Age | Commit message (Collapse) | Author | Files | Lines |
|
|
|
|
|
|
|
The client crashed when entering [] inside an item link, for example
the string [[]].
|
|
|
|
Tried to make the client continue attacking (it does not need to send
attack packets, but just continue playing attack animation and sounds).
Now logs a warning when a weapon is found without an attack-range (I
keep finding weapons with an attack-range of 0 which makes it hard to
target monsters).
|
|
to 6901 now since most players play on eAthena, so the -P client parameter finally works out of the box again.
|
|
|
|
Sorry about that.
|
|
|
|
Well, opinions might differ about what looks better, but anyway. :P
This also fixes the skin to not take the repeating middle into account
when calculating the minimum width and height. And due to the larger
image parts it should perform a bit better with OpenGL.
|
|
|
|
|
|
(cherry picked from commit e7df8c9dd7ebc14c1263c19c6a238ebcf4fd9465)
|
|
|
|
|
|
Should be no change in behaviour.
|
|
(cherry picked from commit 9b4d924d74587f489ac8141134b1c504e54a0684)
|
|
(cherry picked from commit a6ad03efc6223a46cc8336eaf43119fb346d7195)
|
|
(cherry picked from commit e1b4184da2ece6c9e1518064ffe35b9404b3db18)
|
|
The Game instance was created too late, in some cases after messages
were received by the BeingHandler. This caused crashes since the
BeingHandler tried to use the BeingManager, which hadn't been created
yet.
(cherry picked from commit c7e57369f066ee9b7f9f62eacb19e2d10f8e13c5)
|
|
(cherry picked from commit 98eadea1f98f76237701d2ac44868847a18d13c2)
|
|
extra 16,32 pixels.
(cherry picked from commit afe09f20caa9ee3a690ea2b84bdaee19464b45bc)
|
|
Notice that in Being::Logic() we call Being::setPosition() with the added
offset of x+16, y+32, this makes both the Vector Being::mPos and Being::mPx /
Being::mPy not mean the same as pre-merge client. Thus some effects and code
dividing these members with 32 to get the tile coords get wrong results.
Perhaps this all these methods of getting x,y on beings should be cleaned up
so we have 1 method we settle on and store the sprites' fixed x,y offset on
the sprite itself. so we have x + fixed_offset + animation_offset and not all
these magic numbers floating around.
(cherry picked from commit fc6b38d113e7f78af1075a37e1853e00294742e9)
|
|
(cherry picked from commit ff4b7434b7bd25412a24a13bc0ef00e253c17f0e)
|
|
|
|
|
|
|
|
|
|
The Game instance was created too late, in some cases after messages
were received by the BeingHandler. This caused crashes since the
BeingHandler tried to use the BeingManager, which hadn't been created
yet.
|
|
|
|
extra 16,32 pixels.
|
|
Notice that in Being::Logic() we call Being::setPosition() with the added
offset of x+16, y+32, this makes both the Vector Being::mPos and Being::mPx /
Being::mPy not mean the same as pre-merge client. Thus some effects and code
dividing these members with 32 to get the tile coords get wrong results.
Perhaps this all these methods of getting x,y on beings should be cleaned up
so we have 1 method we settle on and store the sprites' fixed x,y offset on
the sprite itself. so we have x + fixed_offset + animation_offset and not all
these magic numbers floating around.
|
|
|
|
|
|
|
|
Mantis-issue: 697
|
|
There is no need to separate these projects more than necessary. Also
fixed a bug that made the hair always white.
(cherry picked from commit e0eeaef318d63ae79522c1d0407e4f5b8212c5f7)
|
|
It was only being applied to the outline and shadow. This improves the
fadeout a little, but because the text is being rendered multiple times,
it still looks strange.
(cherry picked from commit 3591c264f14edf300e7d3ea20577c517a092cf50)
|
|
(cherry picked from commit b0475c40bb256107aa13919b8d020b172af9d788)
|
|
- Moved the outfit button onto the Inventory window
- Fixed 'unequip first' saving bug
Patch by QOAL
|
|
There is no need to separate these projects more than necessary. Also
fixed a bug that made the hair always white.
|
|
It was only being applied to the outline and shadow. This improves the
fadeout a little, but because the text is being rendered multiple times,
it still looks strange.
|
|
|
|
|
|
|
|
|
|
The menu wasn't working properly because many of the action IDs were
also translated. We should make sure these parts are not included in the
string to translate.
|
|
Major updates to Spanish translation and some smaller updates to German
and French.
|
|
Done with Terwarf.
|