Commit Graph
15396 Commits
Author SHA1 Message Date
RuneLite Cache-Code Autoupdater ff8c1e4c7f Update NPC IDs to 2021-01-06-rev193 2021-01-06 05:34:39 -07:00
RuneLite Cache-Code Autoupdater b584d710c8 Update Object IDs to 2021-01-06-rev193 2021-01-06 05:34:38 -07:00
RuneLite Cache-Code Autoupdater c1c2403b3d Update Item variations to 2021-01-06-rev193 2021-01-06 05:34:38 -07:00
RuneLite Cache-Code Autoupdater 9b70d64960 Update Item IDs to 2021-01-06-rev193 2021-01-06 05:34:38 -07:00
Adam c5a52754e0 Fix Zalcano damage overlay to only show during Zalcano
This varp is for the hp hud, and applies to more content than just
Zalcano, so verify that the hp hud is for Zalcano
2021-01-05 15:26:08 -05:00
ThatGamerBlue 8169d144d6 thank you mr polar <3 2021-01-05 11:31:48 +00:00
ThatGamerBlue 44bf36b44c Update RSClientMixin.java 2021-01-05 10:24:34 +00:00
Kyle 7bca26f146 various: fixes (#2893)
change brand colour to blue from orange.

change star colour to blue.

change config on toggle to blue.

change runelite logo to openosrs.
2021-01-05 05:57:49 +00:00
Matt Buell 901f241333 clues: add fairy ring combination for Traiborn med clue step 2021-01-04 21:47:39 -05:00
Tyler Bochard 8b7c1591f2 Merge pull request #2892 from open-osrs/actually-up-to-date-now
We are actually up to date now
2021-01-04 04:13:08 -08:00
TheRealNull b5bb349259 project: we are actually up to date now, thanks blue! 2021-01-04 06:58:20 -05:00
TheRealNull d0c8a8daec Merge branch 'loose-ends' into runelite 2021-01-04 03:04:38 -05:00
TheRealNull 74eb59388e project: music plugin bs staging 2021-01-04 03:04:29 -05:00
Tyler Bochard fb97ba338b Merge pull request #2891 from open-osrs/loose-ends
project: wrap up loose ends in api, upstream to fix the broken things
2021-01-03 23:19:25 -08:00
TheRealNull 517878046d project: loose ends -blue 2021-01-04 02:13:56 -05:00
TheRealNull c54d8374f8 Merge branch 'blue-api' into runelite 2021-01-04 01:52:46 -05:00
TheRealNull d62af89798 project: wrap up loose ends in api, upstream to fix the broken things 2021-01-04 01:52:35 -05:00
Tyler Bochard 712d1cbd2d Merge pull request #2890 from open-osrs/blue-api
project: bringup api - thank you blue!
2021-01-03 22:51:24 -08:00
TheRealNull 02b856556c project: bringup api - thank you blue! 2021-01-04 01:25:09 -05:00
Tyler Bochard e85ad88c40 Merge pull request #2889 from open-osrs/add-package
client: scan our plugin package, remove builtinManager
2021-01-03 22:01:31 -08:00
TheRealNull c0127ef8f6 undo local change 2021-01-04 00:59:34 -05:00
TheRealNull c7f13ff765 Merge branch 'upstream-staging' into runelite 2021-01-04 00:53:59 -05:00
TheRealNull 8edd721b1e client: add com.openosrs.client.plugins to scanner 2021-01-04 00:53:48 -05:00
Tyler Bochard 2019cccf0f Merge pull request #2888 from open-osrs/upstream-staging
upstream: to 4ca8ef4d40
2021-01-03 16:12:52 -08:00
TheRealNull 751d2c1c6e finish upstream 2021-01-03 19:02:15 -05:00
TheRealNull 1d461f38ff staging 2021-01-03 17:54:32 -05:00
Adam 4ca8ef4d40 gpu: fix lighting textures
The passed hsl for textured triangles is a 7-bit lightness, and should
be directly multiplied into the texture color
2021-01-02 20:43:26 -05:00
TheRealNull de95668590 injector: saveJar -> save, finish main cleanup 2021-01-02 04:45:43 -05:00
TheRealNull cdd293a865 injector: loadJar -> load, small cleanups in main 2021-01-02 04:16:57 -05:00
TheRealNull 099f89f1d0 injector: move initialization to main 2021-01-02 03:53:43 -05:00
TheRealNull 99d3cacd22 mixins: fix texture uv flip - ThatGamerBlue 2021-01-02 03:10:34 -05:00
emerald000 1dba59c89d timers: change Charge time to 7 minutes 2021-01-01 19:54:56 -05:00
Minhs2 e60a168417 skill calc: add 4 dose potions
Add 4 dose Extended Antifires and Anti-venoms to the herblore skill calculator. These potions are able and often are made using 4 doses at a time.

Super Antifires and Anti-venom+'s can not be made using 3 doses at a time, so were fixed to display the right potion dose (4). The xp for these potions was already correct.
2021-01-01 16:32:33 -05:00
Adam fdd84f929d perspective: ignore invisible tris in clickbox calculation 2020-12-31 18:13:36 -05:00
CGOSURLDEV 870ad03d38 ge plugin: update config descriptions to be more descriptive 2020-12-31 17:08:55 -05:00
Abex 9dd5e2a06a Merge pull request #12957 from llamositopia/12787-scorched-lletya-tree-patch-recognition
Add "scorched" Lletya regionID recognition to TimeTracking and Discord plugins
2020-12-31 12:31:14 -07:00
Jordan Atwood ead554e23b itemstats: Add Darkmeyer foods 2020-12-31 12:39:50 -05:00
Christian Gati 476a6bb6d2 Add Green Tears of Guthix Timer (#12862) 2020-12-30 23:41:42 -07:00
Max Weber 60e27e94d2 worldhopper: use ImageUtil for loading images 2020-12-30 23:16:43 -07:00
Max Weber 92207c8210 ImageUtil: rename getResourceStreamFromClass to loadImageResource 2020-12-30 23:14:33 -07:00
Usman Akhtar d3372e0255 menu entry swapper: fix swap for sedridor 2020-12-30 23:56:04 -05:00
dekvall a26a56fda1 sponsors: add patreon link 2020-12-30 23:45:34 -05:00
Adam 0fc1a94088 gpu: dispatch compute after scene draw
This moves the compute shaders to run immediately after scene draw,
instead of in the draw() callback, which happens much later. All models
in the scene have been queued by the time, but since it is so early in
the ui drawing, it gives a few more ms for the compute to run before the
result needs to be used to draw the next frame.
2020-12-30 16:41:28 -05:00
Adam fd9626495b client: bind runelite.properties to guice 2020-12-30 16:32:23 -05:00
Adam 246b0f8a86 gpu: draw full screen widgets on gpu
This adjusts the draw callbacks api to take in the color of the full
screen overlay the client would have rendered. This is primarily used in
godwars, underwater, darkmeyer, etc. Having them rasterized on the cpu
is slow, especially with gpu on since we additionally have to compute
the alpha per-pixel.
2020-12-29 20:06:41 -05:00
Adam 5c5e71681a gpu: correctly set model height on non-model renderables
This was incorrect before, but I think is only used for determining if a renderable is occluded, and doesn't change any behaviors I can see
2020-12-29 18:21:25 -05:00
Adam 14ada669f5 gpu: move calculateExtreme() after visibility check
It is only used in the clickbox code and isn't required for isVisible()
2020-12-29 18:06:29 -05:00
Adam 68f4174b21 comp_unordered.glsl: don't orient vertices
While nothing passed to comp_unordered uses orientation, the uniform
block is not bound in this shader, and rotate() accesses sinCosTable. So
I'm not sure why this has ever worked.
2020-12-28 21:26:09 -05:00
Adam 5822e489f7 Allow mouse tooltips on the welcome screen and full screen world map
Adjust the mouse highlight overlay to run at the same layers as the
tooltip overlay. It always runs first due to having a lower position.
I think previously tooltips from ui ops were 1 frame behind due to this
being UNDER_WIDGETS.

Additionally change the tooltip overlay to draw after the fullscreen tli
instead of the world map interface. Having it render after the world map
caused tooltips to render after the floating world map too, which is too
early. The fullscreen tli is the root of both the fullscreen world map
and of the welcome screen.
2020-12-28 20:41:09 -05:00
TheRealNull d57d190ef0 project: upstream to d314c0ecee 2020-12-28 16:09:17 -05:00