Age | Commit message (Collapse) | Author | Files | Lines |
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Won't be introduced based on eAthena anyway, I think even with tmwserv
we have different plans now.
Signed-off-by: Bjørn Lindeijer <bjorn@lindeijer.nl>
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I wish I had never fallen for this weird style, and I hope removing it
will prevent others from introducing new code like this. :-)
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Inspired by qDeleteAll() from Qt.
Conflicts:
ChangeLog
src/beingmanager.cpp
src/channelmanager.cpp
src/gui/skill.cpp
src/map.cpp
src/resources/monsterinfo.cpp
(cherry picked from mainline)
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The image wasn't clipped so it would draw beneath the map name and on
top of the window border.
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When centering the minimap on the player, it would often happen that the
minimap scrolled past its edge.
Based on a patch by QOAL.
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Many member variables of LocalPlayer were not being initialized
properly. In general this shouldn't have caused any problems, but it's
bad style.
The ChargeDialog was removed. This class was long dead anyway.
Signed-off-by: Bjørn Lindeijer <bjorn@lindeijer.nl>
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The default window sizes were all too small, since they were specified
in content size. On pressing "Reset Windows", the sizes would be
interpreted as such and apply alright.
The inconsistency is now removed, and the default window sizes are
always the size of the whole widget now, not just the contents.
Signed-off-by: Bjørn Lindeijer <bjorn@lindeijer.nl>
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Previously was using the logic() method, adjusting window contents 100
times per second.
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Scrolling is now a bit less lazy and the scroll radius is 0. In my
opinion this is a better default.
Framerate limiter is now off by default, since it makes the game appear
a bit choppy. It's basically only useful for laptops anyway, and not too
hard to find.
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them to vanish whist the interaction popup window is open
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fix for same issue
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for news.txt and resources2.txt.
(cherry picked from Aethyra commit 3206b3254a1a9b90bbdbd1a7178e4df043a5ee26)
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to fix bug that causes resources2.txt to be old and
out of sync with the files in the directory.
(cherry picked from Aethyra commit ccacde4192268fbf5250e9bd6894d158f957922c)
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(cherry picked from Aethyra commit 0f033c073c7ae630c9359da358128f5f425f01a6)
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The 'draw' method was confusingly named, and was actually for updating
the GUI after a resize. Its functionality has been merged into
'widgetResized'.
The wrapping was broken in the case where text was added to the NPC
dialog, cause it was added to an already wrapped string, causing the
wrapping to become permanent.
Sorry for all the reformatting.
Signed-off-by: Bjørn Lindeijer <bjorn@lindeijer.nl>
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(cherry picked from Aethyra commit 81299ca9acc39dec62e1e504781721ad0db0d471)
Conflicts:
src/gui/inventorywindow.cpp
src/gui/npc_text.cpp
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Change ported from Aethyra.
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The mouse cursor will now disappear when not used for 15 seconds. When
using OpenGL it will even fade.
Requested by doorsman.
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The Mutex class wasn't meant to be copied around. Silly last minute
refactorings leading to untested code...
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The downloading thread was writing to a std::string while the main
thread was trying to draw it, for example. Now access to the label
caption is guarded with a mutex.
Should fix crashes while downloading updates.
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You shouldn't be able to press "Reset Windows" before the in-game
windows have been created. Previously this would crash.
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level, as well as making the job level bar more consistent.
Signed-off-by: Ira Rice <irarice@gmail.com>
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same ID whenever we lose the current one
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references lying around
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Patch by Nikos, with some improvements.
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Patch by Nikos, with some improvements by vargavind.
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Based on a patch by QOAL.
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I don't know why we dealt with these things for so long. Did we ever get
anything out of it?
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pointers to items. This ensures the ressource is up-to-date and avoids crashes on stale item pointers.
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set to the sans-serif font.
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* Auto-detect number of hair styles available (#514)
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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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Somehow they were already part of the font image, but not used.
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