Age | Commit message (Collapse) | Author | Files | Lines |
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to 6901 now since most players play on eAthena, so the -P client parameter finally works out of the box again.
(cherry picked from commit 3dd404ee8a02958089bf2c6901fb877d2fae760e)
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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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The client crashed when entering [] inside an item link, for example
the string [[]].
(cherry picked from commit 86a055d46df5a262fce0f76697cc3d54e75b19e1)
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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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(cherry picked from commit 9b4d924d74587f489ac8141134b1c504e54a0684)
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(cherry picked from commit a6ad03efc6223a46cc8336eaf43119fb346d7195)
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(cherry picked from commit e1b4184da2ece6c9e1518064ffe35b9404b3db18)
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The Game instance was created too late, in some cases after messages
were received by the BeingHandler. This caused crashes since the
BeingHandler tried to use the BeingManager, which hadn't been created
yet.
(cherry picked from commit c7e57369f066ee9b7f9f62eacb19e2d10f8e13c5)
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(cherry picked from commit 98eadea1f98f76237701d2ac44868847a18d13c2)
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extra 16,32 pixels.
(cherry picked from commit afe09f20caa9ee3a690ea2b84bdaee19464b45bc)
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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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Mantis-issue: 697
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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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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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(cherry picked from commit b0475c40bb256107aa13919b8d020b172af9d788)
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The menu wasn't working properly because many of the action IDs were
also translated. We should make sure these parts are not included in the
string to translate.
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Major updates to Spanish translation and some smaller updates to German
and French.
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Done with Terwarf.
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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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When entering the error state, the handlers were unregistered, but they
were never registered again. I'm just removing the unregistration for
now.
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This way we don't need to include the music in each Windows installer,
and people can avoid the extra megabytes when they don't care about the
music.
Patch provided by QOAL.
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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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