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We receive numerous support queries regarding unknown or errantly-set keybinds causing issues during normal gameplay for our users, especially since the plugin hub has been released and more plugins are able to register keybinds. This commit adds logging for keybind registration and activation for ease of troubleshooting.
This is to aid the wiki drop log project. The data is not otherwise stored.
…rator-removal-scroll-position banktags: Don't lose scroll position when hiding separators
Co-authored-by: Jordan Atwood <jordan.atwood423@gmail.com>
This is way too chatty and is debug logging eg. passwords on the login screen. Instead log when a key is consumed at debug level.
…et of chemistry Co-authored-by: SirGirion <seallproducts@gmail.com>
ImageUtil had previously provided a number of image fill and outline methods which accepted Predicates to control the fill and outline behavior, but they are not used anywhere in the client or by external plugins. This commit removes these methods and the is(Not)?FullyTransparent ColorUtil methods which existed solely as Predicate defaults for them.
The Varlamore Envoy is a quest item which, while having a known location in the library once a rotation is determined, cannot be found under certain circumstances. (when the Depths of Despair quest has not been started, has been collected while completing the quest, and after the quest is completed) Previously searching a bookcase which could contain this book and not finding it would cause a state reset. This commit keeps those null finds from resetting the known library state.
cannonplugin: Check world when drawing overlay
This commit fixes a bug which caused the farming contract manager to ncorrectly report the status of a crop which had been health-checked as IN_PROGRESS for an active contract, instead of OCCUPIED.
This commit fixes the farming contract manager's behavior when encountering crops which have become diseased. Previously, it would not take this into account and incorrectly report the crop as IN_PROGRESS or READY.
Motherlode mine sack ores overlay
…-12124 Check diseased and dead states on the Farming Contract Indicator
Also makes the overlay adhere to overlayBackgroundColor config
Requiring the mouse to be moved first causes dead clicks when the mouse is pressed immediately after entering overlay management mode. Also since resetOverlayManagementMode() clears the managed overlay, after dragging an overlay it again requires the mouse to be moved to pick up a click on it if dragging again or trying to reset the overlay.
This removes the hack of double setting the widget position in WidgetOverlay, which was required to override the overlay renderers clamping code in both overlay drag and in overlay rendering.
Adds a panel which tracks damage dealt to Zalcano's health and shield to make it easier prioritising what to focus on at a low level. Co-authored-by: Adam <Adam@sigterm.info>
Installing the artifacts is not necessary, and currently we have to remove them from the build cache to prevent that from growing too large
The returned widget isn't actually the viewport widget, but is a layer within the viewport, and only needs to be used within the overlay renderer to position the snapcorners
The rendered x/y position of the viewport layer is the same as the viewport offsets. This also no longer assumes the x/y offets are the same, even though in practice they always are.
This allows overlays to request draw after any interface or layer. This allows removal of the ABOVE_MAP layer which can now just be replaced with requesting draw after the map interface. This also fixes item overlays from drawing over top of the map by now drawing the item overlay immediately after the interface and/or layer the item is on is drawn. For backwards compatability, ABOVE_WIDGETS is kept as a layer, but internally just requests draw after the 3 TLIs. Due to overlays defaulting to the UNDER_WIDGETS layer, a new layer MANUAL has been added, which is intended for use when requesting draw after specific interfaces or layers, so that the overlay is otherwise not drawn a second time due to being UNDER_WIDGETS.
Only the northeast (to the center island mine) requires 40 agility
This normally relies on ExternalPluginsChanged being emitted to rebuild the ui, but that doesn't happen in safe mode
It is identical to ITEM_FIFTH_OPTION and of() was returning only ITEM_DROP, which made ITEM_FIFTH_OPTION useless
…itemManager.getItemComposition
…enu types and ids This fixes an issue where if the action at the configured shift click action index was null, which can happen due to item variations, the option.equals() check would npe, and prevent configuring shift click on the item.
If toIntExact() throws then this would leak the handle
This makes the timer work more reliably when stuns are stacked
This has been superseded by script hooks on the scripts which hide the widgets
After login there are two sets of offer updates, I suspect the first is from the server and the second is from the ge server - this also flags ge server trade updates as on login. To do this we assume it always happens in the first few ticks after the login burst.
Occasionally the trades are delivered out of order, this allows us to reassemble them in the correct order
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@maxswa Can you upload a binary/jar please? |
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This PR rebases the
model-dumperbranch with upstream runelitemaster