Age | Commit message (Collapse) | Author | Files | Lines |
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The Mana.icns was removed because data/icons/mana.icns exists.
The ambientoverlay files had been already removed in commit
4bb2616ed97dc6e12a0efb26ca233c5a3eac1807.
Reviewed-by: sebbu, Jaxad0127
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Following Rotonen's advise to "make anything and everything you
can think of recolorable", a theme can now define colors for
PARTY_CHAT_TAB and PARTY_SOCIAL_TAB. This was badly needed, because
the requirements for a color of a chat tab and of a player name
are quite different.
TODO: When guild support gets enabled, then have a look at the
colors for guilds.
Reviewed-by: 4144
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Based on Bertram's start some more updates to the F1-help.
The team page was removed, because the last update was done in
March 2006 and no one volunteered to write a new one.
TODO: Improvements can be done during the beta test. A team list
can be added if someone wants to do it.
This resolves http://bugs.manasource.org/view.php?id=210
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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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There is no reason why error.xml shouldn't be in this repository, as it is used
when no sprite data is present and is a very small file anyways. Servers can
still replace these if they want to. error.png is only used in sprites, so
should be in the new sprites folder too.
Reviewed-by: 4144
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Use it to hilight entries that we don't meet. Also make the entries in
that list higher, put server name and location on different lines, and
use the description below the list. The dialog is also resizable now.
Reviewed-by: Freeyorp
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The source distribution is currently still made using autoconf, but now
you can build/install it using CMake as well.
Reviewed-by: Bernd Wachter
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Themes can now control the colors they use. Colors in the Viewport (being
names, particles, etc) can still be changed by the user. Also make
ProgressBars more easily colored. DyePalette was made more flexible in the
process.
Also fixes comparing strings of different lengths insensitively.
Reviewed-by: Thorbjørn Lindeijer
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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The highlighted widgets don't match the theme... They go with the wood theme
So just replace them with a copy of their non-highlighted counterparts until
graphics can be done for them
No Review Needed, no code was changed, and no new art was created.
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The older gray theme and the new wood theme are available as themes.
The gray theme needs some new graphics for hilights.
Add a theme option for branding and add path/to/branding/data to the
PhysFS search path.
Reviewed-by: Thorbjørn Lindeijer
Reviewed-by: Chuck Miller
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Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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The fact that it's the client is not interesting to most people.
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From what I can find, it was never used.
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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.
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Conflicts:
mana.desktop
mana.menu
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Applied the datarootdir parameter in the autotools installation.
The make install did the work as expected. If this hurts someone,
feel free to revert...
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I was just to remove a duplicate line...
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radio buttons, tabs, checkboxes, slider and scrollbars
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copyrighted image.)
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drop shadow.
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This reverts commit b571eb3e3df81cd259d53ab7219d198e00a75281.
People agree, it doesn't look better
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Graphic by QOAL.
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Requested by Patrick Matthäi.
Duplicate file removed from the Debian packaging directory.
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(cherry picked from commit a09fa716195197db663035ab4ea9c941606e8f17)
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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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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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