- 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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ReformCopyright authored
Note: Only when individuallty selected; when a group is selected, all characters arrive simultaneously, so it doesn't make sense to trigger an opponent_selected event, and all slots are prepared so they can all see which other characters are selected. When using the random buttons, up to three opponents could already be present, but it's still to complicated to handle. I hope I sprinkled the right amount of volatile behaviour updating and behaviour committing.
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- Dec 31, 2018
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ReformCopyright authored
This changes the strategy from trying to load metadata for all characters included on preset tables (and failing on spnati.net when it comes to the offline tables) to only setting up those tables where all characters' development statuses are among those enabled, or "testing". All characters in testing should be on a testing table, so we don't load anyone needlessly.
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- Dec 30, 2018
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ReformCopyright authored
Load preset tables the same way when using the Random Table button so that the Full Moon table works.
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- Dec 09, 2018
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FarawayVision authored
The commit SHA was already added to bug report data, but not to usage reports.
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- Nov 15, 2018
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ReformCopyright authored
This reverts commit 40ac027d4df47192703ba6bfadbbb746d77b2078. I intentionally don't run fixupDialogue() on the text included in bug reports.
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- Nov 12, 2018
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FarawayVision authored
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- Nov 04, 2018
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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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- Oct 18, 2018
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FarawayVision authored
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- Oct 15, 2018
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Patrickisdom authored
Redo !970, now without a stray "b" in the middle of everything. See merge request spnati/spnati.gitlab.io!1084 (cherry picked from commit 3cb10e960f4d8422c463d32970475e3f3312301f) 84c9d5c9 Implement the direction attribute of <state> and add bottom-right and… 380686f6 Make make_xml.py recognize "direction". 1437bdcf Merge remote-tracking branch 'origin/master' into bubble-directions 36e87d8c Instead of the limited "down-left" and "down-right" directions, implement a…
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- Oct 14, 2018
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ReformCopyright authored
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PivotalCog authored
This reverts commit 3cb10e960f4d8422c463d32970475e3f3312301f, reversing changes made to 1b21f0f756b0e73bb870fea721f23a2b50a5d8d4.
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PivotalCog authored
This reverts commit 73aa2ead58fafe60057c9e570239c5c256797391.
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- Oct 13, 2018
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Nmasp authored
Make updateBehaviour() an Opponent method and put Opponent object in players[] before calling loadBehaviour() See merge request spnati/spnati.gitlab.io!1061 (cherry picked from commit 3799d5c4b4e680644c4bbae86b16506b1d26d6b3) 470259ff Make updateBehaviour() a Player method. 4a7b7dea Improve loading by placing the selected Opponent object in the players[] array… b83e4a46 updateBehaviour() should be an Opponent method (it doesn't make sense for the human player). bdfb9b9f No need to load behaviour.xml at all if already loaded. eb2c2c06 Adjust whitespace. 0d255f16 Merge remote-tracking branch 'origin/master' into new-player-loading ff184503 Move methods that only are relevant to AI players to the Opponent subclass. 53b3bf7c Use .forEach() to loop over players[], skipping empty slots. 92d986f9 Make copies if the same opponent appears multiple times at the same preset table. b555e3fa Merge remote-tracking branch 'origin/master' into new-player-loading
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ReformCopyright authored
Instead of the limited "down-left" and "down-right" directions, implement a location attribute that lets the arrow be positioned anywhere along the edge of the bubble. Values should be between 10% and 90% and can be specified without "%".
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Patrickisdom authored
This reverts merge request !970
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Patrickisdom authored
This reverts merge request !1061
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Make updateBehaviour() an Opponent method and put Opponent object in players[] before calling loadBehaviour()
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- Oct 11, 2018
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AmonKurath authored
Maniac pointed out that the tag filtering was a bit _too_ fuzzy By adding the tag suggestions we _should_ be able to make the search stricter (which this also does)
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- Oct 09, 2018
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ReformCopyright authored
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- Oct 05, 2018
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ReformCopyright authored
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ReformCopyright authored
Check that indices are valid in case user tries to browse too quicky and some opponents are still being loaded inbetween others.
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ReformCopyright authored
Clear any pending image onload handlers when the user quickly clicks the remove all button or random group button while images are still loading. Just like when clicking an individual remove button. Avoids reports about "Cannot read property 'scale' of null".
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- Oct 04, 2018
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ReformCopyright authored
Improve loading by placing the selected Opponent object in the players[] array *before* starting the loading. Thus we don't need to set the slot to null and we don't need the loadingOpponents[] array either, nor do we need a playerLoadedCallback (thought it's a bit wrong to call updateSelectionVisuals() from Opponent.prototype.loadBehaviour().
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- Oct 03, 2018
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AmonKurath authored
The "Random Table" button is able to pick one of the offline tables that may be missing characters in the online version. This prevents that from causing the js errors that have been filling the auto report feed.
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- Sep 29, 2018
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ReformCopyright authored
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- Sep 27, 2018
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ReformCopyright authored
Parse groups first so that characters that should only be on tables and not in the individual listing can also be loaded. Handle the adding of characters to the list in the callback instead of in loadOpponentMeta(). Manage the target indices in the same way as the group targets for consistency.
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ReformCopyright authored
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- Sep 24, 2018
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FarawayVision authored
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