Age | Commit message (Collapse) | Author |
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* Remove some redundant code
* Make an error non-fatal
* Formatting fixes
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* Add ITEM_TYPE_COMBOBOX -- a proper combobox widget
* Use ITEM_TYPE_COMBOBOX for video mode selection
* General refactoring of the listbox code
* Various other assorted tidy-ups
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in the prompt to "Command:" when appropriate, so the user can tell that their text will not be sent as chat but executed instead. (tjw)
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- Merge featured / regluar server list back into one list, with featured sorted to the top and sporting emoticons to show their distinction
- Show a key for the featured server type icons (Exclamation)
* (bug 4303) Disallow (escape) emoticons in server hostnames
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feederID or window.borderSize where applicable.
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* Refactor any ui_shared.c that gets in the way
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.tga in the /emoticons/ dir of fs_game, emoticon file names need
to end with "_{WIDTH}x1.tga". For example, /emoticons/dretch_1x1.tga
(square) or /emoticons/rifle_2x1.tga (double-wide)
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/emoticons/dretch.tga inline with text)
* emoticons are square .tga images placed in the /emoticons dir of fs_game
* emoticons should probably be 64x64 to look nice
* g_emoticonsAllowedInNames (default ON) is an optional server setting to
prevent players from using them in names
* emoticons can be escaped by prefixing with an additional [
* cvars ui_emoticons and cg_emoticons can be set to 0 to disable drawing
of emoticons in ui or cgame contexts respectively
* fix color code continuation on wrapped lines
* prefix all wrapped lines with a space to prevent chat shenanigans
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* Partially revert 772
* Strip off trailing '\n' from server denial messages
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* Remove r_mode, making r_width and r_height the only way to choose resolution
* Add UI code to parse the detected resolutions list
* Make ITEM_TYPE_COMBO do something; basically an ITEM_TYPE_MULTI which is
populated by a feeder. A proper combobox widget would be better... in the
future maybe
* Improve keyboard/mouse button control on ITEM_TYPE_MULTI
* Change resolution selection in options menu to use an ITEM_TYPE_COMBO fed by
FEEDER_RESOLUTIONS
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whether to close all menus or ignore menus that don't respond to CloseAll (via the new dontCloseAll MENU_TRUE attribute).
* ui_messagemode2222 and the like won't activate the teamsay menu
* Say menu will no longer close when the player dies
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* (bug 3424) Add "noscrollbar" listbox widget property
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* Add aspectBias to indicate alignment on non-4:3 video modes
* Add "reset <item>" script command to reset an item
* Compensate for aspect ratio in lots and lots and lots of places
* Release edit field focus when tabbing away
* Fix infinite loop bug in text wrapping code when rect is very narrow
* Mung .menu scripts to line things up correctly on non-4:3 ratios
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* Hide cursor when using edit fields and binding keys
* Remove client side chat handling, moving it to UI module
* Remove target and last attacker message modes
* Add ui_developer cvar
* Fix edit field bug where cvar changes under it
* Add onTextEntry UI script event
* Give the user some feedback when binding keys
* Stop doing a UI refresh when primed (and remove cgame ui_loading sets)
* Move cg_drawSnapshot to bottom of the screen
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refresh
* Add trap_Key_SetOverstrikeMode and trap_Key_GetOverstrikeMode to cgame
* Change Text_[Width|Height] to return floats
* Add Text_Em[Width|Height]
* Add CG_AlignText to cut down on code duplication
* Add itemDef_t::textvalignment for vertical text alignment
* Add UI_DrawTextBlock to replace a lot of duplicate code
* Rewrite text wrapping code from scratch so that it actually works
* Add UI_OwnerDrawText
* Add expression evaluator to .menu parser
* Split off Border_Paint from Window_Paint
* Scale slider items to fit their rect
* Rework edit field widgets to behave somewhat more correctly
* Fix a few listbox widget layout issues
* Don't display scrollbars in "notselectable" listbox widgets
* Make scoreboard team labels ownerdrawn
* Menu script rework
+ Use the expression evaluator to replace lots and lots of absolute
coords with relative ones, hopefully easing future maintenance
+ Remove lots and lots of textalign[xy] that were present to work
around broken text alignment routines
+ Replace a bunch of numeric constants with ones from menudef.h
+ Compose the huds from tremulous_common_hud.h
+ Generally neaten things up
+ Lots of whitespace fixes
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+ Fix bug that prevented key up events getting to cgame/ui when not in game
+ Use Key_[GS]etCatcher everywhere to set keycatcher
+ Clear all key states when the catcher changes
* Slim down client userinfo somewhat
* Remove some redundant client autocomplete commands
* Actually make use of "menuStack" in the UI module
+ No longer close all menus when exiting one, instead reverting to the
next one on the stack
+ Cleanup the menu activation functions a little
* Truncate text in list columns if it exceeds the column width
* Remove maxChars field from columns member of ITEM_TYPE_LISTBOX
* Revert r992 due to more general and less buggy/hacky fix from ioq3
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highest built-in graphic setting. When set to 0, particles
don't use bounce off anything and therefore their movement
doesn't require trace calls. This gives a significant frame
rate boost in many situations.
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* Refactored botlib parsing code into qcommon
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* De-quaked various bits and pieces
* Integrated Tremulous into the ioq3 source
* Relicensed Tremulous to be GPL
* It compiles!!!!!!!!11111111!!!!1
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* Removed loading of some Q3 cruft
* Spilled events attached to temporary entities are now reattached to their
original entities, fixing the missing flame bug
* Fixed "suicide god" bug
* Fixed bug where zap ignores armour
* Fixed missing particle systems when follow-spectating
* Fixed potential bug involving dodgy pointer arithmetic in CG_LoadClientInfo
* Cleaned up logic in CG_AddPlayerWeapon
* MASK_SHOT traces no longer collide with corpses
* Corpses timeout in 20 seconds instead of 60
* Improved robustness of spawn validation, fixing the bug on transit
* A crapload of whitespace fixes
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* Refactored observer mode code
* Fixed poison cloud being distorted in observer mode (by not rendering it)
* Fixed walking wall smoothing being distorted in observer mode (by not performing any smoothing)
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* Level 1 class blob fire
* Loading screen
* "SPECTATOR" display uses TA UI
* Buildable weapon delays
* Display of build points on huds
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