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Analyzed 3 months ago. based on code collected about 6 years ago.
Posted about 11 years ago by Adry_85
BETA: Removing custom big sword and big blunt weapon types. Adding new condition to manage two-handed sword and blunt. Patch by Nos Reviewed by: Nos
Posted about 11 years ago by Adry_85
BETA: Item rework: Created new enums CrystalType and MaterialType and removed all static arrays related to them from L2Item Renamed L2ActionType to ActionType, L2ArmorType to ArmorType, L2EtcItemType to EtcItemType, L2WeaponType to WeaponType Reviewed by: Nos, UnAfraid, Zoey76
Posted about 11 years ago by Nos
BETA: Continuation of [6482].
Posted about 11 years ago by Adry_85
BETA: Core-part for ​[DP10261].
Posted about 11 years ago by Adry_85
BETA: Unhardcoding pet methods and added new condition to check category types. Reviewed by: Nos, Zoey76
Posted about 11 years ago by UnAfraid
BETA: Renaming getIsInProgress to isInProgress within Fort/Castle/Territory war sieges. Also minor javadocs/spelling fixes. Reviewed by: Nos, Zoey76
Posted about 11 years ago by UnAfraid
BETA: Attempting to decrease not necessary creation of ArrayLists to broadcasts stats update when there is no-one to receive it. Reported by: Nos Reviewed by: Nos
Posted about 11 years ago by Nos
BETA: Util#map methods should constrain input value to inputMin and inputMax. Added configs for level gaps in NPC.properties. Removed unused PreciseDropCalculation config. Reviewed by: St3eT, UnAfraid
Posted about 11 years ago by Nos
BETA: Fixed a minor typo in Fort#removeDoorUpgrade. Reported by: UnAfraid
Posted about 11 years ago by Nos
BETA: Improvements for ThreadPoolManager. Removed all deprecated methods. Added Javadocs. Added new schedule methods with TimeUnit parameter to make code more readable and require less external calculations since they will be done by TimeUnit. ... [More] Renamed ThreadPoolManager#executeTask to ThreadPoolManager#executeGeneral. Removed ThreadPoolManager#executeCommunityPacket and replaced it with ThreadPoolManager#executePacket since it was using same thread pool. Reviewed by: UnAfraid [Less]