f633d6b9e2
rename variable in drop_item
...
it was probably copy/pasted from give_item and not changed
2025-05-11 10:49:18 -05:00
f6f58a4370
fix item duplication bug I caused
2025-05-11 10:49:18 -05:00
14943493dc
Show combat buffer message before loading starts
2025-05-11 10:49:17 -05:00
86ca8c1173
watch cursor when outdoor combat is preparing
2025-05-11 10:49:17 -05:00
36cfc50280
add name to credits
2025-05-11 10:49:16 -05:00
bcf985aaf9
more VoDT replay
2025-05-11 10:49:16 -05:00
8b14519fa5
Fix funny message: can't give to dead pcs because 'no item slot'
2025-05-11 10:49:16 -05:00
3af79e80d3
Select-pc skill highlighting: don't count dead ones
2025-05-11 10:49:15 -05:00
2bd6b12134
More VoDT replays
2025-05-11 10:49:15 -05:00
db96fd21fa
Fix typos in VoDT
2025-05-11 10:49:14 -05:00
8f95a9311e
Allow scaling rectangle delegates by floats
...
This fixes talk-mode word hit boxes for 1.5x UI scale
2025-05-06 15:24:13 -05:00
da653a4334
fix file picker location preview in town
2025-05-06 15:24:13 -05:00
9928608199
pacifist gray LEDs for spells that harm. Fix #711
2025-05-06 15:24:13 -05:00
921e2048e7
make rat silo message a oneshot. Fix #713
2025-05-06 15:24:13 -05:00
447f9739a4
Remove RepeatRoomDescriptions, which never did anything
...
Fix #712
2025-05-06 15:24:13 -05:00
631949a156
replay of victory over lizards
2025-05-06 15:24:13 -05:00
924a5444bb
replay of a TPK and restore from save
2025-05-06 15:24:13 -05:00
e7fe2a6546
remove unused rectangles in draw_targeting_line()
2025-05-06 15:24:13 -05:00
48d30f2038
interesting_string() don't add . to empty
2025-05-06 15:24:13 -05:00
b25b851055
former_spell must be a reference everywhere std::bind uses it
2025-05-06 15:24:13 -05:00
4ce5535920
VoDT replay contains bug where PC target buttons disappear
2025-05-06 15:24:13 -05:00
80e045cfa3
3-choice dialogs make OK/Leave always leftmost"
2025-05-06 15:24:13 -05:00
6666a2753f
custom choice dialogs Stay/Leave can't both use Enter Key.
...
And since depending on context they could both mean 'Cancel' but 'Leave' could be a positive action in some contexts, I've just given them no keys.
2025-05-06 15:24:13 -05:00
6a74270d79
another visual studio junk folder appears
2025-05-06 15:24:13 -05:00
947787f5c6
fix a crash in some pacifist spell checks
2025-05-06 15:24:13 -05:00
fe69f57345
conveniently disable error catching to keep callstacks
2025-05-06 15:24:13 -05:00
72ff67ceab
dialogs ignore <error> actions
2025-05-06 15:24:13 -05:00
731dc778b3
Replay crashes when casting spell without choosing target
2025-05-06 15:24:13 -05:00
df0e3cd723
copy constructor and swap() must copy status
...
Fix calref#710
2025-05-06 15:24:13 -05:00
d89d149d5b
Skip reading more things for file previews
2025-05-06 15:24:13 -05:00
7359eda202
remove keyboard shortcut that text field typing would trigger
2025-05-06 15:24:13 -05:00
85f49d15ae
fix crash when monster targets PC with field spell
2025-05-06 15:24:13 -05:00
ee4c18332b
New replay crashes in monst_fire_missile
2025-05-06 15:24:13 -05:00
a5254e8818
Merge pull request #697 from NQNStudios/2.0b1-b
...
2.0 Beta 1 Pt 2
2025-04-09 19:47:51 -04:00
02f7828a08
map ctrl+f to key_find (which does nothing)
2025-03-30 11:51:15 -05:00
075985caaf
Replays in Fort Talrus (VoDT)
2025-03-30 11:51:15 -05:00
dcf6bb63d8
Fix how fatal errors are recorded
2025-03-30 11:51:15 -05:00
bf6a314433
Fix thrown/missile weapon crash
2025-03-30 11:51:14 -05:00
9e67aa09ce
Fix logic of the 'Newer' autosave indicator
2025-03-30 11:51:14 -05:00
ecf0227cc3
escape should close get-items
2025-03-30 11:51:14 -05:00
d1c2070733
Tighten up the welcome dialog
2025-03-30 11:51:13 -05:00
f0f08ae5a8
Replay test scenarios can be unpacked. Fix #603
2025-03-30 11:51:13 -05:00
c53b53d938
if file browser canceled, don't save replay log
2025-03-30 11:51:13 -05:00
500471bad1
assign escbtn and defbtn appropriately
...
Behaviorally: This change makes it so that Enter will never cancel
a dialog, unless that dialog only contains info to be read. Escape
will never unpredictably be treated as Enter. And some dialogs without
Escape to cancel, now can be canceled with Escape.
A lot of this just refactors dialogs to define the cancel button
at the top, not as a hotkey on a cancel button deep in the XML.
I think this makes enter/escape behavior in dialogxml files more
legible at a glance.
2025-03-30 11:51:12 -05:00
8af5eb6c38
dialogs can have a button respond to Escape
...
I'm planning to make it so the Enter key will never cancel a yes/no dialog. To do this, I'm adding an Escape button to dialogs. So cancel/accept keyboard shortcuts will be predictable and intuitive. Dialogs that require extra confirmation will have a 'really confirm' LED.
2025-03-30 11:51:11 -05:00
8242c1e4bd
replace buffer print which doesn't refresh with LOG()
2025-03-30 11:51:11 -05:00
ecb48faa43
all affirmative buttons on right side. Fix #702
2025-03-30 11:51:11 -05:00
ab952db0cd
note in dialog.xsd for doc file I can't ever find
2025-03-30 11:51:10 -05:00
98debe66fe
Change logic of restart-game confirmation
2025-03-30 11:51:10 -05:00
967ef41ba1
Fix hitbox of special item use button
2025-03-30 11:51:10 -05:00