This allows the sorting logic top be shared between the sidebar and the
unit preview pane. It also means that we no longer need to create a lambda
to sort them.
I also refactored the generation of movement cost data in help. In
particular, we're no longer extracting the struct to named local variables.
(cherry-picked from commit d8e2498dded14e9df5abcd5e20ac8c8c252dca3a)
Sort movement costs in tooltip, unit preview pane, and unit description alphabetically.
(cherry-picked from commit 61b7e7298b99e11746501e435e6301c7360e2d1c)
The original commit adding the Rename Unit button marked two strings in
the C++ source for extraction without making them translatable.
(cherry-picked from commit bb86afcb728feef091d17a3156f1873f49fe8da7)
By having the nagas be able to recruit and put the gold to use.
Fits dialog better, improves play, & makes naga leader less suicidal.
(cherry-picked from commit f6f10936614ec1f9df69229fd415f91511599255)
The previous condition was, "Win as soon as Aiglondur and Angarthing
have each touched the signpost". The new condition is, "Win as soon
as Aiglondur is on the signpost and Angarthing is next to him, or the
other way around".
[ci skip]
(cherry-picked from commit d2c8c1ae0dfc412616f9934d7ce5a2010c294b43)
- Removed need for quick trait by spawning quantain next to Delfador
- Disabled movement point tracking due to #3344
- Use only one [label] tag to place both labels
- Removed id's of later quintains, as they are not used
- added some whitespaces
[ci skip]
(cherry-picked from commit 74b39ef3d68bee958998cae6780080c154997a01)
Fixes#1584 1c - Delfador summons the puppet, you have 0 MP left but the
puppet is not adjacent to you, and can't attack or undo
Changed Delfador's initial position to match the quintain's, and made him
step away to summon in the original place next to us, so we don't need to
move again to attack after we reach him.
The movement points of the mage are now updated and he gained quick trait
to fit for the more movements he does.
Final movement also touched, so he does not seem to sidestep the new
enemies when leaving the map.
(cherry-picked from commit e3a95cc039c1b7d1c5f71f7de35c260438a5cbb0)
Really no reason for it to be non-const. That would imply the message's contents should
be modifiable, but that doesn't make sense.
(cherry-picked from commit 300197e9c0358e2a2df412352f8b30c457066f3c)
- is now less odd if the event is triggered from the map borders
- works with debug mode
[ci skip]
(cherry-picked from commit 3c57546e8932d576182570ba01c0e9e8c3f466f7)
The terrain was deprecated in commit 64493b256fcdc8cceb8a88286513534efaf93f10.
@Vultraz has said in comments of #2966 that deprecated terrains aren't
supposed to be shown in help.
Fixes#2966.
[ci skip]
(cherry-picked from commit d11d8ec8e11d0a73b92d07eacc6ba191e4703945)
1) Give elves orcish bows
2) Animate the first two riders when they're spawned, so it
looks like they've been recruited
(cherry-picked from commit d0a369c65dd57d6cf45ad1ab5eb514e6378813d7)
Mp Join Game will require further refactoring; it recreates the entire tree when receiving data...
(cherry-picked from commit ae7d05e8fc8618aa247aae04b3a03431f7b0f0a7)
Said typename was added to master in commit "GUI2: made widget
initialization process more secure against memory leaks"
(3d894faf11bba1b214914a7af565f4c712e29a5a). It is required on this
'remaster' branch by commit "GUI2/Tree View: added interface for moving
nodes between parent nodes" (fa7c967c0a3645734d93d56c1ade8ca394d20846
on master, e247892616aca160fea8df5d34fcca52c891baf2 on 1.14).
(cherry-picked from commit 0f511e8e55ac873d632366adc669266d8e5d5faf)