Increment version
Show notification bubble for private messages
Stendhal 1.40: Sticky Conversations
Disable incomplete touch event handlers in gamewindow
Disable incomplete touch event handlers in gamewindow
Touch ups to leather & studded helmets
"cod" is both singular & plural
webclient: load animation.json from "tiled" directory
Merge branch 'VERSION_01_RELEASE_40' of ssh://git@github.com/arianne/stendhal.git into VERSION_01_RELEASE_40
updated quotes
updated quotes
Fix typo
Image of the suggest mud path, and an other suggest new path from the bank-exist to the north
Sorry @all for all the trouble. I was wrong about the location I was talking about. I did not realise, that the path leads towards Semos Vilage rather than Semos City.
I suggest to bend the path to the south, so that it roughly connects to the path in 0_semos_plains_s. The path should become thinner and turn into a mud-path rather quickly. But the map 0_semos_plain_s should not be modified in order not to guide players in that direction. If the path in southern 0_semos_plains_w is a thin mud-path, this will probably still look consistent when walking from the jail or when looking at the Atlas.
WebView: handle saving screenshot generated by web client
Create wrapper for Toast notifications
Show deprecation details in Gradle builds
Make JSInterface singleton
Fix JSInterface package
Move storage write permission to main Android manifest
Update Android TODO
Draw with semi-transparency in ghostmode
Support alpha visibility when drawing RPEntity
Fix number type check
Draw with semi-transparency in ghostmode
Fix type
Support alpha visibility when drawing RPEntity
Store parsed tilesets animations information for easier access
Cache animations when combined tileset is loaded
Load tileset animations at startup
That's okay. ;o)
there is an npc that stands at the west entrance, warning those that pass by, but i just thought it was understood that the farther away you were from semos proper, the more dangerous it became... lets wait until hendrik has a chance to voice his opinion before we get further into this, ok?
Level-restricted portals might be quite a good idea for every exit from Semos into the dangerous World outside. What do you think about it?
that is the initial area where the character interacts with their first creatures... rats are the only creatures there... by the time they go north of semos, they should be ready for the wolves... i thought, after posting my original response that putting portals like the ones on the gnomes village and the entwives area might be used, though... so i will have a discussion with hendrik to see if that can be added and determine what lvl to make them for...
Sorry, but what makes this exit different from any other way out of the safety-city of Semos? And why not build a gate here. The same thing seems to be sufficient to keep "noobs" out from the wolves-lawn north of Semos city. Why not here? I don't get yout point.
Dead End to Semos City
that was done with the idea of keeping the noobs safe and locked into 'just rats'... since you are an adult now, in stendhal, you will have to get your walker or cane to walk the extra distance to the entrances to semos proper :D
Dead End to Semos City
Fix displayed required XP to next level
Fix displayed required XP to next level
Function for caching tileset animations (inactive)
Simplify animation.json
Java client: show tooltip for marked scrolls with dest info
Java client: show tooltip for marked scrolls with dest info
do not abort on broken characters
worked around MySQL not supporting iterator.deleteRow reliably
changed greeting to include blue word
Fix JSON syntax error
Parse animation.json instead of animation.seq
convert animation.seq to JSON
Minor changes.txt cleanup
Minor changes.txt cleanup
updated version number
formatted changelog
code cleanup and further dialog
added dialog
added NPC
updated marauroa
Revert "updated marauroa"
updated marauroa
NPE when items are drawn before keyring expands to larger size
code cleanup
Slightly darken buddy list text for light themes
Force break notification lines longer than 60 characters
Fix notification bubbles cutting off final character
Sort shadows list
Setting to enable/disable creature speech bubbles
Code optimization & cleanup
Optimize some attack code
fixed isAnimated for images that have not been cached
user textContent instead of innerHTML
Update changes
Enable King Edwards buying shop...
restored overflow: auto on buddyList
reduced size of buddy list to make up for increased stats panel height
fixed buddy list interactions
fixed drawing of emojis
Organize imports
Organize imports
More cleanup to frozen hell map
Remove some unused tilesets
Add missing enemies to frozen hell map
Update tilesets in frozen hell map
Add item drag-and-drop handlers to game window (drop target not working)