- Jan 08, 2020
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Otowa Kotori authored
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Otowa Kotori authored
it's an off course incomplete list of changes need to be done in engine.
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- Nov 03, 2019
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DarkGod authored
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- Oct 23, 2019
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DarkGod authored
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- Oct 18, 2019
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DarkGod authored
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- Sep 19, 2019
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DarkGod authored
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- May 04, 2019
- Mar 17, 2019
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DarkGod authored
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- Mar 21, 2018
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DarkGod authored
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- Dec 22, 2017
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DarkGod authored
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- Jun 18, 2017
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Chris Davidson authored
# Conflicts: # game/modules/tome/data/general/stores/basic.lua
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- Apr 17, 2017
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Hachem_Muche authored
Updated Textbox.lua and DebugConsole.lua to handle ctrl-BACKSPACE (delete to beginning of line) and ctrl-DELETE (delete to end of line) keybindings. Updated the RandomActor and RandomObject dialogs. The RandomActor.lua: autofocuses on the random actor placement button when opened. Placed actors are full clones for the currently generated actor, with special handling for escorts.
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- Apr 14, 2017
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Hachem_Muche authored
multiButtonPopup: takes a default choice, the choice function is optional, and only on valid choices can be focused.
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- Apr 12, 2017
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Hachem_Muche authored
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- Mar 20, 2017
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DarkGod authored
Chats that somehow end up being too tall for the screen now force to clip top so that controls are always visible
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Hachem_Muche authored
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- Mar 16, 2017
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DarkGod authored
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- Feb 01, 2017
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DarkGod authored
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- Jan 31, 2017
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DarkGod authored
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- Jan 04, 2017
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DarkGod authored
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- Dec 03, 2016
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DarkGod authored
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- Nov 18, 2016
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DarkGod authored
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- Nov 16, 2016
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DarkGod authored
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- Sep 21, 2016
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Hachem_Muche authored
Fixes a bug that can cause incorrect tabs to be pre-selected (possibly causing a crash) when the Inventory dialog is re-invoked. (This is triggered when the new dialog instance is missing some tabs present in the previous instance.) Tabs carried over from re-instantiation are matched by the "kind" field instead of by tab number, with special handling to ensure that all tabs are selected if the "all" tag (if present), was selected.
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- Mar 11, 2016
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DarkGod authored
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- Jan 29, 2016
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Hachem_Muche authored
Handles a standard list of choices (similar to listPopup) including choice-embedded functions.
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- Jan 14, 2016
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Hachem_Muche authored
This adds a new dialog similar to the yes/no dialogs that presents a list of choices (up to 50) that are selected by individual buttons within the dialog frame. Sample call sequence: Dialog = require"engine.ui.Dialog" self = game local choices = {("Stay: here"):format(), "I have to press a button for this?", "Keep Going", "Ignore this Issue", "Complain about this revoltin' development", "Curse at the game", "Try to sneak out", "This is ridiculous and should be fixed, forever", "hurry up. I'm waiting", "No, thank you. I don't care for any Grey Poupon.", "My cat has bigger fleas than your orc.", "I wish to purchase some #CHOCOLATE#USED FOOD#LAST#.", "Continue as if nothing happened", "Ignore the Problem", "Report This Problem", "Play Truth or Dare", "Write your will", "Do NOT pass Go. Do NOT collect 200 zorkmids."} local choice_handler = function(choice) if choice == 2 then print("Keep Trying selected") elseif choice == 3 then print("Ignore selected") elseif choice == 4 then print("Report the problem") else print("Stay selected") end end local text = "You have reached a cross-roads in your quest to become #LIGHT_RED#THE MOST POWERFUL BEING IN THE UNIVERSE#LAST#. Your choice here will raise up world leaders and bring great nations down. \nYou may become an immortal beacon of power for all time to come. \nOr you might become someone's pet Wretchling. \nTake what action?" dm=Dialog:multiButtonPopup("Momentous Decision!", text, choice_handler, choices, false, 1 -- for escape )
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- Jan 10, 2016
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DarkGod authored
New option to zoom the whole screen, for use on veyr high DPI screens where the game may look too tiny
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- Jan 07, 2016
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DarkGod authored
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- Dec 15, 2015
- Nov 23, 2015
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DarkGod authored
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- Oct 27, 2015
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DarkGod authored
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- Oct 18, 2015
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DarkGod authored
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- Oct 15, 2015
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Alex Ksandra authored
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Alex Ksandra authored
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Alex Ksandra authored
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Alex Ksandra authored
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Alex Ksandra authored
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