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Low Activity
Commits
: Listings
Analyzed
about 13 hours
ago. based on code collected
about 15 hours
ago.
Apr 26, 2023 — Apr 26, 2024
Showing page 5 of 518
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Commit Message
Contributor
Files Modified
Lines Added
Lines Removed
Code Location
Date
Updated regular expressions in `utils/graph-levels.pl` to match the new `heart_container`s
al0f
More...
over 1 year ago
Grafted in a bit of guidance if you try to visit prospera without getting the passphrase.
Richard Kettering
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over 1 year ago
Adjusted the level geometry to make the path to prospera's house a mandatory thing to walk past.
Richard Kettering
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over 1 year ago
Removed a line of debug code.
Richard Kettering
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over 1 year ago
Updated the HUD graphics with some embellishment/ornamentation.
Richard Kettering
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over 1 year ago
Converted the UI colors to a silver+green tone instead of gold+maroon.
Richard Kettering
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over 1 year ago
Wired in a graphic of the player for the inventory screen.
Richard Kettering
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over 1 year ago
Wired in the bestiary as a purchaseable item in the forest store.
Richard Kettering
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over 1 year ago
Fixed the display of partial heart pieces in the inventory status pane.
Richard Kettering
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over 1 year ago
Added -some- way to do alternate descriptions when i.e. you complete a set of heart pieces.
Richard Kettering
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over 1 year ago
Fixed a couple of typos.
Richard Kettering
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over 1 year ago
Merge pull request #612 from al0fdf/resave-statues
DDR
as David Roberts
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over 1 year ago
Merge pull request #619 from al0fdf/imoti-prospera-forcefield-dialog
DDR
as David Roberts
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over 1 year ago
Merge pull request #621 from al0fdf/trembling-treetops-blind-jump-fix
DDR
as David Roberts
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over 1 year ago
Made bestiary pane scroll with arrow keys / directional controls.
DDR
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over 1 year ago
Fix for inventory screen bestiary not working.
DDR
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over 1 year ago
Fixed a regression where the player's boss list wasn't emptying across levels, meaning NPCs no longer considered it safe to talk to the player.
Richard Kettering
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over 1 year ago
Fixed a regression where the player's boss list wasn't emptying across levels, meaning NPCs no longer considered it safe to talk to the player.
Richard Kettering
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over 1 year ago
Tweaked a line of text that was spilling out of the conversation box bounds.
Richard Kettering
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over 1 year ago
Tweaked a line of text that was spilling out of the conversation box bounds.
Richard Kettering
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over 1 year ago
Cleaned up the debug stuff in the liquids.
Richard Kettering
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over 1 year ago
Cleaned up the debug stuff in the liquids.
Richard Kettering
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over 1 year ago
Established correct vertical clipping for the water particle slices.
Richard Kettering
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over 1 year ago
Established correct vertical clipping for the water particle slices.
Richard Kettering
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over 1 year ago
Established correct horizontal clipping for the water particles.
Richard Kettering
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over 1 year ago
Established correct horizontal clipping for the water particles.
Richard Kettering
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over 1 year ago
Fixed clip_area not working specifically for the new optimized water particles.
DDR
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over 1 year ago
Moving several values previously being calculated, ad-hoc, in individual instances of different water types, into the prototype, so that they're accessible to all child water objects, but most importantly, so that they're accessible in the execution context of initializer options for child properties (particularly so we can set them on our particle_attache_slicer values without having to copy-paste the logic).
Richard Kettering
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over 1 year ago
Committing a horrible, work-in-progress effort to try to put the boundary logic in the particle slicer itself, and we've botched the clip_area stuff.
Richard Kettering
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over 1 year ago
Shorted the vertical height of the two instances of whitewater that had problematic performance to lighten the burden.
Richard Kettering
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over 1 year ago
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