* logger for d2audio & d2map
* logger for d2ui e.t.c
* d2inventory now passes on error messages
* no more importing log in d2core
* implemented #925
* added logger to part of d2networking & fixed "need to be changed" comments
* fixed lints
* fixed errors
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
* refactored logging in d2config, d2record, and d2asset
* asset manager, record manager, and file loader now utilitize d2util.Logger
* added colored logging to d2util.Logger (excluding windows platforms)
* removed mpq file verification from d2config; d2loader handles this
* record loaders now use the record manager's logger for printing info
* added command line argument for setting log level (`--loglevel 4`, `-l4`, or `-l 4`
* added `LogLevel` parameter to config file
* default log level will show errors, warnings, and info log messages
* specifying log level as an argument overrides setting from config file
* fixed log level tests
- Clicking the active left/right skill now opens a skill select panel.
Only the available skills for the hero, which are valid for the panel type are shown.
Clicking on a skill from the skill select panel makes it the new active skill for the hero.
- Hovering a skill in the skill select panel shows the skill name +
skill description.
- New command which learns all skills for a specific
class(not persisted to a save file yet) - e.g. `learnskills ama` will learn
skills for the Amazon class.
- Initialize HeroSkill.shallowHeroSkill struct in the hero state factory, so we can use it
when we serialize the HeroSkill to packets/game save files.
- The parsed Skill.ListRow is now a number instead of string.
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
* Casting a skill now plays the corresponding overlay(if any).
* Prevent a crash caused by nil pointer in HeroSkill deserialization, happening when
unmarshalling HeroSkill from packets as a remote client.
* Add PlayerAnimationModeNone to handle some of the Skills(e.g.
Paladin auras) having "" as animation mode.
* Joining a game as remote client now waits for map generation to finish
before rendering map or processing map entities. This is temporary hack to prevent the game from
crashing due to concurrent map read & write exception.
* Send CastSkill packet to other clients.
Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>