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- Updated STATE_WORLD_SELECT case to automatically select the first
world and proceed to update state when mOptions.chooseDefault is true.
- This change ensures that the world selection window is bypassed for a
smoother user experience when the default selection option is enabled.
- Improved logic to handle cases with only one available world and
directly proceed without showing the dialog.
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(cherry picked from M+ commit 13b9ff5baf1f6d31cc6bfa5bd30bacd45b80539c)
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For new characters (and in general, when logging in with a character
that had nothing equipped), the equipment backend wasn't being
initialized. This resulted in the equipment not being visible in the
Equipment window.
Fixes #83
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The tmwa/BeingHandler was adjusting the effect id rather than the emote
id, causing it to not find the last emote (and the rest of the emotes
only worked correctly because the effect ids were consecutive in the same
order as the emote ids).
Furthermore, the EmoteShortcutContainer refused to draw the icon for the
last emote due to an off-by-one error in dealing with the 1-adjusted
emote ids used by the EmoteShortcut class.
Also cleaned up some old remains of a player ignore strategy that used
to use the two balloon emotes (this had been their original purpose).
Reviewed-by: Erik Schilling
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Reviewed-by: Yohann Ferreira
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* Changes were made to the way BrowserBox does colors that the help files
were not adapted to. For example, there is no more ##P for choosing the
previous color and applying a color changes it persistently rather than
returning to default text color after each line wrap. Rather than changing
the behavior of BrowserBox back I've just adapted the help files.
* Set a monospace font on the Help window because this was originally the
case and the text still relies on that for its layout.
* zlib and CSV support was already cherry-picked into 0.5.1 so it is removed
from the 0.6.0 changelog.
Reviewed-by: Erik Schilling
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Reviewed-by: Yohann Ferreira
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This fixes overlay effects that are meant to scale with screen
resolution.
The problem was that the texture coordinates were not calculated
correctly. They were adjusted to the scaled size of the image, and when
scaling both the vertex and the texture coordinates, the image will
simply not appear scaled at all. Now the texture coordinates are
calculated based on the visible part of the original texture.
There was also a problem with the vertex coordinates, which were not
taking into account the visible part of the image.
TMW-Mantis-issue: 1047
Reviewed-by: Andrei Karas <akaras@inbox.ru>
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The layer rendering code was not prepared to handle tiles that were
wider than the tile width of the map.
This commit also fixes the initialization of the maximum tile height,
which was based on the map height rather than the tile height. This
could slightly reduce overdraw for some maps.
Reviewed-by: Stefan Beller <stefanbeller@googlemail.com>
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Reviewed-by: Stefan Dombrowski
Reviewed-by: Yohann Ferreira
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Removed content developers since this is no longer part of this project.
Added a lot of missing developers that showed up in the git log a few
times.
Also removed the outdated mentioning of --with-server configure option,
some outdated skills related stuff and corrected some contact
information.
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Reviewed-by: Jared Adams
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The tabs are referred to case-insentively, but the removal of references
to deleted tabs was happening case-sensitively. This caused roaming
pointers to stay around and get reused later, crashing the client.
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Also added Victor Fury to .mailmap file since he was also known as
Frictor.
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Also updated NEWS file with changes since 0.0.28.
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To be released hopefully tomorrow.
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Only a few years overdue?
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Patch by Nikos, with some improvements.
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Patch by Nikos, with some improvements by vargavind.
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contributed and I forgot you, please contact me as soon as possible!
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https://themanaworld.svn.sourceforge.net/svnroot/themanaworld/tmw/trunk
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r3738 | b_lindeijer | 2007-11-16 00:44:01 +0100 (Fri, 16 Nov 2007) | 3 lines
Moved item icon from ItemInfo class to the Item class, so that it can be loaded
on demand. Results in faster startup time and reduced memory usage.
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issues, but it would be better to fix those instead of using this complicated
workaround.
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gcn::TabbedArea usage)
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art attribute. Removed the now unnecessary multiplication of weapon IDs with
10000. Added a fallback item icon and used it for unknown items or when an item
image fails to load.
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