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Sync #773
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Sync #773
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The console maintains an index where index == 1 refers to the message being typed, and index >= 2 refers to previously sent messages. Messages are inserted at index == 2 after send (excluding adjacent duplicates). Uparrow/downarrow adjusts the index and fills the new index's corresponding value. There is no limit to the number of stored sent messages. Also replaced Console.MessageListener with Console.sendMessageActions.default /.ircStyle for reduced code duplication.
- Revert `MessageListener` changes. For future discusion/its own PR. - Console updates sentMessageIndex on TAB and sending messages. - Fixed inconsistent spacing - Fixed extraneous line due to copy-paste
Uparrow/downarrow in console autofills sent messages.
Plus adding a newline at the end of a single file, because that’s necessary too.
Remove extraneous whitespace to fix build.
`Interface` had been forwarding the command to `Lobby` but `Lobby` wasn’t handling the list. Now: - updates `self.friends`, `self.friendCount`, and `self.isFriend[userName]` properties - updates `userInfo.isFriend` for the associated user object if they are online. - Hands the friends list to listeners (before, this was the only thing it did, resulting in an un-updated list being handed off) Also, for completeness, `Interface:FriendList()` and `:FriendRequestList()` now forward the calls to `self:super()`. Although this has no meaningful effect, a precedent for this is set with other calls, so this should prevent certain errors should `Lobby` ever care to use these calls.
Store friends on `FRIENDLIST`
- implement sp flag, close #462 - attempt (fail - what's missing?) to address beyond-all-reason/BYAR-Chobby#1
StartScript with Side and AIOptions
…lose beyond-all-reason/BYAR-Chobby#54 - also do a probably-irrelevant change to how "empty" passwords are being sent (beyond-all-reason/BYAR-Chobby#1)
…electAndActivateChatTab
SAIDPRIVATE can activate chat panel and tab on gameConfig.sayPrivateS…
Add faction/side selector
…etryCount times Because very often the download itself actually succeeds, but VFS does not pick it up yet. So a retry in these cases usually does not result in a network transfer, just a vfs recheck, one frame later.
Add 'Show AIOptions' toggle. Separate button for AIOptions in ai_list_window
- DRY battle_list_window's SoftUpdate - fix spelling & tweak tooltip text - move "hide redundant battlerooms" to a dev-only checkbox
Some stuff I didnt realize I wasnt pull requesting
@GoogleFrog |
@GoogleFrog any chance for a merge soon? |
I don't think I'll have time to merge and then deal with the bug fallout for a while. |
Ok let me know if there's anything I can do to assist with the merge or if you plan to make the fork permanently desynced |
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