Age | Commit message (Collapse) | Author | Files | Lines |
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Add variable cur_time for current time.
Add command /away [text]
Reviewed by: Bertram
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The job/class field is used to select the race. If the given race isn't defined,
it falls back on the first race (so servers can use jobs/classes without races).
Also rename job to subtype for Being and subclasses, and begin support for
changing monster and NPC subtypes on the fly (particle effects still need to be
reset when they change).
Reviewed-by: Bertram
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is functional!!
Introduced LocalPlayer::getNextWalkPosition(unsigned char dir)
which takes care about the player next position while moving using keyboard.
I removed the pixel scaler thing because it couldn't handle all the noticed cases
and was rather heavy.
There is still a bug in the movement system (nothing's perfect) but it's very rare
and this is here in eAthena, too.
So, I'll give a try at taking care of it once I'll have polished all of this a bit.
Please try and give feedback!!
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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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Reviewed-by: Chuck Miller
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This reverts commit 67e678094b9fddd21fb3c690130e772937ab2746.
Conflicts:
src/gui/gui.cpp
src/gui/viewport.cpp
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Reviewed-by: Chuck Miller
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Also make storage under eAthena more flexible.
Reviewed-by: Dennis Friis
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This will help simplifying setDestination() calls.
No regression seen in both client.
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Ownership of the charInfo global variable wasn't well defined. It was
being locked, unlocked and generally modified from a lot of places, and
somewhere in this mess it ended up crashing when switching servers.
Now the CharHandler instances, for eAthena and manaserv respectively,
own this list of characters. A new class, Net::Character wraps up the
slot index in combination with the player dummy. The list is passed on
to the CharSelectDialog each time it changes.
Both related and unrelated cleanups were made as well.
Reviewed-by: Jared Adams
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Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
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Finish support for server types in the server dialog.
Using the new server type function, strip out ifdefs, replacing them with if
blocks for later merging in smaller atomic commits.
Remove any remaining references to the support defs, including in build system.
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Many warnings removed.
Reviewed-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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Right click contextual menu on player "follow" entry
Cancel the following by moving with mouse or keys
Adds a special behavior for map changes
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Also remove some extra new lines and fix eAthena's PartyTab define guards.
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Also some related chenges elsewhere
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What's left is working on player corner handling and directions while walking.
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- Making sure that keyboard and mouse are fully working on eAthena.
- Making sure the mouse code isn't broken again.
There are some glitches left but it's coming!
What's left to be fixed:
- Come a little closer to walls (localPlyer::nextStep() improvement to be done).
- Adapt the next Step range according to the being speed. (again in nextStep()).
- Handle more nicely player's direction when walking diagonally.
- Get player's speed from server.
Enjoy :)
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TMWserv client.
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went on vacation.
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Move stuff only needed for Players into Player (like slots and sprite
limits). Move name handling into Being (no need for three copies of
this code). Clean up terminology (including Map terminology). Remove
hair-related variables.
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Please turn on -Wall, and if you don't notice your warnings, also turn
on -Werror.
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Also some other small merges
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Still need to find where to attach LocalPlayer::pickedUp for TMWServ.
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THe experience message queue is now a general queue for serial
messages (ie: not messages like battle messages that should be done
immediately).
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gui (very, very hackish)
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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.
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And make a few others like that, and remove them too.
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