Age | Commit message (Collapse) | Author | Files | Lines |
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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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How to reproduce the segmentation fault: Open the emote pop-up. Then
press the escape key and switch the character. The emote pop-up is
still open and clicking on it makes the game crash.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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files.
Restored functional recharge bars in specials window.
Individual specials are only shown after the server informed the client about their status.
Made level label, use button and progress bars optional. Their use is controlled through specials.xml.
The special window button is again shown even when the player has no specials. This problem needs to be solved differently now for architecture reasons.
Reviewed-by: Jaxad0127
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Reviewed-by: Chuck Miller
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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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Moved remaining widgets into widgets folder, standardized include order, moved TextRenderer out.
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The BuddyWindow was only half implemented and would have been made redundant with the planned social window.
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THis replaces the MagicWindow that the TMWServ build used and will be
usable going forward for eAthena.
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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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- Moved the outfit button onto the Inventory window
- Fixed 'unequip first' saving bug
Patch by QOAL
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The popup is meant to be temporary, showing the emote instantly when you
click on it. It adapts nicely to show any number of emotes.
I still need to add a better way of assigning emote shortcuts, since
currently you can only change which emote is assigned to which shortcut
by actually using it.
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