EffectsGroup priorities

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Vezzra
Release Manager, Design
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Joined: Wed Nov 16, 2011 12:56 pm
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Re: EffectsGroup priorities

#121 Post by Vezzra »

MatGB wrote:@Vezzra, if an early text release is possible that'd be grand
I made a build for r6934 with v4 of the patch applied and uploaded a binary only package to the "special purpose builds" folder. Download link.

Have fun ;)

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MatGB
Creative Contributor
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Joined: Fri Jun 28, 2013 11:45 pm

Re: EffectsGroup priorities

#122 Post by MatGB »

Excellent, thanks.
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

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cami
Space Dragon
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Re: EffectsGroup priorities

#123 Post by cami »

Thanks to the both of you :)
Yesterday, we were still on the brink. Fortunately, today we have come one step further.

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Geoff the Medio
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Re: EffectsGroup priorities

#124 Post by Geoff the Medio »

If there are no reproducible issues specific to this patch, I'm going to commit it since (I think?) consensus is that it fixes issues with some effects, such as monster movement.

Edit: done.

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cami
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Re: EffectsGroup priorities

#125 Post by cami »

As it looks like it would still take a while until I get back to this, I'll post the work-in-progress so it doesn't get lost. This is the state of the refactoring as of Feb 19th, approximately the time when I forked-off the TemporaryPtr issues.

Note it won't compile.
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[The extension patch has been deactivated and can no longer be displayed.]

Yesterday, we were still on the brink. Fortunately, today we have come one step further.

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