Age | Commit message (Collapse) | Author | Files | Lines |
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Conflicts:
src/graphics.h
src/gui/setup_video.cpp
src/gui/specialswindow.cpp
src/gui/viewport.cpp
src/gui/widgets/container.cpp
src/gui/widgets/container.h
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Instead, support for dynamically adjusting layout was added to the
Container class.
Various other places were also adapted to use the new layout support in
Container.
Reviewed-by: Erik Schilling
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Also removed all the hardcoded sizes of the various setup tabs. Instead,
support for dynamically adjusting layout was added to the Container
class.
Various other places were also adapted to use the new layout support in
Container.
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It was doing the relayout using the unscaled screen dimensions.
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Actually for me it doesn't list 640x360 anyway, but it might for some
people I guess.
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As discussed on IRC we agreed to remove the particle and ambients effects
options. They are important for the game play and should stay enabled.
Also moved the remaining options right to the resolution selection since there
is enough space for them now.
Change is tested.
Reviewed-by: bjorn.
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Unified Graphics:setFullscreen and Graphics:resize into a single
Graphics:changeVideoMode function that tries to restore the existing mode when
changing to the new mode didn't work, and exists with an error when that also
fails.
Split up handling of SDL_VIDEORESIZE and the adapting to new resolution in the
Client class, so that the second part could also be called when changing
resolution fullscreen mode.
The Video tab in the Setup window now also filters out any modes smaller than
640x480 since the game won't properly adapt to that resolution anyway.
Reviewed-by: Yohann Ferreira
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I think it also looks a bit more organized overall.
Reviewed-by: Erik Schilling
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enforced by -std=c++0x
Reviewed-by: Thorbjørn Lindeijer
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Keeping the windows within the visible area is expected behavior, no
matter for how long it has been broken. It makes little sense to warn
about expected behavior.
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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To make room for the interface tab
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Added an 'Interface' tab for the items that seemed to fit better
there than in 'Video'.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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This reverts commits e35b3bdd0a74464e4b4d3b931ca416f0c7864ba6
and e35b3bdd0a74464e4b4d3b931ca416f0c7864ba6.
Sometimes the text fields and the list show different server
selected, so you don't see to what server you connect. It is
a big security risk sending your user name and password to
the wrong server.
Reviewed-by: Freeyorp, Bertram
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I have to admit I contributed a large part of these. Sorry for that.
Less empty space, more attention to the code.
Acked-by: Jared Adams
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Conflicts:
src/being.cpp
src/client.cpp
src/commandhandler.cpp
src/gui/setup_video.cpp
src/gui/socialwindow.cpp
src/gui/viewport.cpp
src/gui/widgets/browserbox.cpp
src/gui/widgets/itemcontainer.cpp
src/imageparticle.cpp
src/localplayer.cpp
src/localplayer.h
src/map.cpp
src/net/tmwa/beinghandler.cpp
src/particle.cpp
src/particle.h
src/player.cpp
src/player.h
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transparency'.
That name is more explicit about what it actually does.
Reviewed-by: CodyMartin.
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Trivial fix.
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Reviewed-by: Bertram, Thorbjorn
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This disables the Image::setAlpha() function, which
uses 60% of the client's CPU cycles.
When enabled, visual quality is slightly decreased,
especially with the particle system.
Toggling this setting On from an Off state requires
a client restart or the graphics look quite funny.
Bertram's addition:
- Renamed 'Low CPU' to 'Disable transparency (Low CPU)' in the gui
for better understanding.
- Removed the sprite display with 30% opacity when disabling
transparency since it made monsters and drops be drawn above all layers
at full opacity.
- Made the OpenGL mode disable the 'low CPU mode'.
- Fixed the GUI logic as much as possible. Please note that the GUI opacity
slider stays enabled when transparency is disabled even if told to be disabled
in that case.
Reviewed-by: CodyMartin, 4144, MadCamel.
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* Shortening option names that got cropped in video setup
* Moving options to the left hand side in player setup, because
they looked like they belong to the "when ignoring" part.
Reviewed-by: Bertram
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Conflicts:
src/actorspritemanager.h
src/beingmanager.cpp
src/game.cpp
src/gui/beingpopup.cpp
src/gui/chat.cpp
src/gui/chat.h
src/gui/inventorywindow.h
src/gui/itempopup.cpp
src/gui/socialwindow.cpp
src/gui/statuswindow.cpp
src/gui/widgets/chattab.cpp
src/gui/widgets/chattab.h
src/net/tmwa/inventoryhandler.cpp
src/net/tmwa/partyhandler.cpp
src/party.cpp
src/sound.cpp
src/utils/stringutils.cpp
src/utils/stringutils.h
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For Linux OpenGL was already deactivated.
For OSX it is still by default switched on.
Reviewed-by: Jaxad0127
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Reviewed-by: Jaxad0127
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Please note that I didn't turned all the getValue() call into new ones,
simply because I have to have config object initiated which is not
forcefully the case the branding file.
Resolves: Manasource Mantis #170.
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Reviewed by: Jaxad0127
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Reviewed-by: Bertram
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Not really useful to be able to edit it by hand.
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cancel events.
Signed-off-by: Tametomo <irarice@gmail.com>
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It is more clear in the end. Also fixed deleting of the mode list model.
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Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
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There was little point in keeping the Engine class separate. It wasn't
an engine at all, but only kept track of the currently active map, a job
more suitable for the Game class anyway.
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Also remove some extra new lines and fix eAthena's PartyTab define guards.
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Moved remaining widgets into widgets folder, standardized include order, moved TextRenderer out.
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Disabled by default.
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are enabled or not in a static member of class Particle instead of an instanced member of Being.
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Trying to use the same kind of capitalization and interpunctuation
for various parts of the gui, melding a few split strings, updating
POTFILES.in and adding translators' notes.
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* Merged a few split strings
* Fixed some spellings and wordings
* Turned a couple of std::cout and std::cerr into logger messages
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