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Sign upFix the advanced inventory. #9180
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BevapDin
added some commits
Sep 21, 2014
KA101
self-assigned this
Sep 22, 2014
KA101
merged commit 8e358aa
into
CleverRaven:master
Sep 23, 2014
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@BevapDin to address your perplexity about |
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Came in useful testing the page-problem here. Dropping 4 pages' worth of gear into a shopping cart w/o having to be afraid of getting mauled FTW. |
BevapDin commentedSep 22, 2014
Fix the advanced inventory.
Fixes #7586 - you can still have the dragged vehicle on one side and the same spot on the other side. I don't consider this a bug, as it is a valid scenario: start with a dragged vehicle to the south, select dragged vehicle in one pane, select location to the east in the other pane. Close the AIM, move the dragged vehicle so it is now to the east of your character. Open the AIM again. Now you have the content of the dragged vehicle on both panes.
However it's not possible to move items in this case. The AIM will complain that source and destination are the same. That bug is fixed. And note that both panes are actually different: one contains the content of the dragged vehicle, the other the content of the vehicle that is to the east - it just happens to be the same in some circumstances.
Fixes #8014
Fixes #7543
Fixes #7544 - category headers on each page
About the remaining part of that issue:
Categories have no hotkey (are you referring to the default/standard item symbol?) and categories can be dynamically, one can define new ones in the json data. This does not go well with the input manager, one needed separate entries for each category.
About #7097 and #2859:
It's currently fairly easy to get items under the car:
If the vehicle is fully closed (e.g. standard car, all doors closed) how should the item teleport to the outside? Is that realistic (as opposed to dropping them under the car). Imagine a big vehicle, e.g. 4 or more vehicle tiles in every direction, the item might teleport far away.
There were also two bugs in the uimenu:
I changed the default bindings for selecting the square to match the displayed numbers and the numbers on the number pad, e.g. 2 is south, 8 is north. They key bindings worked already that way, but where used from in the code: entering '2', triggered the action "ITEMS_N" (north!), but that action set the location to 2 (that's the index of the
advanced_inventory::squares) and that means South, so it's correct.