Gleb Mazovetskiy
23f7feba69
BackBufferState: `unordered_map` -> `vector`
...
A vector is a lot more efficient here as we generally
only have a handful (1-3) backbuffers.
Additionally, this avoids a lot of temporary allocations every frame,
which were apparently triggered by `emplace` even if the element
already existed.
3 years ago
obligaron
c8c3f9366c
Play skeleton kings speech only once and also in multiplayer
3 years ago
obligaron
f8705c51a2
Make skeleton king's lair multiplayer compatible
3 years ago
obligaron
610e80f098
Sync break crux
3 years ago
obligaron
31141ffb4d
DeltaLoadLevel: Sync objects before items so that closed areas get opened
3 years ago
Gleb Mazovetskiy
0caf60cbc6
CMake: Fix FindSDL2_image.cmake with vcpkg
...
In case of vcpkg, pkg-config may not be available but a CMake config is.
Prefer CMake config to pkg-config when looking for SDL2_image.
3 years ago
Gleb Mazovetskiy
b382700ba8
help.cpp: Fix unused variable warning
3 years ago
obligaron
c18380c2e7
Sync SpawnUnique
3 years ago
obligaron
1b1ea50cba
Refactor SpawnItem
3 years ago
obligaron
0711e6af4d
Sync SpawnQuestItem (multiplayer quest items)
3 years ago
Gleb Mazovetskiy
4f21264a98
Fix compilation error in help.cpp
...
Also fixes a warning in the same function
3 years ago
Raphaël Colin
9ed249bdb9
Add scrollbar to help window ( #5481 )
...
* Add scrollbar to help window. Also reduced the help window's text width to make space for the scrollbar.
3 years ago
staphen
0bb46d84b1
[3DS] Update link to bannertool
3 years ago
Anders Jenbo
367223bb22
Cancel previous builds when PR is updated
3 years ago
obligaron
dc3d797269
GetOffsetForWalking: use uint8_t for animation fraction
3 years ago
obligaron
d0978672e9
Make Poisoned Water Supply quest multiplayer compatible
3 years ago
obligaron
5a45ee4eba
Update diablo pentagram when quest state changes
3 years ago
obligaron
9a1bf42519
Always set lazarus portal position
3 years ago
obligaron
1999280c7a
Fix assert in delta_sync_monster
3 years ago
obligaron
0c13f88694
Ensure questmap changes are synced between clients
3 years ago
obligaron
7980a5a890
Make debug god mode damage multiplayer compatible
3 years ago
obligaron
5fe20e3d32
Make Lazarus quest map multiplayer compatible
3 years ago
obligaron
5f63060c28
Add FindUniqueMonster
3 years ago
obligaron
57a3ede76a
Introduce UseMultiplayerQuests
3 years ago
obligaron
17712562c8
Sync Quest._qvar2
3 years ago
obligaron
0de0894ad5
Enable sync of all quests
3 years ago
Gleb Mazovetskiy
a2a8b1c706
Padmapper: Simplify `buttonTo*` data structures
...
Use an `std::array` instead of `std::unordered_map`.
3 years ago
obligaron
eca1a68bec
AnimationInfo: Use fixed point math for fractions
3 years ago
Gleb Mazovetskiy
bb18daa405
Xbox One: Package translations
...
Fixes #4527
3 years ago
Bubio
0cc08e9f51
Update japanese translations.
...
- Corrected some translations
- Translated the added wording
3 years ago
staphen
f60f704ecc
Reverse A and B in pad button to key translation functions
3 years ago
Gleb Mazovetskiy
e7c0d2943f
KeyMapper: Use forward_list instead of vector
...
Similar to how we do this for Padmapper.
3 years ago
Gleb Mazovetskiy
6dca019de2
Use `function_ref` instead of `function`
...
`function_ref` is a lightweight function pointer,
whereas `std::function` always involves a heap allocation.
3 years ago
Gleb Mazovetskiy
1da4be3839
Fix chat
...
Accidentally broken by #5453
3 years ago
KPhoenix
8c3ced3cb6
Display correct Armor Class in Char Panel ( #5443 )
...
In the hit calculation for a monster hitting a player, the player level is used, which equates to the player always having a 2 * clvl increase to what is displayed in the character panel. This adds it in.
3 years ago
staphen
e1167350a2
Clean up handling for gamepad IGNORE/NONE buttons
3 years ago
Gleb Mazovetskiy
37ec8d030f
Fix loading screen glitches
3 years ago
Gleb Mazovetskiy
680ab5ec40
Overhaul backbuffer state handling
...
When rendering directly to the output buffer, we need to maintain the
state of what has been drawn and what needs redrawing per-buffer.
We previously tried to do it implicitly by checking `SDL_DOUBLEBUF` and
other flags. The previous implementation was broken in several
ways, resulting in rendering issues on devices that support 8-bit output
directly.
Changes this mechanism to explicitly maintain buffer state per output
buffer. The new mechanism doesn't require knowledge of the number of
buffers, and thus also works correctly with triple-buffering.
Fixes #5447
3 years ago
KPhoenix
069ba7f1d4
[QOL] Colored slot backs ( #5266 )
3 years ago
staphen
6a565d3755
Further improve simulated mouse interaction
3 years ago
staphen
198dec9412
Iron out interactions between simulated mouse movement and character movement
3 years ago
staphen
d7908d82f4
Always remove release actions from padmapper regardless of whether the action can be invoked
3 years ago
staphen
4579324726
Ensure that padmapper actions are in the correct order after initialization
3 years ago
staphen
33d4cc2544
Properly handle d-pad events for mouse simulation
3 years ago
staphen
28a9f0e8b5
Forward SDL_JOYHATMOTION events in FetchMessage_Real()
3 years ago
Gleb Mazovetskiy
17bcca539f
Fix InfoString-related stack-use-after-free
3 years ago
Gleb Mazovetskiy
0498d7d3a7
Fix compilation warnings
3 years ago
Gleb Mazovetskiy
88289bb02e
Fix HAS_KBCTRL build
3 years ago
staphen
c83f7d3958
Avoid copy construction of PadmapperOptions::Action
3 years ago
staphen
21bd760bfa
Bypass CMD_PUTITEM when triggering CMD_OPENHIVE or CMD_OPENGRAVE
3 years ago