It now sets the max width and height right before the canvas is resized,
so the canvas size uses those max bounds immediately, instead of setting
it 500ms after the canvas is resized initially.
The bounding box limitation is not enough for preventing users from interacting with objects far away when the game window is wide.
This introduces a limit on how far away the camera can be from objects for you to be able to interact with them, remedying the issue above.
Instead of limiting width and height when stretching to fixed mode size,
limit scaling factor to fixed mode size to prevent improportional
stretching in resizable mode.
Signed-off-by: Tomas Slusny <slusnucky@gmail.com>
The limits are no longer necessary as it is limited anyway to fixed mode
base size, and with new method of scaling the 100% max is quite
limiting.
Signed-off-by: Tomas Slusny <slusnucky@gmail.com>
Not sure why this happens but we have stacktraces of isFriend crashing
due to a player not having a name (yet?). It looks like the names are
sent separately from the player spawn in the protocol.
- Expose NodeCache interface in RuneLite
- Expose Client.getWidgetSpriteCache and reset method on it
- Change setters for sprite and widget overrides to be getters
This allows for more than 1 plugin to use the widget/sprite override API
in future.
Signed-off-by: Tomas Slusny <slusnucky@gmail.com>
- Add mappings to use checkClick, mouseCanvasHover X and Y from
runescape-client
- Add methods to set them to runelite-api
Signed-off-by: Tomas Slusny <slusnucky@gmail.com>
- Properly rename world->local Perspective methods and force them to
accept LocalPoint to prevent confusion
- Remove unused params from Perspective methods
Signed-off-by: Tomas Slusny <slusnucky@gmail.com>
Instead of creating new callback and then simply setting boolean on
RuneLite to dump it somewhere, expose this boolean from IndexDatabase
and remove injection of RuneLite.
Signed-off-by: Tomas Slusny <slusnucky@gmail.com>