Age | Commit message (Collapse) | Author | Files | Lines |
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Also remove some extra new lines and fix eAthena's PartyTab define guards.
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This will decrease warnings in the log file by a good bit
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just that they are drawn before the tiles instead of afterwards. Renamed overlays to foregrounds (but kept backward compatibility intact)
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So that next time somebody encounters it, it doesn't turn up as "unknown
error".
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Make imagewriter only open a file stream after some checks have occurred elsewhere, and be sure to close it if the surface conversion fails.
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Move stuff only needed for Players into Player (like slots and sprite
limits). Move name handling into Being (no need for three copies of
this code). Clean up terminology (including Map terminology). Remove
hair-related variables.
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This will later be used to keep the original alpha value...
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This all will be useful for my next patch: Repair windows opacity break in SDL mode.
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resolution.
This resolve the Mantis #809. The images filenames must end using the mask "_<width>x<height>.png"
For instance: myskylogin_800x600.png.
Of course, the images must be in the data/graphics/images folder.
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As reported by swimmy on the forums
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resolution isn't the default.
You'll have to add this in map properties, for instance if you're want to keep ratio on overlay 0:
<map version="1.0" orientation="orthogonal" width="128" height="128" tilewidth="32" tileheight="32">
<properties>
...
<property name="overlay0keepratio" value="true"/>
...
</properties>
</map>
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The SDL methods to rescale the wallpaper has been optimized to permit rescaling
at load time while OpenGL draws directly rescaled. Does someone know how to smooth
the rescaled image under OpenGL?
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They should never be seen by a user.
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In commit 2a9f8e05312c210ec204e09861f47c3d017706eb I meant to move the
normalizing of item names into the database, but the commit failed to
include this change.
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Conflicts:
src/gui/widgets/chattab.cpp
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Just a few notes that would help us translators immensly:
* Please do not split one sentence into several strings
* Please try to refrain from inserting extra spaces into the strings
(cherry picked from commit 9712489ef67f95d6a5fa1fc3102bb7c4ee6a1f59)
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The crash was due to an assertion which shouldn't have been there, so I
removed the assertion instead. I've also made sure the unknown item has
its id initialized to 0, so that it can be used to check against instead
of the item name.
Normalization of item names was moved within the item database.
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Just a few notes that would help us translators immensly:
* Please do not split one sentence into several strings
* Please try to refrain from inserting extra spaces into the strings
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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).
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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)
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(cherry picked from commit b0475c40bb256107aa13919b8d020b172af9d788)
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There is no need to separate these projects more than necessary. Also
fixed a bug that made the hair always white.
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It was a list of pointers to Stat instances that had long been popped
off the stack and deleted.
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negative items, since these aren't inventory items.
Signed-off-by: Tametomo <irarice@gmail.com>
Signed-off-by: Bjørn Lindeijer <bjorn@lindeijer.nl>
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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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Warnings were about initialization order and signed variables compared
to unsigned variables. Please pay attention to these things.
Also made some getters const and turned some std::string parameters into
const std::string &.
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