Age | Commit message (Collapse) | Author | Files | Lines |
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Increased outfits count to 15
Changed unequip outfits feature
Added copy outfits feature
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Make imagewriter only open a file stream after some checks have occurred elsewhere, and be sure to close it if the surface conversion fails.
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I was getting fed up with killing the TMWserv client in order to quit it.
The two cases left before having a full working set, is to handle
correctly Switch Character and Switch Server in QuitDialog
which must have been broken during the clients merge.
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more logical...
Now, the setAlpha() function is called with less changing numbers
which can help increasing FPS a bit...
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The current login wallpaper (as any streched ones) will look a bit less ugly...
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Also removed an (now) unuseful debug piece of information.
Thanks Kage for reporting this case.
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The only case left in mouse movement is that the client doesn't check
for walkability of the destination point when you click on a unwalkable point.
Let me explain this NASTY bug:
The bug remained in the Being::SetDestination() function,
when recalculating the path from tiles to pixels.
The changeX and changeY variables went crazy when (endX - startX) gave a negative value.
That why the given path became random, and the player went anywhere.
This didn't happened to monsters, NPCs, and when walking using the keyboard
because the patnodes system isn't used for movement up to 1 tile at a time.
I removed some dead code (in viewpoint.cpp), made the keyboard navigation a little
bit more bearable, and fixed this client bug.
Now, I'll be up to finish fixing the movement system using mouse (What's remaining is a joke
next to what I had to do to discover this...),
and I'll look at a third time to the keyboard system which is a bit raw, just for now...
Regards,
P.S.: Kage, I'd like to get a three-cheese pizza!
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handling, making the system more intuitive to use
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Floor Items visible even covered.
Next Step would be to add a caching system for multi-layered sprites + copy functions for SDL and OpenGL.
Then, I'll be able to finish this, by making also players visible when covered...
But Kage asked me (each and every hour) to do something else first ;)
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Selecting the previous hair style/colour got unexpected results
sometimes (when the id was negative).
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opacity.
Of course, in-game, the wanted opacity still shows up.
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Part 1 of 3 for Mantis #847
Only a few controls follow minimum opacity value at login stage.
Part 2 will make all other controls do the same.
Part 3 will try to set default gui opacity value as a constant.
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For now, until correction points are supported in eA.
By the way, I notice mDec et cetera aren't private members. Not
sure what you are up to.
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Mantis-issue: 861
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This has confused many players, as we at times have believed them
to be the player coordinates and not those of the cursor.
(A possible extension might be to put the player coordinates as
well in the debug window or elsewhere, for instance the minimap.)
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layout manager)
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Now when I've wakened up I realize I could have used a more sane
check.
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As reported and fixed by afxgroup on the forums.
Note that the tmwserv client still hangs on exit.
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It will now default to showing whispers in tabs.
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went on vacation.
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This should've been removed earlier with the layout fixes.
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Move hair changes back over to them; related server change was reverted.
Also move NPCs back over to extending Player. NPCs will have equipment
in the future too, but for now, disable that part while we finish the
system.
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Move stuff only needed for Players into Player (like slots and sprite
limits). Move name handling into Being (no need for three copies of
this code). Clean up terminology (including Map terminology). Remove
hair-related variables.
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No need for NPCs to inherit from Player. Player has functions NPC
doesn't need and overrides that NPC doesn't need. This change reduces
the number of functions needed to be overrided by NPC.
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This will later be used to keep the original alpha value...
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