Age | Commit message (Collapse) | Author | Files | Lines |
|
pressed by the mouse.
Signed-off-by: Tametomo <irarice@gmail.com>
|
|
Update more frequently (every tick) and by a smaller amount.
|
|
button is pressed, instead of just moving one tick for each press.
Signed-off-by: Tametomo <irarice@gmail.com>
|
|
Signed-off-by: Tametomo <irarice@gmail.com>
|
|
Signed-off-by: Tametomo <irarice@gmail.com>
|
|
Signed-off-by: Tametomo <irarice@gmail.com>
|
|
at the same spot the scroll area does.
Signed-off-by: Tametomo <irarice@gmail.com>
|
|
Signed-off-by: Tametomo <irarice@gmail.com>
|
|
used to get one event from the dropdown, then another from the listbox
if dropped down. Otherwise, it only got one from the dropdown)
Signed-off-by: Tametomo <irarice@gmail.com>
|
|
performance in ProgressBar logic loops.
Signed-off-by: Tametomo <irarice@gmail.com>
|
|
|
|
Signed-off-by: Tametomo <irarice@gmail.com>
|
|
style cleanups.
TODO: Either abstract out all of the shared information between these
two classes to a parent class, or combine the two if it can be done
without doing it clumsily.
Signed-off-by: Tametomo <irarice@gmail.com>
|
|
Signed-off-by: Tametomo <irarice@gmail.com>
|
|
This change allows players to talk to multiple NPCs at a time (if the server agrees). Manaserv's netcode allows multiple commerce instances too. eAthena's is limited to one commerce instance, due to protocol limitations.
|
|
Not really useful to be able to edit it by hand.
|
|
cancel events.
Signed-off-by: Tametomo <irarice@gmail.com>
|
|
necessary so long as you're at least getting 1-2 fps (which would
result in a typing speed between 60-120 wpm). Even then, you've got
more serious things to be thinking about at that point than if all of
your input is being tracked, and having it inside the clock time loop
just cuts performance for everyone else.
This loop should get removed altogether, but there are a few items left
in it at the moment which would need to get reworked first before it can
be eliminated. In cases where you can't accurately know where something
would be because it's random, we should just scale the random formulas
to take a more drastic adjustment to compensate for that lag.
Signed-off-by: Tametomo <irarice@gmail.com>
Manual-merge-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
|
|
|
|
Use the cache created by TTF::drawString, drops the cost of
TTF::getWidth from 5% of runtime to 0.5%.
It increases the cost of calculating line-wrapping in the BrowserBox,
but overall it's a saving, even with the BrowserBox recalculating on
every redraw.
|
|
Mantis-issue: 938 (TMW Mantis)
|
|
|
|
Reviewed-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
|
|
To use simply add something like: missile-particle="graphics/particles/arrow.particle.xml"
to the item's or monster's xml entry
This will only work on equipped weapons, and on specified monster attacks.
This patch also fixes a memory leak with target particles
|
|
|
|
|
|
It's not meant for the user, translating it only burdens both us and our
translators unnecessarily.
|
|
Just because something is the kind of calculation that seems to be
required does not mean it makes sense in general. Let's try to keep
things understandable.
|
|
But I added some logs when speed and other actions where refused due to game/map
uninitialized. This could help.
|
|
|
|
|
|
|
|
This is the First step to get rid of most hardcoded 32 values.
|
|
|
|
|
|
Also fix party invite by name when you aren't in a party.
|
|
|
|
|
|
|
|
It is more clear in the end. Also fixed deleting of the mode list model.
|
|
|
|
No longer a dialog with an annoying progress bar (due to going back and
forth), but rather a progress indicator that integrates better with the
background.
|
|
Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
|
|
Makes sense if we depend on SDL_gfx anyway, and it seems to do a better
job at it than the code we had.
|
|
They got replaced by the ConnectionDialog.
|
|
Also show it when trying to login and when getting the list of
characters, both of which are situations in which we are waiting for the
server to respond.
I hope I got the previous state thing right.
|
|
Sounds a bit better.
|
|
There was little point in keeping the Engine class separate. It wasn't
an engine at all, but only kept track of the currently active map, a job
more suitable for the Game class anyway.
|
|
The enet service loop was waiting up to 10ms for a new network packet to
come in. There is no need for this, so just remove it. Raised the
framerate from about 60 to over 200 fps for me.
|
|
|