Age | Commit message (Collapse) | Author | Files | Lines |
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The client crashed when entering [] inside an item link, for example
the string [[]].
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Sorry about that.
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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.
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(cherry picked from commit e7df8c9dd7ebc14c1263c19c6a238ebcf4fd9465)
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Should be no change in behaviour.
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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)
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(cherry picked from commit ff4b7434b7bd25412a24a13bc0ef00e253c17f0e)
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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.
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Mantis-issue: 697
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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)
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- Moved the outfit button onto the Inventory window
- Fixed 'unequip first' saving bug
Patch by QOAL
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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.
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Video and player setup pages now look a bit better when translated or
when the font size is increased.
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Also fix the height of Avatars
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Enumeration values not handled in switch and an ambiguous else.
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The move up and move down keys will now let you navigate the list mode
and change the value on the integer mode.
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Rather than expanding PartyWindow again, call mLabel->adjustSize(); and let players resize the window if they need to.
Also shrink the minimum size of the PartyWindow.
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Very hackish and would require altering eAthena. It also isn't very
portable; if you use the same character name on multiple servers and are
a GM on one of them, the client will try to make you a GM on the other.
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Causes when other party memebrs were on the same map and they came in
range, they wouldn't get hilighted. Also simplify the check for correct
player (avoiding problems with multiple characters on an account).
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Guild will no longer show for eAthena builds and party will only show if
you are in a party.
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Instead of every character on the account (for eAthena).
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ItemContainer now adjusts its number of rows to the last used slot.
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And make a few others like that, and remove them too.
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It's already being displayed elsewhere, and it's partly broken anyway.
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then Item pointers.
As suggested by Bjorn
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Was causing a lot of issues (mainly segfaults) when things were used/dropped/stored/retrieved
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Since there are now brackets around the hp values, we need the room for them, too.
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It now behaves like most windows: defaults to not visible and will save
it's visibility. Only the user should be altering it now.
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