The Dark Mod - Change Log
Released 06/04/2011
- 0002706: [AI] Console can get spammed with "AI MoveStack contains more than 100 moves!" (grayman)
- 0001330: [AI] AI weapons sometimes hover in midair after AI goes ragdoll (grayman)
- 0002469: [AI] Werebeast not affected by flashbomb (grayman)
- 0002621: [Coding] Add Boost 1.45 static libs for VC++ 2010 (greebo)
- 0002664: [Coding] invert_on_trigger on func_rotating bug (greebo)
- 0002662: [Models] models/darkmod/architecture/awnings_ roofs/awning_cloth_01_large.lwo has some stray verts (greebo)
- 0002659: [Coding] Rotating doors with (tiny) translation incorrectly clear the "first_frob_open" flag (greebo)
- 0002661: [GUI] Shop item description display sometimes missing/wrong (tels)
- 0000720: [AI] Guards can be made to repeat their door-closing cycle (grayman)
- 0001145: [AI] AI trying doors they cannot open (grayman)
- 0002646: [Coding] WARNING: Door XYZ is not within a valid AAS area (tels)
- 0002676: [Script/Def] Lighting lights does not activate binarymovers (tels)
- 0002672: [GUI] ingame objectives scroll arrows overlap text (tels)
- 0002670: [AI] Running AIs should not close doors behind them. (grayman)
- 0002568: [Physics] Rats push heavy moveables too powerfully (grayman)
- 0002283: [Design/Coding] Playing cards have invalid mass (grayman)
- 0002683: [AI] Crash when starting The Thieves (grayman)
- 0002654: [AI] Map start triggered cutscenes kill floating AI's (grayman)
- 0002684: [Coding] rats cause assertion failures when using debug DLL (grayman)
- 0002669: [AI] A patrolling AI blocked by movables can get stuck treadmilling. (grayman)
- 0002685: [AI] Chalice of Kings tickles an assert when using a Debug DLL (grayman)
- 0002680: [SEED] Need a LOD data manager (tels)
- 0002690: [AI] AI become confused when chasing player through a door (grayman)
- 0002667: [Physics] AI Moving Untouched Movables
- 0002209: [Feature proposal] Alert entity proposal (tels)
- 0002694: [AI] An AI running toward a closed door can fall into circling behavior at the door (grayman)
- 0002700: [AI] An AI using a door can get blocked and hold up the entire door queue. (grayman)
- 0002692: [AI] AI sometimes block a door they're opening (grayman)
- 0002691: [AI] AI open prefab doors when searching or when chasing the player (grayman)
- 0002708: [AI] AI can get stuck near monster-clipped tables, etc. (grayman)
- 0002712: [AI] AI don't walk through an open door when it's marked "ai_should_not_handle" (grayman)
- 0002716: [AI] In Beleaguered Fence, a guard opens door *_13 from the floor below (grayman)
- 0002721: [AI] Revenants have become immune to Holy Water Arrows (grayman)
- 0002468: [AI] monsters immune to gas arrows (grayman)
- 0002635: [Coding] hide_distance < lod_distance is ignored (tels)
- 0002634: [Coding] Need a way for the mapper to prevent lod_bias hiding important entities (tels)
- 0002578: [SEED] SEED: Make sure we do not combine entities which cannot be combined (tels)
- 0002637: [Models] triplet down models/darkmod/architecture/chimneys/square_stone (greebo)
- 0002632: [Coding] add hide_distance support to func_smoke (tels)
- 0002475: [Models] Gaslights not switching to unlit skin (tels)
- 0002640: [AI] Searching AI will freeze long distances from a stim point if they can see the point (grayman)
- 0002650: [AI] Rats close doors (grayman)
- 0002604: [AI] AI do not play "gassed" bark (grayman)
- 0002560: [AI] AI Freezing during search (grayman)
44 issues View Issues