing;
WIP-cursedDeveloper: fixed a bug when resurrecting in wilderness;
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if sumo wrestler house is crowded messing the game,
there is a new console command to fix it: FixSumoWrestlerHouse. It will randomly teleport all nearby banana growers.
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Merge branch 'SomeFixes1234' of https://github.com/AquariusPower/ivan …
…into AquariusPower-SomeFixes1234
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Commits on Apr 25, 2020
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new option: allow contrast to make readable too dark text or items or…
… materials; WIP-ShowEquippedOnList: on craft ingredients list, not working yet...;
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Merge branch 'SomeFixes1234' of https://github.com/AquariusPower/ivan …
…into SomeFixes1234
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cursedDev: finally looks good, long lasting non wizard tests can be p…
…erformed, this is probably ready;
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Join and split lump now grants minimum craft skill possible.
cursedDev: improving;
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Commits on Apr 30, 2020
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Added SFX to main menu entries;
Moved sound effects code to FELib;
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expectedly fixed FeLib's CMakeLists.txt (about pcre and sld-mixer)
to let igor and mihail compile.
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- added a cmd to ResetKillCredit(); - fixed recursive loop (stackoverlow) from NightmareWakeUp();
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containers inscribed with ex.: +key+wand+ring etc can auto store such…
… items on player normal or auto pick up.
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Commits on May 7, 2020
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cursedDev: added a validation (anti-cheat) to savegames that could on…
…ce have been in cursed developer mode and now are being used in a normal gameplay mode, to prevent scoring and to show the yellow text on the game screen.
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expectedly fixed emitation based on volume.
emitation now has always a minimum useful value no matter how small is the item.
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items can be shown unlabeled now (w/o engraved text);
craft/inspect shows what to engrave in containers for auto-storing; engraving items upped to 150 chars; auto-store can use precise or generic item identifier now; cursedDev: fix weird dup player problem;
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crafting: undo preparations (undo remains) is working, if cancelled o…
…nly before it starts;
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Fixing crashes based on using SendToHell(), instead of SendToHellSafe…
…ly(), when crafting is cancelled.
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crafting: ingredients will now be tagged (label) with #c in case craf…
…ting is suspended the user will know what to keep now!;
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- polymorphed also affects craft skill; - fixed missing tailoring savegame data; - fixed remaining turns calculation; - reworked fumble algorithm, generally it feels much better (not necessarily easier) to use crafting now;
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Commits on Jun 5, 2020
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new sfx cfg for digging (new sfx) and imp grim (from red-kangaroo unu…
…sedSounds folder);
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AutoPickup,AutoStore: auto store code was getting messy... reworked i…
…t to use exellent PCRE! - unified PCRE simple compilation code (for sfx is more complex and was not touched). - PCRE is now used also to interpret a container's label for auto-store items on it. - PCRE simple compilation is part now of FeString (highly related). obs.: some new code went unused after this PCRE rework but not yet deleted.
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new graphics for stair up/down (only works on a new game, otherwise w…
…ould have to replace existing graphics position at OLTerra.png, should?); auto merge spider silk lumps after cutting a web;
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swapped up/down stairs gfx with new graphics (so kept old one elsewhe…
…re), improved stairs coloring to be automatic/scriptable, added torches with configurable colors too, to stairs gfx.
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Commits on Jun 7, 2020
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FixSumoHouse: just after win the fight, decos and bananagrower may ge…
…t stuck, so it now checks further around sumowrestler to provide the fix.
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the improved fix for sumohouse
Merge branch 'SomeFixes1234' of https://github.com/AquariusPower/ivan into SomeFixes1234
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Commits on Jun 27, 2020
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craft: improved recipedata::id() to be unique;
also fixed load game about recipedata;
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Merge branch 'Attnam-master' into SomeFixes1234
# Conflicts: # Graphics/OLTerra.png # Main/Include/char.h # Main/Include/craft.h # Main/Include/game.h # Main/Include/iconf.h # Main/Source/cmdcraft.cpp # Main/Source/command.cpp # Main/Source/devcons.cpp # Main/Source/dungeon.cpp # Main/Source/game.cpp # Main/Source/human.cpp # Main/Source/iconf.cpp # Main/Source/main.cpp # NEWS # Script/olterra.dat
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