Age | Commit message (Collapse) | Author | Files | Lines |
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It shouldn't have been moved to where it was in the first place, as it
doesn't have any effecxt on that code, but was originally on the other
code (where it is now).
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That check can probably be removed entirely, as it's inappropriate.
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closing when displaying your own name is turned on.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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the recipient nickname is parsed out.
Signed-off-by: Ira Rice <irarice@gmail.com>
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disallowing empty whispers and whispers to yourself, since both of those
cases cause the server to report back stating that the player wasn't
found (even if they are there, like yourself).
Signed-off-by: Ira Rice <irarice@gmail.com>
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done to ensure that the client doesn't crash if the target dies and is
removed from the map (since target drawing is based off of the specific
target reporting its x and y coordinates).
Signed-off-by: Ira Rice <irarice@gmail.com>
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When an NPC got deleted it would reset the player target. I'm assuming
what was meant was to reset the target when the deleted NPC was the
target.
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line's string was empty after trimming, the client would crash when
trying to get a substring.
Signed-off-by: Ira Rice <irarice@gmail.com>
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By using indexed instead of alpha-layered images, the GUI opacity can
also be supported in software mode.
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Comparison between signed and unsigned integer expressions.
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Signed-off-by: Ira Rice <irarice@gmail.com>
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what its actually used for.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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being done for the same reason that we keep our windows dlls and other
cross platform files which a builder might not need are kept separate as
well.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Adds two configurable "ignore" keys.
Stops the character moving about if the user's window manager
uses "ignore+arrow key" to switch virtual desktops.
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Legends of Mazzeroth.
Signed-off-by: Ira Rice <irarice@gmail.com>
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bumps).
Signed-off-by: Ira Rice <irarice@gmail.com>
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Also a few whitespace and spelling fixes.
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Also a few whitespace and spelling fixes.
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they are now under the OK shortcut. Figured that if anyone doesn't like
the NPC dialogs trumping their chat dialogs, then we should also allow
for it under the setup and help buttons as well. The only window
behavior that this keeps under the chat shortcut now is the confirmation
for exiting shortcut.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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The log is mainly used to aid the developers, hence shouldn't be
translated to the user's local language. Also introduces unnecessary
work for all translators.
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SimpleAnimation class to use correct delays for target drawing.
Basically, because the SimpleAnimation was a bit more restrictive on
ensuring that frame rates were being respected, some particles would not
get drawn. This commit allows for target animations to look correct,
while not breaking particles.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Mainly removed trailing whitespace. Also small fix in header of
recorder.cpp.
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Sometimes it's nice for clarity, but most of the time this is just
clutter. C++ != Java. :)
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useful since buddy lists are tracked through the player relation
interface instead)
Signed-off-by: Ira Rice <irarice@gmail.com>
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Setup_Video tab.
Signed-off-by: Ira Rice <irarice@gmail.com>
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all and show speech bubbles without names). Since a checkbox won't work
any more for all of these modes, it's now a slider.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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that it creates when initializing the target cursors in the first place.
This behavior was carried over in the first place from the Viewport
class. Also moved target drawing responsibility from the map to the
being being targeted in the first place. This allows for assuring that
targets are always drawn below the sprite being targeted (which the
previous solution was designed to do, but didn't do correctly).
Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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suggestion by Grimmjow.
Signed-off-by: Ira Rice <irarice@gmail.com>
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