- Jul 22, 2019
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FarawayVision authored
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FarawayVision authored
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NotABlackSmith authored
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- Jul 21, 2019
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NotABlackSmith authored
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- Jul 19, 2019
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ReformCopyright authored
Also use a Set object for counting.
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- Jul 17, 2019
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ReformCopyright authored
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PivotalCog authored
This reverts commit dcbf6a0e, reversing changes made to 7df99af3.
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- Jul 13, 2019
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ReformCopyright authored
This reverts commit 6740ddeb. Makes fetchCompressedURL() return a (jQuery) Promise.
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- Jul 12, 2019
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ReformCopyright authored
Note that the `HUMAN_PLAYER` (0) slot of `players` is only ever assigned to once.
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ReformCopyright authored
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Rename opponent-card and opponent-cards-container to match the classes of the child items and avoid confusion with the playing card containers on the game screen.
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- Jul 08, 2019
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ReformCopyright authored
We don't need two now that we have display: flex; instead of display: table; and display: table-cell. Fixes problem with <i> elements in epilogue text causing line breaks in combination with display: flex; by wrapping the text in a <span>.
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- Jul 06, 2019
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ReformCopyright authored
This should actually only be a concern if the loading is *very* slow for whatever reason.
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- Jul 02, 2019
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ReformCopyright authored
* Prevents the space key from pushing buttons at the same time as advancing the game (caused the game to advance two phases at a time if the main button had focus). * Sets focus in each modal. * Disables game key handler whenever a modal is displayed instead of toggling a variable in only some cases. * Blocks tabbing to control on the screen in the background whenever a modal is displayed. * Adds a focus indicator so you can know where you're tabbing.
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- Jun 22, 2019
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FarawayVision authored
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- Jun 12, 2019
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FarawayVision authored
Extended Formatting: move stylesheet load to onSelected and unload stylesheets when removing characters
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- May 11, 2019
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FarawayVision authored
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- Apr 29, 2019
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FarawayVision authored
Autodetection of creator names isn't (and will never be) perfect. Character creators are listed in inconsistent formats and different spellings, etc. But this gets 95% of cases right, and in all other cases you can just type in a (partial) creator name yourself to get it right.
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- Apr 27, 2019
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FarawayVision authored
* Reduce font sizes to prevent unintended wrapping in portrait orientation * Set filter label background to match details display label background * Make filter label/value rows meet flush at border * Make gender filter buttons more compact * Make linecount calculation more responsive by dividing batches by runtime vs. number of states
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FarawayVision authored
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- Apr 26, 2019
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FarawayVision authored
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FarawayVision authored
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FarawayVision authored
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FarawayVision authored
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FarawayVision authored
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FarawayVision authored
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- Apr 25, 2019
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FarawayVision authored
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- Apr 21, 2019
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FarawayVision authored
This popup points players who are searching for a missing character towards the FAQ.
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- Apr 16, 2019
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- Apr 07, 2019
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ReformCopyright authored
Add a hasTag method to Player, which calls canonicalizeTag, avoiding code duplication and allowing the tag representation to be changed. Also canonicalizeTag shoulnd't return ''. Either change on its own resolves a bug where <condition> elements without a filter attribute would never match, because we'd be looking for a blank tag.
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- Mar 05, 2019
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FarawayVision authored
* canonicalizeTag(tag) converts a tag into its 'canonical' form: - no spaces - all lowercase - aliases, if any, processed * expandTagsList(input_tags) canonicalizes a list of tags: - All tags within the list are canonicalized - Any implied tags are added - Duplicate tags are removed * Handling of tag modifications from alternate costumes has been simplified: The set of tags applied to the base opponent (without implied tags) is stored within a baseTags list on the Opponent object. All modifications specified by alt. costumes are applied to a copy of baseTags, before expandTagsList is applied. * All places that use user-input tag names (dialogue conditions, tag search, etc.) have been modified to use canonicalizeTag.
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- Feb 10, 2019
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ReformCopyright authored
* Use selection_image in opponent selection quads. * Keep costume selection. Only unload selected alternate costume if another costume is selected (including default). * Apply forced selection by calling .selectAlternateCostume() when Opponent object is instantiated instead of doing that when loading behaviour.xml and only setting selection_image upon instantiation. * Initialize costume members in Opponent() rather than Player() since Opponent() doesn't call Player(). Note that selected_costume is the selection on the selection screen (the costume folder name) and alt_costume is the object containing metadata of the loaded costume. We need to add the costume base folder to that object to be able to know if the player has selected a different costume.
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FarawayVision authored
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FarawayVision authored
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- Feb 09, 2019
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FarawayVision authored
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- Feb 03, 2019
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ReformCopyright authored
Also fill datalist elements right when all metadata have been loaded so that we don't end up with partial list in case the user manages to open a filter modal before that. Also sort datalists.
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- Jan 18, 2019
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FarawayVision authored
This code might be a bit messy, but it seems to work after basic testing.
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- Jan 14, 2019
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FarawayVision authored
This'll help track what player tags are in use and help writers know what to target.
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- Jan 12, 2019
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FarawayVision authored
Make complex poses work on the main select screen, ensure that sprites are centered w.r.t the pose box if overfull
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