Age | Commit message (Collapse) | Author | Files | Lines |
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Resolves: Mana-Mantis #265.
Trivial fix.
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Signed-off-by: Chuck Miller <shadowmil@gmail.com>
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-Cleaner code
-Ignore keys can collide with anything
-No longer have collisions between two unassigned keys
Reviewed-By: Jared Adams
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Signed-off-by: Tametomo <irarice@gmail.com>
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Just a few notes that would help us translators immensly:
* Please do not split one sentence into several strings
* Please try to refrain from inserting extra spaces into the strings
(cherry picked from commit 9712489ef67f95d6a5fa1fc3102bb7c4ee6a1f59)
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Just a few notes that would help us translators immensly:
* Please do not split one sentence into several strings
* Please try to refrain from inserting extra spaces into the strings
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The popup is meant to be temporary, showing the emote instantly when you
click on it. It adapts nicely to show any number of emotes.
I still need to add a better way of assigning emote shortcuts, since
currently you can only change which emote is assigned to which shortcut
by actually using it.
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Defaults to:
[ for previous tab
] for next tab
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Rare crash is in KeyboardConfig, where the active keys array is accessed
before it's initialized. Also remove some debug prints that made it into
a previous commit.
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Added action event id to port field of login dialog.
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Conflicts:
CMakeLists.txt
configure.ac
data/help/header.txt
packaging/windows/setup.nsi
po/POTFILES.in
src/being.cpp
src/being.h
src/game.cpp
src/gui/color.cpp
src/gui/color.h
src/gui/equipmentwindow.h
src/gui/popupmenu.cpp
src/gui/recorder.cpp
src/gui/setup_colors.h
src/gui/setup_keyboard.cpp
src/gui/setup_keyboard.h
src/gui/skill.cpp
src/gui/speechbubble.cpp
src/gui/speechbubble.h
src/gui/table.cpp
src/keyboardconfig.cpp
src/keyboardconfig.h
src/localplayer.cpp
src/main.cpp
src/main.h
src/map.cpp
src/resources/colordb.cpp
src/resources/colordb.h
src/resources/emotedb.cpp
src/resources/emotedb.h
src/text.cpp
src/text.h
src/tmw.rc
src/winver.h
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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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Mainly removed trailing whitespace. Also small fix in header of
recorder.cpp.
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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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Mainly removed trailing whitespace. Also small fix in header of
recorder.cpp.
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Conflicts:
docs/FAQ.txt
packaging/windows/make-translations.vbs
src/Makefile.am
src/gui/colour.cpp
src/gui/colour.h
src/gui/popupmenu.cpp
src/gui/setup_colours.h
src/main.cpp
src/main.h
src/resources/resourcemanager.cpp
src/text.cpp
src/text.h
src/textmanager.cpp
src/textmanager.h
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Removed tab characters and trailing spaces and added spaces between
"if(", "for(", "while(" and "switch(".
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Conflicts:
A lot of files...
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Removed tab characters and trailing spaces and added spaces between
"if(", "for(", "while(" and "switch(".
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Also credited Joshua Langley in the AUTHORS file.
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Signed-off-by: Ira Rice <irarice@gmail.com>
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then you won't be able to type spaces in the NPC integer or string
dialogs. And no, assigning focus to the ok button doesn't resolve
anything, but makes things worse, as then the user has to click on the
input field to input text, then must click the ok button, as the chat
window already overrode it's confirmation action), this commit allows for
both the chat input and the NPC dialog confirming to share the same key,
but allows for people to change one or the other if they want to. This
will still allow for the player to use the keyboard fully for NPC
dialogs, but allow for people who don't like not being able to use chat
with an NPC dialog open to assign confirmation to another key and get
their way as well.
This is a rather ugly way of resolving both sides of the issue, but it's
the only way to appease both sides. The Aethyra players want things the
way they were, while Bjorn wanted things a different way.
Signed-off-by: Ira Rice <irarice@gmail.com>
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complaint commit d2876ad85935c5d0b181d050bd4c19a4682123b1 (btw, if
you're concerned about that, return is also a bad choice for the chat
window in general, which overrides the GuiChan default for use widget.
Tab would also be a bad choice, as it cycles through the widgets), next,
I made the text displayed by the keyboard configuration setup dialog
translatable, and lastly, I exposed the rest of the previously
unconfigurable keys to be configurable through the keyboard setup tab.
Signed-off-by: Ira Rice <irarice@gmail.com>
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This dates back to the old days of TMW, but the usage instructions of
GPLv2 don't mention this being necessary. Since it doesn't add anything,
avoid the branding in these sections.
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code so that only one term is used everywhere (to simplify
maintainability), as well as corrected several variable names and
comments where there was copy/pasted code, but it wasn't corrected. Also
moved emote shortcuts back to where they were originally, to reduce
player confusion when the next build comes around.
Signed-off-by: Ira Rice <irarice@gmail.com>
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TODO list of 1.9 still intact.
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different purpose (as smiley are requiring a special key press, that's
not a problem to assign the same key to differents purpose)
The function of game.cpp get reindented in the process, but the actual
change is minor.
The keyboardconfig get a new function, returning directly the emoticon
offset from the key pressed. (later, that function will return the index
of the smiley shortcut/array that has been selected... later)
Signed-off-by: Forge <jgrimbert@free.fr>
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First step to more smileys...
Fully functionnal, very minor modifications
Provisions made for second step (windows for choosing smiley)
Signed-off-by: Forge <jgrimbert@free.fr>
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statements, as well as removing the new skill dialog, which we do not,
nor will we use (if we do, it'd be a new one that we'd make).
WARNING!!! This, and all other previous builds have a linker error for
the Gnome libraries version 4.3.2 on my setup. It's assumed that this is
also the case for other users of this library as well. I'm currently
assuming that there's a bug in the compiler itself, and will look into
reporting this, but in the mean time, it doesn't build for these users,
unfortunately. Sorry about this.
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it do exactly that in the local player. Since it already was doing this
behavior anyways, I just extended it out to stop attack at any point in
the attack.
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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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Trinexx. Some mapping fixes at snake dungeon map.
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Changed default sitting key back to 's'.
Fixed a problem with all equipment being interpreted as weapon sprite.
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