Age | Commit message (Collapse) | Author | Files | Lines |
|
I'll sync the two files as for the new enums in a separate commit.
Trivial fix.
Resolves: Mana-mantis #278.
|
|
Reviewed-by: Crush.
|
|
Was happening when logging to the dev manaserv server
and then to TMW-eA.
The client is still crashing after selecting the characters after
relogging but that's not introduced with this patch anyway.
Reviewed-by: Crush.
|
|
This reverts commit 3d6a2d9c80a969c3613f567dd7029e75ef59b5cb.
I've by that readded the AFK system on master. Please, remove it
when we've got a proper replacement.
|
|
|
|
It was renamed and duplicated to "ambientlayer"
|
|
Trivial fix.
|
|
I turned the CharacterEntries into a vector.
As for now, it's basically working but I discovered bugs about
slots handling mainly for Manaserv that were already present
before that patch.
Hence, there are three remaining issues:
- Under ManaServ, the character's slots numbers aren't handled
when loading the characters but used when sending selection
or deletion attempts.
For instance, if you delete the character at slot 1, you won't
be able to select or delete characters at slots 2 and 3,
since the server believes that the characters are now in slots 1 and 2,
even thought the client still displays them at the former slots.
- Also under manaserv, you won't be able to create a character at slot 1
and 3, the server will automatically add the new one to the next slot,
which is not corresponding to where you clicked to the 'Create' button.
I propose to make Manaserv send again the character slots numbers
and store them in database since we used them in creation,
selection, and deletion attempts. It would make more sense IMHO.
- The last remaining issue found is that when switching between different
servers, the loginData don't get cleaned up, make the characterSelect dialog
look crazy when the number of slots is different between two servers.
If this one is accepted, my next patch will make the logindata be cleaned up
between each login attempts (as for the slot number, and maybe other sensible
data) and the next ones will readd character slot handling server
and client side.
Reviewed-by: Jaxad0127.
|
|
|
|
This permit not to be stuck at character deletion
when something goes wrong.
Trivial fix.
|
|
In preparation for resolution of mana-issue: #211.
Trivial.
|
|
Resolves: Mana-Mantis #265.
Trivial fix.
|
|
|
|
Now the map from the Mana server's example data is shown properly.
Reviewed-by: Jaxad0127
|
|
By default OK shortcut is space key.
Reviewed-by: Jaxad0127, Kage
|
|
Trivial fix
|
|
Reviewed-by: Jared Adams
|
|
Instead of using events to invoke netcode,
invoke netcode directly and have it send events
Reviewed-by: Freeyorp
|
|
Trivial fix.
|
|
|
|
Reviewed-by: Freeyorp
|
|
Trivial fix
|
|
Trivial fix
|
|
Resolves: Mana-Mantis #250.
Reviewed-by: Freeyorp, thorbjorn.
|
|
Reviewed-by: Jared Adams
|
|
Reviewed-by: CodyMartin.
|
|
|
|
This resolves http://bugs.manasource.org/view.php?id=259
Reviewed-by: Thorbjorn
|
|
Trivial fix.
|
|
Conflicts:
src/being.cpp
src/client.cpp
src/commandhandler.cpp
src/gui/setup_video.cpp
src/gui/socialwindow.cpp
src/gui/viewport.cpp
src/gui/widgets/browserbox.cpp
src/gui/widgets/itemcontainer.cpp
src/imageparticle.cpp
src/localplayer.cpp
src/localplayer.h
src/map.cpp
src/net/tmwa/beinghandler.cpp
src/particle.cpp
src/particle.h
src/player.cpp
src/player.h
|
|
They are initialized else where in the code
Reviewed-by: Jared Adams
|
|
Since the tile coordinates are already avaible the
calculation is not needed. Furthermore this avoids
the correction of the tile, which was needed because
the pixel coordinates are meant as coordinates for
drawing the being.
This resolves http://bugs.manasource.org/view.php?id=249
Reviewed-by: Thorbjorn
|
|
transparency'.
That name is more explicit about what it actually does.
Reviewed-by: CodyMartin.
|
|
- Now OpenGL and the transparency disabling are set at startup and
not read again for displaying graphics, preventing graphic errors
before startup.
- We also agreed long time ago that SDL specific functions
should have a SDL prefix. The header has been rearranged a bit
to do so.
- Also fixed a possible discrepancy in the hasAlphaChannel() function.
Reviewed-by: CodyMartin.
Resolves: Mana-Mantis: #260.
|
|
They are more confusing than helpful. Users of these options would
likely set up a shortcut or alias already anyway.
|
|
Also changed '--chat-log-dir' to use -T as short form, to avoid conflict
with -l option used by ManaPlus.
|
|
Also tested to be compatible with tA.
Now the Status window is much more nicer when using Manaserv.
HP, max hp, ... are now working fine along with corrections made
in the attributes.xml file (in next commit.)
Reviewed-by: Thorbjorn.
|
|
Reviewed-by: cody
|
|
Add portable option to windows installer.
Reviewed-by: Thorbjorn
|
|
Trivial fix.
|
|
Reviewed-by: Bertram, Thorbjorn
|
|
Removing mana-ea.rc, because it was the same as mana.rc.
Reviewed-by: Aard, Bertram
|
|
Every particle can now have a death effect. This is an effect which
is created when the particle dies. Which death reasons (timeout,
touching floor, touching sky, reaching target or deleted by external
call) trigger the effect can also be specified. This is useful for
exploding projectiles and many other effects.
Reviewed-by: Bertram
|
|
It is used only by tmwa handlers.
Trivial fix.
|
|
|
|
This resolves: http://bugs.manasource.org/view.php?id=51
Reviewed-by: Bertram
|
|
This disables the Image::setAlpha() function, which
uses 60% of the client's CPU cycles.
When enabled, visual quality is slightly decreased,
especially with the particle system.
Toggling this setting On from an Off state requires
a client restart or the graphics look quite funny.
Bertram's addition:
- Renamed 'Low CPU' to 'Disable transparency (Low CPU)' in the gui
for better understanding.
- Removed the sprite display with 30% opacity when disabling
transparency since it made monsters and drops be drawn above all layers
at full opacity.
- Made the OpenGL mode disable the 'low CPU mode'.
- Fixed the GUI logic as much as possible. Please note that the GUI opacity
slider stays enabled when transparency is disabled even if told to be disabled
in that case.
Reviewed-by: CodyMartin, 4144, MadCamel.
|
|
Reviewed-by: Bertram
|
|
Add colors:
Local Player Hits Monster
Local Player Critical Hit
Local Player Miss
Reviewed-by: cody
|
|
Reviewed-by: cody
|