Age | Commit message (Collapse) | Author | Files | Lines |
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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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Consistent with the class name and avoids confusing it with the
connection.{cpp,h} in net/tmwserv.
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Signed-off-by: Hong Hao <oahong@gmail.com>
Signed-off-by: Chuck Miller <shadowmil@gmail.com>
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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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Conflicts:
src/gui/widgets/chattab.cpp
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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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Patch by QOAL
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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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more space for the numbers on the exp bar
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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 client crashed when entering [] inside an item link, for example
the string [[]].
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Tried to make the client continue attacking (it does not need to send
attack packets, but just continue playing attack animation and sounds).
Now logs a warning when a weapon is found without an attack-range (I
keep finding weapons with an attack-range of 0 which makes it hard to
target monsters).
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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.
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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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