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D2: Decomped - v0.10.1

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@psi29a psi29a released this 09 Nov 13:15
· 633 commits to main since this release

What's Changed

  • trace: the excel name links and txt splitter (Excel/Excel.cpp, 8 functions) by @mendescotta in #267
  • re: trace quest warp gatekeeper FUN_00545b80 by @psi29a in #269
  • trace: document SRP and broken SHA helper by @mendescotta in #270
  • test: cover absent text-list ids and getter sentinels by @mendescotta in #271
  • docs: clarify D2COMMON oracle setup and scope by @mendescotta in #272
  • docs: sync emulator environment in Excel recheck command by @mendescotta in #273
  • Coverity 11-08: 8 CIDs by @psi29a in #276
  • Monster AI ponytails: think scheduling, freeze hold, first sight, leash, skill usable by @psi29a in #275
  • trace: the dynamic path accessors and wrappers (PATH/Path.cpp) by @mendescotta in #274
  • pages: landing page with progress, trend and credits by @psi29a in #277
  • trace: the excel link reads and the bin field map (6 functions) by @mendescotta in #278
  • trace: the inventory panel decisions (7 functions) by @mendescotta in #279
  • trace: the COF name builder and its wrappers (COMPOSIT, 3 functions) by @mendescotta in #280
  • gaps: credits by GitHub login by @psi29a in #281
  • trace: the stat list primitives (49 functions) by @mendescotta in #284
  • trace: the string table leaves (12 functions) by @mendescotta in #283
  • items: a charm short of its requirements gives nothing (FUN_0062ff70) by @Dravis in #282
  • trace: the dungeon leaves (74 functions) by @mendescotta in #287
  • trace: the monster leaves (25 functions) by @mendescotta in #286
  • trace: client missile callbacks by @mendescotta in #285
  • Traces: save items and header, C->S handlers, 29 names, MonEquip gear by @psi29a in #292
  • trace: remaining string table routines by @mendescotta in #291
  • trace: the object leaves (38 functions) by @mendescotta in #288
  • Floors: one store a pixel, drawn in bands on up to four threads by @GeorgeChara in #289
  • trace: MissMode.cpp, the 44 functions by @mendescotta in #293
  • Hardcore: a dead hardcore character stays dead by @GeorgeChara in #290
  • skills: ask FUN_00647960 before a skill goes, as FUN_004610c0 by @psi29a in #294
  • view: side panels shift the world and cursor; the automap goes under the panels by @Dravis in #295
  • Skills: returns the short at the node's record pointer by @shatteredeagle in #296
  • automap: the town miniatures for Lut Gholein, the Pandemonium Fortress and Harrogath (FUN_004591a0) by @Dravis in #297
  • Maps: bits, path and unit functions traced from game.exe by @shatteredeagle in #298
  • OS gauntlet cursor (--toggle hwcursor), smoke + Coverity 11-08 follow-ups by @psi29a in #299
  • Den of Evil: the killer's party in Act 1 gets the clear too by @GeorgeChara in #300
  • Combat: hit, client and spawn functions traced from game.exe by @shatteredeagle in #302
  • HUD: hover texts over the mini-panel, globe text toggle, potion preview by @Dravis in #303
  • A monster's death COF is hth unless compositeDeath (FUN_0064f5b0) by @mendescotta in #305
  • Trace a converted monster's click, UI ids 0x14/0x19/0x1a, and the DS1 stream order by @mendescotta in #306
  • automap: reveal room by room every 80 px, cels on the automap's own seed by @Dravis in #304
  • Trace: the INVENTORY module, all 59 remaining functions (Inventory.cpp, InvMode.cpp) by @mendescotta in #307
  • Monster AI ponytails: prisoners, search type 2, fetish 0xe, Baal, Dark Wanderer by @psi29a in #308

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Full Changelog: v0.10.0...v0.10.1