Age | Commit message (Collapse) | Author | Files | Lines |
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Click-count is not double-click, because it does neither check if the
clicks happen on the same object nor if the clicks happen in rapid
succession.
* In the server dialog it can happen that you can get connected by
just selecting a server.
* In the social window it can happen that you open a chat by just
clicking once on a name.
* In the inventory window you better only select useable items if you
want to use them, because they might get used by just selecting them.
* And in case you actually want to use double-click, it often does
not work, because click-count is already larger than 2.
This reverts the commits:
8b4d9f9b5eaf175baf0c4209c312133bb457742c
b1aef06ac85b1ed7db7725e50b2dbfcdfd1a0925
4c27bfbf6ca84546e5b914b7909df14dd2966081
Reviewed-by: Thorbjorn
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Conflicts:
src/actorspritemanager.h
src/beingmanager.cpp
src/game.cpp
src/gui/beingpopup.cpp
src/gui/chat.cpp
src/gui/chat.h
src/gui/inventorywindow.h
src/gui/itempopup.cpp
src/gui/socialwindow.cpp
src/gui/statuswindow.cpp
src/gui/widgets/chattab.cpp
src/gui/widgets/chattab.h
src/net/tmwa/inventoryhandler.cpp
src/net/tmwa/partyhandler.cpp
src/party.cpp
src/sound.cpp
src/utils/stringutils.cpp
src/utils/stringutils.h
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Reviewed-by: Thorbjorn
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For Linux OpenGL was already deactivated.
For OSX it is still by default switched on.
Reviewed-by: Jaxad0127
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Reviewed-by: Jaxad0127
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Reviewed-by: Thorbjorn
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Reviewed-by: Thorbjorn
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Reviewed-by: Bertram
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* In charselectdialog the requestFocus is now called later, because
before it had no effect, since it was called before the characters
were present. Having no char with focus has the side effect that
the escape key gets ignored.
* Removing the code for variable width of CharacterDisplay, because
with recent changes it is executed before the characters are present,
therefore it had no effect.
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Reviewed-by: Jaxad0127
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How to reproduce the segmentation fault: Open the emote pop-up. Then
press the escape key and switch the character. The emote pop-up is
still open and clicking on it makes the game crash.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Reviewed-by: Freeyorp
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Adding error message when trying to create a party with to long name.
Removing non-existing files from C::B project.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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How to reproduce the bug: Leave a party, while the party tab in the chat
window is not selected. Then click with the mouse on the chat window.
Signed-off-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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* Segmentation fault happened if a player left a party
while other party members are offline.
* While creating a party the key input is not anymore reused for game play.
* The vertical scrollbar is only shown when needed.
* The default height was raised, because before much of the functionality
was hidden.
Signed-off-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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Until now popups were only shown for players who are member of a party.
This resolves http://bugs.manasource.org/view.php?id=197
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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* Price and total money is now shown from the beginning in sell dialog.
* Item popup is set invisible when mouse has moved away from items.
* Item popup gets deleted when shop closes.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Reviewed-by: Freeyorp
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The bug could not be reproduced by everyone. Many thanks to
Jaxad0127 for testing it on an affected system.
This patch resolves http://bugs.manasource.org/view.php?id=191
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Most of Net::InventoryHandler is now done through events. The
ActorSpriteManager was also replaced by events. A few odds and
ends were taken care of too.
Reviewed-by: Bertram
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EventManager has been merged into Event, with some new convinience methods
added.
Reviewed-by: Chuck Miller
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Reviewed-by: Chuck Miller
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Reviewed-by: Chuck Miller
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Reviewed-by: Chuck Miller
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The Being and Player Chat events now have the precomuted permissions
for SPEECH_LOG and SPEECH_FLOAT. The Being class now acts on those
events to show speech (if SPEECH_FLOAT is present). ChatWindow now
checks for the SPEECH_LOG permission.
Reviewed-by: Freeyorp
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Reviewed-by: Yohann Ferreira
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Conflicts:
src/net/tmwa/chathandler.cpp
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-Double-click items in invetory to equip/unequip
-Double-click items in inventory to use
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Trivial fixes.
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Reviewed-by: Freeyorp
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Reviewed-by: Jared Adams
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Uses counts in PlayerInfo instead.
Reviewed-by: Chuck Miller
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Uses a state variable in PlayerInfo instead. Moves isTalking from Being
to PlayerInfo. Also some small cleanups.
Reviewed-by: Chuck Miller
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Reviewed-By: Jared Adams
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The old behaviour was to load the weapon-type value and do many
unnecessary checks and transformation on it:
The weapon-type was transformed using hard-coded values into
an integer enum value.
The exact same thing was done on the opposite side in the animation
files before comparing the two.
As both data were string values, I simplified all of it by using
the value taken in items.xml to call the corresponding action.
This now also permit to set up new attack animation in items.xml
and in the playerset.xml without having the need
to modify the client code.
Last but not least, the weapon-type value was used by both the skills
and the actions and avoided the possibility to set up a definite action
for a weapon-type.
Note: The weapon-type parameter will become deprecated for the server
in favor of a 'skill' parameter to reflect more it's actual use.
This patch is the first step to fix Manasource issue: #157.
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Please note that I didn't turned all the getValue() call into new ones,
simply because I have to have config object initiated which is not
forcefully the case the branding file.
Resolves: Manasource Mantis #170.
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Reviewed-by: Bertram
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Conflicts:
src/gui/itempopup.cpp
src/item.cpp
src/monster.cpp
src/net/manaserv/playerhandler.cpp
src/net/tmwa/partyhandler.cpp
src/npc.cpp
src/player.cpp
src/resources/itemdb.cpp
src/resources/monsterdb.cpp
src/resources/monsterinfo.cpp
src/resources/npcdb.cpp
src/resources/spritedef.cpp
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Reviewed-by: Jared Adams
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You'll have to include it anyways 99% of the time
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There is still a good way to go, but this should get us
started
Reviewed-by: Jared Adams
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Reviewed-by: Chuck Miller
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Reviewed-by: Jared Adams
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