Age | Commit message (Collapse) | Author | Files | Lines |
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aligns up with the other fields.
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inventory. For us, this should get rid of the arrow crashing bug, if it
still exists (been a few weeks since I've heard of it happening now).
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stringstream would behave. Before, it set the string stream to a single
space, while now it clears the stream and then sets it to null. So,
should the string stream code ever be fixed in the future, this function
won't break.
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it contains the complete ISO-8859-15 character set, as well as made a
few other smaller fixes towards fixing make dist.
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that if a skill is unknown, it doesn't
crash the client (it doesn't print garbage, like fate claims).
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removes the server sending out view id's for
gloves and boots (which weren't needed.) Here's the full log:
* Updated GUI table and model to better handle NULL widgets during initialisation
* On SMSG_MOVE et al., ignore boots and glove information-- that information is incorrect and we're guaranteed to
already have the correct information anyway.
* Properly decode `is dead' information for PCs, so that dead players, when encountered, will be lying on the ground,
dead, rather than standing.
* Use `skills.xml' file from client data to determine skill names
* Report client version number (hereby bumped to 1) in unused charserver slot (ignored by vanilla eAthena)
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better.
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themselves to being easily resizeable without revamping. This should
keep people from assuming that they can resize this window and expect
the same sorts of results as other windows that are designed for
resizing.
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code.
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supported (done by vargavind), as well as changing the effect used for
critical updates (change of opinion on what looks better).
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planned to do this (I still did it my way), TMW beat me to implementing,
so I'll credit them with their commit reminding me to do it. This is not
done the exact same way, as I prefer to see an actual "crit!" show above
the being, instead of an ambiguous particle.
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wrapping code, like the ok dialogues.
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(forgot to do button padding before).
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succession like it's intended to if it's given a true keep flag, or just
do one attack if that flag isn't set. Since most people seem to prefer to
continue to attack when attacking, shift will be used for when someone only
wants to hit the target once.
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far away and are holding down the attack key, you will attack that
being.
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an NPC, n for targeting an NPC, and changed basic targeting code so that
it'll time out after being on a target for longer than a minute.
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from the viewport, and is now located on the beings themselves.
Eventually, this will be changed further so that the targets draw below
the being, instead of maintaining the same logic, but baby steps first.
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that it can take advantage of the text box's wrapping code.
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well as fixed color cycling.
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colors. Thanks goes to paks for noticing this.
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and speech bubble transitions smoother.
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colors.xml.
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this while testing. Oh well.
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change this in the future to update instantaneously.
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putting back in backwards compatibility with TMW style minimaps. While
this might seem like a big deal, it also allows us to make minimaps as
big as we'd like, which is a huge perk for really large maps or really
small ones.
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handler to store updates in a subfolder based on port (so that if one
server domain hosts multiple update folders, that it doesn't have to
redownload an update should an update have the same name as the other
server, as well as a different checksum), and made the inventory window
display the units of measurement (for all of those people that wanted
to know exactly what those units were supposed to be).
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working properly (which calling the function again with a wider window
size should do), it'd do something, but since it doesn't do what it was
intended to do, there's no reason to waste CPU cycles over it .
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handling the effects through the level up system, I determined that it
wasn't bad, so I pulled it from TMW's SVN. Two, I edited the web page
css so that it better matches the forum. And three, I patched text
wrapping so that it'll fix up its display size based on all previous
lines, except for the last line. That fix will come later, but for now,
it'll be seen as a special case. While you'd like to think that just
resending the string and starting the function over again would fix it,
you'd be wrong. So it won't be patched until I think of a better way to
handle that case.
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minimum length for the text box (it didn't do that before)
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properly implemented line wrapping. Now, there are no more visual
artifacts for speech boxes, and it always chooses the most optimal box
size (which required that npc_text use it also. Do any other gui
classes use the textbox class?).
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names on all of the maps, and redid minimaps to fit the new minimap
code.
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build work (although there might be a bit too many guichanfwd.h
references. But that's ok. I'm too lazy to track down which ones are
necessary and which ones aren't at the moment).
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as well as changing the default server to point to www.aethyra.org
instead of Slinker's IP address now.
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much sense to. Shouldn't make any visible changes to performance yet,
but I trimmed it out for now anyways.
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support storage
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