Age | Commit message (Collapse) | Author | Files | Lines |
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Fixes layout on Windows
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Makes sure the player walks around other players and beings when
reasonably possible. This was meant to be based on the blockmask stuff,
but I half removed that a few months ago.
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Skipping corners is only allowed around other beings (you can even walk
through them), but not for collision tiles. The server doesn't allow
this, so allowing it client-side leads to synchronization problems.
Mantis-issue: 730
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The value from branding.xml isn't actually used, since it will only load
a branding.xml that is located at 'data/branding.xml' relative from
where you run the client. That's an issue to fix later.
Mantis-issue: 714
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(cherry picked from commit c9f52e60ea7eadca0d11fc0bbf7eb8a6ad465925)
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(cherry picked from commit c79406e025a17ec29afca2458f916d3f2d49447d)
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(cherry picked from commit 263fc757297103935cbdaa1bb6eca14ff8e75ecd)
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(cherry picked from commit dd68dea5b808070546433b06f17597fb46db33b7)
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Patch by QOAL
(cherry picked from commit 914a7703371a69e6d68b2a8a768f82f62fe11476)
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(cherry picked from commit 0938ec96619016c44a8185634246c0384c62815b)
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(cherry picked from commit 41d4aa745fd15b4a22f231e316ec353316842212)
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They should never be seen by a user.
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Caused the underline for links at the bottom of the BrowserBox to draw
outside of the clip area.
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In some situations, like when wrapping the "]." part after an item link,
the attempt at forced-wrapping the text never succeeded. The additional
guard "end > start" protects against these cases.
Also made some small optimizations. Removed redundant c_str() calls,
noticed by Octalot, and changed " " to ' ' for finding a space.
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(cherry picked from commit d76a9210b07cdcf97ae4f94af429b5fa3e72b239)
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(cherry picked from commit e5b8592fb54bff10161706e0583d8d892b4ea4fe)
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(cherry picked from commit 727b32c9a28c4cc086992ea42c464286b6b52a01)
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Signed-off-by: Hong Hao <oahong@gmail.com>
Signed-off-by: Chuck Miller <shadowmil@gmail.com>
(cherry picked from commit 873841a6fa12d357a0c345e16d8d9d7dcdeecb69)
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(cherry picked from commit ef006ed117bb602a928d33dc0fe90075efd7393f)
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(cherry picked from commit 050103b8d2e3eb23e7aea188a1a269feb7c181ab)
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Instead of shutting down, the client will now draw a gray background.
This allows the player to still contact a GM in order to be helped out
of the situation.
It also helps me warp out of the non-existing map I accidentally warped
myself onto. ;)
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In commit 2a9f8e05312c210ec204e09861f47c3d017706eb I meant to move the
normalizing of item names into the database, but the commit failed to
include this change.
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The tabs are referred to case-insentively, but the removal of references
to deleted tabs was happening case-sensitively. This caused roaming
pointers to stay around and get reused later, crashing the client.
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Mantis-issue: 704
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Patch by QOAL
(cherry picked from commit cc2cd67e1c3c3f95485ae4477b6a2f0d255e9163)
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more space for the numbers on the exp bar
(cherry picked from commit addbb9bd9362550e91540c1caaf7f6683bdae9a8)
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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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(cherry picked from commit 244b0d9b46128ab3498da078020c8bbf8c65f69f)
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to 6901 now since most players play on eAthena, so the -P client parameter finally works out of the box again.
(cherry picked from commit 3dd404ee8a02958089bf2c6901fb877d2fae760e)
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The crash was due to an assertion which shouldn't have been there, so I
removed the assertion instead. I've also made sure the unknown item has
its id initialized to 0, so that it can be used to check against instead
of the item name.
Normalization of item names was moved within the item database.
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The client crashed when entering [] inside an item link, for example
the string [[]].
(cherry picked from commit 86a055d46df5a262fce0f76697cc3d54e75b19e1)
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Sorry about that.
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Well, opinions might differ about what looks better, but anyway. :P
This also fixes the skin to not take the repeating middle into account
when calculating the minimum width and height. And due to the larger
image parts it should perform a bit better with OpenGL.
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(cherry picked from commit e7df8c9dd7ebc14c1263c19c6a238ebcf4fd9465)
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Should be no change in behaviour.
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(cherry picked from commit 9b4d924d74587f489ac8141134b1c504e54a0684)
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(cherry picked from commit a6ad03efc6223a46cc8336eaf43119fb346d7195)
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(cherry picked from commit e1b4184da2ece6c9e1518064ffe35b9404b3db18)
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The Game instance was created too late, in some cases after messages
were received by the BeingHandler. This caused crashes since the
BeingHandler tried to use the BeingManager, which hadn't been created
yet.
(cherry picked from commit c7e57369f066ee9b7f9f62eacb19e2d10f8e13c5)
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(cherry picked from commit 98eadea1f98f76237701d2ac44868847a18d13c2)
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extra 16,32 pixels.
(cherry picked from commit afe09f20caa9ee3a690ea2b84bdaee19464b45bc)
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Notice that in Being::Logic() we call Being::setPosition() with the added
offset of x+16, y+32, this makes both the Vector Being::mPos and Being::mPx /
Being::mPy not mean the same as pre-merge client. Thus some effects and code
dividing these members with 32 to get the tile coords get wrong results.
Perhaps this all these methods of getting x,y on beings should be cleaned up
so we have 1 method we settle on and store the sprites' fixed x,y offset on
the sprite itself. so we have x + fixed_offset + animation_offset and not all
these magic numbers floating around.
(cherry picked from commit fc6b38d113e7f78af1075a37e1853e00294742e9)
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