Put the macros and triggers in the world itself
Add the macros in the client (not the engine itself)
Set the window title when selecting a world
Support the TTS.outside setting correctly
The user can now press RETURN on the list while selecting a world
Replace pygame by winsound to play sounds (faster although not portable)
Add a setting to append a new line at the end of the output
Empty lines do not show in the output anymore
Add the dialog to add or edit a world
Replace the mechanism to type in the output widget
Add the setting to go to the end of the output on pressing tab
When focusing the input, go to the end of it
When the user types in the output, rediredcts into the input widget
Add a basic history
Attempting to redirect key pressed in the output
When the ClientWindow closes, disconnects the client
Add the ConnectionDialog to select between different servers
Add a setting to change the client's encoding
Add the LICENSE file and headers (BSD 3)
Translate the MacroDialog
Translate the PreferencesDialog
Add the option to change language in the PreferencesDialog
Prepare the ClientWindow to be translated
Set the ClientWindow in BoxSizers to improve accessibility
Rename the MainWindow into ClientWindow
Update the translation scheme
Begin to translate with Ytranslate
Add the 'add', 'edit' and 'remove' in the MacroDialog
Add the option to save the macros
Add on-the-fly modifications of macro shortcuts
Add a more descriptive macro dialog
Add a basic support for macros
Restructure the project around a common game engine
Add a basic support for key events (prelude to macros)
Add the basic CocoMUD proof-of-concept
Also available in: Atom