Anders Jenbo
1616318bb1
Bump version to 1.5.1
3 years ago
ephphatha
bd8aab0aff
handle stash item swapping using the gamepad a bit better
3 years ago
ephphatha
c85fcbdfb1
fix cursor alignment following gamepad movement in stash
...
align the cursor to the middle of the cell/region when moving through the stash to match the way we simulate mouse movement for inventory cells
3 years ago
ephphatha
0d292b10c4
Move to the first inventory column from the left hand while holding wide items
3 years ago
ephphatha
070a11901f
Fix handling of gamepad cursor movement following item cursor change
3 years ago
Eric Robinson
d4682082e2
Add duration parameter to InitDiabloMsg() ( #6514 )
3 years ago
Eric Robinson
e3d79ae1c1
Fix automap ( #6513 )
3 years ago
staphen
4deae11871
Fix PlayerNetPack validation and tests
3 years ago
Eric Robinson
9995c00323
Validate Item Locations ( #6427 )
3 years ago
ephphatha
fb97eb7114
Clean up hit detection for inventory slots when pasting large items
3 years ago
ephphatha
dd296d25e0
Find the closest point when pasting items on the edge of the stash
3 years ago
Stephen C. Wills
45dbe6aa61
Shift software cursor graphic and remove special casing ( #6512 )
3 years ago
Anders Jenbo
c91e69384a
Revert "Fix cursor jitter when clicking inv items ( #6510 )"
...
This reverts commit 2a393397a1 .
3 years ago
Eric Robinson
2a393397a1
Fix cursor jitter when clicking inv items ( #6510 )
3 years ago
KPhoenix
00e8d8d75b
Add Save Game confirmation
3 years ago
Eric Robinson
9277aa72de
Fix Floating Numbers after death ( #6505 )
3 years ago
KPhoenix
cb5537083d
Fix right click during dialogue
3 years ago
Stephen C. Wills
7b06703842
Add tests for net player validation ( #6492 )
3 years ago
Anders Jenbo
02ca96ba67
Bump Android build chain to the latest from Google to not upset them
3 years ago
staphen
ab1af87bc9
Fix issues with light offset calculation
3 years ago
staphen
98927e7a6e
Sync potion drops from Divine shrine
3 years ago
staphen
69c4fde052
Don't use walk animation as preview frame for standing attack
3 years ago
Gleb Mazovetskiy
999f44cf07
Point: Safer `operator-`
...
1. Require both operands to have the same signedness to avoid surprises.
2. Only allow unary negation on signed points.
Fixes #6409
Also fixes a potential bug in the sound position calculation.
3 years ago
qndel
1b42a17153
dont show hit indicator for 1 player
3 years ago
staphen
21af333d90
Fix missiles passing through enemies on SW/NE diagonal
3 years ago
staphen
36186ca9b5
Don't extrapolate missile position in collision interpolation logic
3 years ago
Stephen C. Wills
94c7e7fc01
Add bounds check to MonsterIdle() to prevent var2 overflow ( #6395 )
3 years ago
Anders Jenbo
64d7af2937
Fix loading new demo files and give better error messages when failing
3 years ago
obligaron
09bc43b0ed
Ensure warp and teleport target position is free
3 years ago
staphen
470c028c17
Make Bucklers available in shareware
3 years ago
staphen
b1711739c6
Immediately drop player who sends invalid player data
3 years ago
staphen
b43a8dc904
Fix empty item slot validation in UnPackNetItem()
3 years ago
obligaron
0eda8d9367
Convert town portal level type to vanilla hellfire logic
3 years ago
Anders Jenbo
b01670e1e4
Correct fields being validated
3 years ago
Eric Robinson
46824261f9
Validate iCreateInfo ( #6377 )
...
Co-authored-by: staphen <staphen@gmail.com>
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
Co-authored-by: Stephen C. Wills <swills@gridprotectionalliance.org>
3 years ago
Gleb Mazovetskiy
9d96eea86b
De-duplicate extra fonts version check code
...
Co-authored-by: Stephen C. Wills <swills@gridprotectionalliance.org>
3 years ago
staphen
22fdeaf2f0
Use JNI to check VERSION file in fonts.mpq
3 years ago
Gleb Mazovetskiy
d6b7949dab
Fonts: Use pre-cropped CLX sprites
...
Built-in font size decreased by 121,587 bytes
(2,287,332 -> 2,165,745).
Fixes #6361
3 years ago
Gleb Mazovetskiy
fee948b9c5
Fix character panel label for CJK
...
We fixed clipping in text rendering between 1.4 and 1.5.
This surfaced a bug in the char panel label height.
3 years ago
staphen
a090ab7d5c
Apply position-based quest completion logic to Single Player
3 years ago
ikonomov
ee91d9ecf5
update arenas
...
Removed the murky pools, simplified the areas and made them accessible without teleport.
3 years ago
Stephen C. Wills
f0f317e685
Log validation errors in UnPackNetPlayer() ( #6363 )
3 years ago
DakkJaniels
ad19caf667
Move hp/mana display and item graphics to gameplay options
3 years ago
Eric Robinson
b835460541
Fix iCreateInfo comment ( #6354 )
3 years ago
ikonomov
db7ca59738
Update discord link in support
3 years ago
Gleb Mazovetskiy
4187a34896
Fix `-Wshift-negative-value`
3 years ago
Gleb Mazovetskiy
6230ab34b6
Fix `-Wunused-result` for `std::fread` calls
...
Check the result of `fread` and friends explicitly rather than
calling `ferror`.
3 years ago
Gleb Mazovetskiy
d8cd147ac7
Re-encode CL2 on load
...
Original Blizzard encoder is slightly less optimal than our encoder.
While size in RAM in less of a concern for the non-`UNPACKED_MPQS`
build, smaller files are faster to render.
Savings for unpacked and minified MPQs:
* diabdat.mpq: 918,311 bytes.
* hellfire.mpq: 313,882 bytes.
Example player graphics (note that only a few are loaded at any given time for single player):
* diabdat/plrgfx/warrior/: 366,564 bytes.
Example monster graphics savings:
* diabdat/monsters/skelbow: 5,391 bytes.
Based on the implementation from https://github.com/diasurgical/devilutionx-graphics-tools/pull/6
3 years ago
Gleb Mazovetskiy
de081b7080
Fix a few compilation warnings
3 years ago
Gleb Mazovetskiy
14ce84b056
Fix CLX outline clipped rendering on the right
...
The actual fix is the diff in `RenderClxOutlineRowClipped`.
The rest is a refactorings that make the code easier to
follow.
Fixes #6199
3 years ago