Age | Commit message (Collapse) | Author | Files | Lines |
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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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Conflicts:
src/game.cpp
src/net/charserverhandler.cpp
src/net/loginhandler.cpp
src/net/protocol.h
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Decision is to go with exact authors when some file is basically done by
one person, and in most other cases assign TMW or Aethyra team copyright
when multiple people from those teams have been involved.
Also, the first summary line should now contain the subset of
functionality that the file is part of, not the name of the whole
project.
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Conflicts:
Almost everywhere.
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removed the need for sending graphics to the setSpeech function (since
it isn't needed) and started actually using the time variable which it's
passed (could be set to show the speech longer if the dialog is
longer, for example).
Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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instances number so that it accurately reflects the number of instances,
instead of always being +1. I wasn't intending on using that variable
that way, but in case anyone does in the future, it'll at least be
accurate.
Signed-off-by: Ira Rice <irarice@gmail.com>
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window instances don't overlap by default. After that, it'll defer to
the user's saved window positions.
Signed-off-by: Ira Rice <irarice@gmail.com>
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about in the last commit. They may work for each of the languages
already tested, but this will make sure that it's wide enough for the
ones which haven't been tested.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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friendly (Omphalia was reporting that the Total label was getting cut
off in the German translation)
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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were a tad too close to the mouse.
Signed-off-by: Ira Rice <irarice@gmail.com>
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work.
Signed-off-by: Ira Rice <irarice@gmail.com>
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of the item link shown. This should help make it easier for people to
represent the square brackets with item links, and prevent people from
forging item links when they never see the internal representation of an
item link. Should also reduce confusion from people who haven't upgraded
their clients as well, as they wonder what all the junk is around the
item name.
Signed-off-by: Ira Rice <irarice@gmail.com>
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least ensures that the link will be in the correct location. Should work
to fix things until a proper rewrite is figured out.
Signed-off-by: Ira Rice <irarice@gmail.com>
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toggling.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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investigate why we use it and what this packet is meant to do.
Signed-off-by: Ira Rice <irarice@gmail.com>
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remove the need for extensions.h in it.
Signed-off-by: Ira Rice <irarice@gmail.com>
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together.
Signed-off-by: Ira Rice <irarice@gmail.com>
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scrollbar.
Signed-off-by: Ira Rice <irarice@gmail.com>
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it minimal in the first place so that it could be redone as a theme
window in the future, but there's no reason it should be as spread out
as it was until it has been made into one.
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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These checks were meant to allow the keyboard to be used to close the
NPC dialogs, however in this form they prevent the user from being able
to chat while talking to NPCs.
Better make sure the Ok button is focused, so you can use Space to close
the NPC dialog.
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scrolling through the table upward, while the other didn't check upper
bounds for rows and columns to see if the event is in the table, but
rather just the lower bounds.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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to the input fields. Now the only NPC dialog which isn't completely
navigatable by the keyboard alone is the NPC list dialog (seems to
have regressed slightly recently).
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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has an inventory or an equipment.
Signed-off-by: Ira Rice <irarice@gmail.com>
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that uses it anyways.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Mazzeroth. At the moment, I think this is the last of the missing
pointer deletes, but if more are found, then I'll add them to the
proper classes and delete them.
Signed-off-by: Ira Rice <irarice@gmail.com>
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Signed-off-by: Ira Rice <irarice@gmail.com>
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