Age | Commit message (Collapse) | Author | Files | Lines |
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Translation file updates ignored.
Conflicts:
src/client.cpp
src/commandhandler.cpp
src/gui/popupmenu.cpp
src/localplayer.cpp
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Reviewed-by: Freeyorp
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Trivial fix.
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Reviewed-by: Freeyorp
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Reviewed-by: Bertram
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Trivial.
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This will greatly help into upgrading the need of
each protocol separately.
This is the first step to a new item and equipment system for manaserv.
A subclassing of the EquipmentWindow will be done in the next commit,
as requested by Thorbjorn.
Reviewed-by: Thorbjorn.
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Trivial.
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Now the client returns to server choice dialog with a warning
instead of aborting.
I'm kinda certain I'm not the only one getting crazy
with such a lazy behaviour.
Reviewed-by: Jaxad.
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Trivial.
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(Preparation for bringing a smaller item loading refactoring patch.)
Trivial.
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It was renamed and duplicated to "ambientlayer"
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Resolves: Mana-Mantis #265.
Trivial fix.
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Now the map from the Mana server's example data is shown properly.
Reviewed-by: Jaxad0127
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Reviewed-by: Jared Adams
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Trivial fix
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Reviewed-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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- Now OpenGL and the transparency disabling are set at startup and
not read again for displaying graphics, preventing graphic errors
before startup.
- We also agreed long time ago that SDL specific functions
should have a SDL prefix. The header has been rearranged a bit
to do so.
- Also fixed a possible discrepancy in the hasAlphaChannel() function.
Reviewed-by: CodyMartin.
Resolves: Mana-Mantis: #260.
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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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Enabled by default.
Can be disabled in configuration option "alphaCache" if set it to 0.
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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How to reproduce the bug: Switch login, then for every
item there is this warning in the log file:
"ItemDB: Duplicate name of item found".
Reviewed-by: thorbjorn
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Conflicts:
mana.cbp
mana.files
src/CMakeLists.txt
src/Makefile.am
src/utils/xml.cpp
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ResourceManager will now check for ".gz" and act appropriately (unless told
not to). Compression handling functions are now in new utils/zlib files,
along with a function to load a file from drive, uncompressing it if it ends
in ".gz".
Reviewed-by: Freeyorp
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Pass std::string as const & when it makes sense.
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Reviewed-by: Yohann Ferreira
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Use batch commands and not selecting already selected texture.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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(Trivial)
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The old behaviour was to load the weapon-type value and do many
unnecessary checks and transformation on it:
The weapon-type was transformed using hard-coded values into
an integer enum value.
The exact same thing was done on the opposite side in the animation
files before comparing the two.
As both data were string values, I simplified all of it by using
the value taken in items.xml to call the corresponding action.
This now also permit to set up new attack animation in items.xml
and in the playerset.xml without having the need
to modify the client code.
Last but not least, the weapon-type value was used by both the skills
and the actions and avoided the possibility to set up a definite action
for a weapon-type.
Note: The weapon-type parameter will become deprecated for the server
in favor of a 'skill' parameter to reflect more it's actual use.
This patch is the first step to fix Manasource issue: #157.
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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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To avoid misunderstanding between the actual attackType
and this one.
(Trivial fix.)
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Use batch commands and not selecting already selected texture.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Conflicts:
src/gui/itempopup.cpp
src/item.cpp
src/monster.cpp
src/net/manaserv/playerhandler.cpp
src/net/tmwa/partyhandler.cpp
src/npc.cpp
src/player.cpp
src/resources/itemdb.cpp
src/resources/monsterdb.cpp
src/resources/monsterinfo.cpp
src/resources/npcdb.cpp
src/resources/spritedef.cpp
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data/paths.xml configuration file.
Also added default gui theme path in branding and default wallpaper path
and file searched respectively in the branding and paths.xml files.
Hard-coded values are still used as fallbacks.
Resolves: Manasource Mantis #148.
Reviewed-by: jaxad0127.
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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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Conflicts:
data/graphics/CMakeLists.txt
data/graphics/Makefile.am
src/client.cpp
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This greatly simplifies handling DBs when changing states. No more
need to manage unloading in Client (except when exiting).
Reviewed-by: Thorbjørn Lindeijer
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Reviewed-by: 4144
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Conflicts:
src/beingmanager.cpp
src/beingmanager.h
src/client.cpp
src/localplayer.cpp
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Reviewed-by: Philipp Sehmisch
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Moves the parsing logic for the size strings into BeingInfo to
share the code.
Reviewed-by: Freeyorp
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Instead of having these three subclasses with minor differences, this
commit merges them back into Being. In the future, we can make Beings
that are talkable to some, attackable by others, etc. This also puts
back support for monster equipment.
Also changes remaining references to Being::Type and the constants to
refer to ActorSprite::Type.
Reviewed-by: Freeyorp
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This commit adds a sprite hierarchy (Sprite->ImageSprite,AnimatedSprite,CompundSprite;
CompoundSprite,Actor->ActorSprite;ActorSprite->Being,FloorItem) to collect common
functionailty into new base classes which will make other Mantis tickets easier to do.
Also allows monsters to use particle effects.
Reviewed-by: Bertram
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