Age | Commit message (Collapse) | Author | Files | Lines | |
---|---|---|---|---|---|
2009-10-03 | Fix connecting to servers when selected in the GUI | Jared Adams | 1 | -2/+4 | |
2009-10-03 | Fix the text of an error message | Jared Adams | 1 | -1/+2 | |
Better grammer and more explanatory. | |||||
2009-10-03 | Update the CharSelectDialog after char creation | Jared Adams | 7 | -4/+97 | |
2009-10-03 | Do some more post-merge cleanup | Jared Adams | 15 | -30/+74 | |
Fixes a few more bugs | |||||
2009-10-04 | Replaced setNetworkOptions with LoginHandler::supportedOptionalActions | Thorbjørn Lindeijer | 12 | -69/+63 | |
Better to ask when needed that rely on static booleans to be set from somewhere. Also tried to fix the layouting a bit, but it's still not perfect. | |||||
2009-10-03 | Made passing character name on the command line work again | Thorbjørn Lindeijer | 3 | -19/+30 | |
It was only selecting it when found, instead of also logging in with the character. | |||||
2009-10-03 | Changed the default colour for buttons to fit the current skin | Maximilian Philipps | 1 | -3/+3 | |
2009-10-03 | Added support for the "too fast" login error | Thorbjørn Lindeijer | 7 | -14/+16 | |
So that next time somebody encounters it, it doesn't turn up as "unknown error". | |||||
2009-10-03 | Fix text string typo | Kess Vargavind | 1 | -1/+1 | |
2009-10-03 | Merge branch 'master' of git@gitorious.org:tmw/mainline | Philipp Sehmisch | 2 | -4/+6 | |
2009-10-03 | Fixed real-time updating of attributes and character/correction points ↵ | Philipp Sehmisch | 1 | -0/+14 | |
during attribute changing. | |||||
2009-10-03 | Still update attrs for eAthena when increase fails | Jared Adams | 1 | -3/+6 | |
Corrisponding change in eAthena made too. | |||||
2009-10-03 | Remove a debug line I forgot about | Jared Adams | 1 | -1/+0 | |
2009-10-02 | Updating Code::Blocks project and adding header to fix compiler error. | Stefan Dombrowski | 1 | -0/+1 | |
2009-10-01 | Redesign CharSelectDialog | Jared Adams | 4 | -260/+182 | |
2009-10-02 | Removed non hurting eAthena ifdefs. | Bertram | 2 | -8/+1 | |
2009-10-01 | Fixed TMWserv client build | Bertram | 1 | -1/+1 | |
2009-10-01 | Fixed compile error: src/gui/charselectdialog.cpp:377: error: cannot declare ↵ | Bertram | 1 | -1/+1 | |
member function ‘static void CharSelectDialog::setNetworkOptions(bool, bool)’ to have static linkage | |||||
2009-10-01 | Finish merging registration dialog | Jared Adams | 11 | -35/+66 | |
2009-10-01 | Fix segfault better | Jared Adams | 1 | -2/+3 | |
2009-10-01 | Fix a segfault when choosing the server | Jared Adams | 1 | -2/+2 | |
2009-10-01 | Add missing token information for eAthena. | Jared Adams | 1 | -0/+42 | |
2009-09-30 | Merge login state machines for both clients | Jared Adams | 60 | -1844/+1110 | |
Also do some cleanup and refactoring of related code. | |||||
2009-09-30 | Removed unused variable 'item' | Thorbjørn Lindeijer | 1 | -1/+0 | |
2009-09-29 | Outfits update | Andrei Karas | 3 | -47/+124 | |
Increased outfits count to 15 Changed unequip outfits feature Added copy outfits feature | |||||
2009-09-28 | Fix file handling in imagewriter | Freeyorp | 1 | -6/+8 | |
Make imagewriter only open a file stream after some checks have occurred elsewhere, and be sure to close it if the surface conversion fails. | |||||
2009-09-27 | Client-sided netcode support for being-bound special effects | Philipp Sehmisch | 3 | -6/+27 | |
2009-09-23 | Fixes party invite | Chuck Miller | 1 | -1/+1 | |
2009-09-23 | Made the TMWserv client handles the FORCE_QUIT connection state. | Bertram | 1 | -0/+7 | |
I was getting fed up with killing the TMWserv client in order to quit it. The two cases left before having a full working set, is to handle correctly Switch Character and Switch Server in QuitDialog which must have been broken during the clients merge. | |||||
2009-09-23 | Minor update while seeing it. | Bertram | 1 | -0/+4 | |
2009-09-23 | Also added setAlpha() to ShopListBox, to avoid glitches with flooritems. | Bertram | 1 | -0/+2 | |
2009-09-23 | Fixed some glitches in Equipment and Inventory window, and made the code ↵ | Bertram | 3 | -2/+5 | |
more logical... Now, the setAlpha() function is called with less changing numbers which can help increasing FPS a bit... | |||||
2009-09-23 | Added a basic smooth effect to rescaled wallpapers in OpenGL. | Bertram | 2 | -0/+32 | |
The current login wallpaper (as any streched ones) will look a bit less ugly... | |||||
2009-09-21 | Fix character creation failure message ID | Jared Adams | 1 | -1/+1 | |
2009-09-21 | Fix an unused variable | Jared Adams | 1 | -2/+2 | |
2009-09-22 | Added support for the go-through-walls case with mouse movement on TMWserv. | Bertram | 2 | -3/+16 | |
Also removed an (now) unuseful debug piece of information. Thanks Kage for reporting this case. | |||||
2009-09-22 | An attempt to fix the mouse ignoring collisions in TMWserv. | Bertram | 1 | -0/+5 | |
2009-09-22 | Mostly fixed the mouse movement in TMWserv client. | Bertram | 3 | -16/+10 | |
The only case left in mouse movement is that the client doesn't check for walkability of the destination point when you click on a unwalkable point. Let me explain this NASTY bug: The bug remained in the Being::SetDestination() function, when recalculating the path from tiles to pixels. The changeX and changeY variables went crazy when (endX - startX) gave a negative value. That why the given path became random, and the player went anywhere. This didn't happened to monsters, NPCs, and when walking using the keyboard because the patnodes system isn't used for movement up to 1 tile at a time. I removed some dead code (in viewpoint.cpp), made the keyboard navigation a little bit more bearable, and fixed this client bug. Now, I'll be up to finish fixing the movement system using mouse (What's remaining is a joke next to what I had to do to discover this...), and I'll look at a third time to the keyboard system which is a bit raw, just for now... Regards, P.S.: Kage, I'd like to get a three-cheese pizza! | |||||
2009-09-19 | Removed unexplained exceptions to undressing logic in player outfits ↵ | Fate | 1 | -7/+3 | |
handling, making the system more intuitive to use | |||||
2009-09-17 | Partially (but mainly) resolved Mantis #753 by making monsters, NPC, and ↵ | Bertram | 12 | -13/+171 | |
Floor Items visible even covered. Next Step would be to add a caching system for multi-layered sprites + copy functions for SDL and OpenGL. Then, I'll be able to finish this, by making also players visible when covered... But Kage asked me (each and every hour) to do something else first ;) | |||||
2009-09-17 | Optimized the Image::setAlpha() function for SDL. | Bertram | 1 | -14/+25 | |
2009-09-14 | Fix context menu for items in the EquipmentWindow | Jared Adams | 5 | -3/+19 | |
2009-09-13 | Add ellipsis (...) to some options requiring further input | Kess Vargavind | 2 | -4/+12 | |
2009-09-13 | Fix hair browsing bug in character creation | Kess Vargavind | 1 | -0/+4 | |
Selecting the previous hair style/colour got unexpected results sometimes (when the id was negative). | |||||
2009-09-06 | Resolved Mantis #857: Make Show Own Name consistent. | Bertram | 1 | -0/+1 | |
2009-09-03 | Resolved Mantis #847: Login stage Windows won't go less than the default gui ↵ | Bertram | 15 | -68/+154 | |
opacity. Of course, in-game, the wanted opacity still shows up. | |||||
2009-09-02 | Added a minimum alpha opacity value handle in SkinLoader and made use of it. | Bertram | 8 | -30/+119 | |
Part 1 of 3 for Mantis #847 Only a few controls follow minimum opacity value at login stage. Part 2 will make all other controls do the same. Part 3 will try to set default gui opacity value as a constant. | |||||
2009-09-01 | Disable correction points in eA client | Kess Vargavind | 2 | -7/+24 | |
For now, until correction points are supported in eA. By the way, I notice mDec et cetera aren't private members. Not sure what you are up to. | |||||
2009-08-31 | Fixes NPC names on the popup menu. | Freeyorp | 1 | -6/+2 | |
Mantis-issue: 861 | |||||
2009-08-31 | Change 'Tile' to 'Cursor' in debug window | Kess Vargavind | 1 | -2/+2 | |
This has confused many players, as we at times have believed them to be the player coordinates and not those of the cursor. (A possible extension might be to put the player coordinates as well in the debug window or elsewhere, for instance the minimap.) |