Age | Commit message (Collapse) | Author | Files | Lines |
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I don't know why we dealt with these things for so long. Did we ever get
anything out of it?
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inventory. For us, this should get rid of the arrow crashing bug, if it
still exists (been a few weeks since I've heard of it happening now).
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pointers to items. This ensures the ressource is up-to-date and avoids crashes on stale item pointers.
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well as only calling the target draw update code only when necessary.
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using special actions like magic)
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https://themanaworld.svn.sourceforge.net/svnroot/themanaworld/tmw/branches/0.0
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r4207 | b_lindeijer | 2008-04-29 11:10:43 +0200 (Tue, 29 Apr 2008) | 6 lines
* Fixed issue with determining whether chat input is focused (method no longer
virtual).
* Fixed sometimes rendering with the wrong font.
* Fixed warnings about hiding virtual method, Window now always deletes its
children (the option not to do so was never used anyway).
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r4208 | b_lindeijer | 2008-04-29 13:25:26 +0200 (Tue, 29 Apr 2008) | 3 lines
Removed unused option from GCContainer to not delete a child, fixing warnings
about hiding virtual method gcn::Container::add.
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r4209 | b_lindeijer | 2008-04-29 14:58:21 +0200 (Tue, 29 Apr 2008) | 3 lines
When compiling with GCC, use the printf format attribute for the log method so
that the compiler checks the type of its parameters.
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r4221 | peaveydk | 2008-05-06 21:23:49 +0200 (Tue, 06 May 2008) | 1 line
Dont allow dragging of empty placeholders.
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r4222 | peaveydk | 2008-05-08 00:49:38 +0200 (Thu, 08 May 2008) | 1 line
Make F8 toggle shortcut window as suggested by And1 an fate.
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https://themanaworld.svn.sourceforge.net/svnroot/themanaworld/tmw/branches/0.0
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r4071 | the_enemy | 2008-04-11 16:12:30 +0200 (Fri, 11 Apr 2008) | 3 lines
Players now need to
click on the monster sprites rather than the tile. Players will now
move to the target before attacking it.
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r4093 | the_enemy | 2008-04-15 18:10:32 +0200 (Tue, 15 Apr 2008) | 1 line
Fixed clicking near player.
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r4100 | peaveydk | 2008-04-16 13:59:36 +0200 (Wed, 16 Apr 2008) | 1 line
Cancel walking to a clicked monster if the target is lost while getting to it (killed or otherwise removed).
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r4363 | crush_tmw | 2008-06-24 14:42:04 +0200 (Tue, 24 Jun 2008) | 1 line
corrected date in changelog
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at the start.
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where the keys would tell the client to attack and stop attacking all
at the same time. Thanks to SoftLace for reporting it.
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it do exactly that in the local player. Since it already was doing this
behavior anyways, I just extended it out to stop attack at any point in
the attack.
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succession like it's intended to if it's given a true keep flag, or just
do one attack if that flag isn't set. Since most people seem to prefer to
continue to attack when attacking, shift will be used for when someone only
wants to hit the target once.
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targeted.
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an NPC, n for targeting an NPC, and changed basic targeting code so that
it'll time out after being on a target for longer than a minute.
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from the viewport, and is now located on the beings themselves.
Eventually, this will be changed further so that the targets draw below
the being, instead of maintaining the same logic, but baby steps first.
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albeit not flawless it is still a big improvement.
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Fixed it so the correct direction will be
Patch by Chuck Miller
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well as fixed color cycling.
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src/net/beinghandler.cpp
src/net/protocol.h
src/net/gameserver/player.h
src/net/gameserver/player.cpp
src/net/beinghandler.h
ChangeLog
tmw.cbp
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colors.xml.
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I consider this the only way forward. In my tests this code isn't actually
doing worse than what was there before. Of course some cases are a bit broken,
and I'm open to any kind of feedback so that we can fix those issues.
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support storage
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https://themanaworld.svn.sourceforge.net/svnroot/themanaworld/tmw/trunk
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r3738 | b_lindeijer | 2007-11-16 00:44:01 +0100 (Fri, 16 Nov 2007) | 3 lines
Moved item icon from ItemInfo class to the Item class, so that it can be loaded
on demand. Results in faster startup time and reduced memory usage.
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order to keep control over
message flooding to the server with mouse dragging. (I need feedback !)
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it (killed or otherwise removed).
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click on the monster sprites rather than the tile. Players will now
move to the target before attacking it.
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server to visualize the extreme flooding of the server with move message when the user moves with the mouse.
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asynchronisation.
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