This allows batching all of the tests that are expected to return status zero,
which is currently 161 tests, and running the batch with a single instance of
Wesnoth. It doesn't include the changes to the run_wml_tests script to use
this new feature.
Timing on my PC:
* 4 seconds to run a single test on a debug build
* 90 seconds to run the whole batch of 161 on a debug build
* 1.2 seconds to run a single test on a release build
* 31.2 seconds to run the whole batch of 161 on a release build
The return scores were changed in commit 4999b20bd1, but the max_score values in the configurations have not been updated yet. As the relative ranking was not changed, this should not have any effect on gameplay.
This allows restricting each CA individually to only a subset of the units. It also means that several instances of the same CA can be used in the same AI configuration, in order to, for example, force the order in which units are dealt with, or to apply different settings to different units.
This option has never been supported in any tagged release of Wesnoth:
* added in e5b39510540cb3bb68cfd9ef6f3a3a1094d2d534
* changed to only print a warning in c8699e2f057b14b19ba60dbd4e71f4647b45ca78
wesnoth.create_side() can create a side while the scenario
is running, this is especially useful for [modification]s
that can not define sides by default.
Trackviewer shows a journey without needing to start Wesnoth and refresh the
cache. Combined with tmx_trackplacer, the python3 versions now have
feature-parity with the old trackplacer, without the reliance on python2 or
pygtk (fixes#4365).
At least on Linux you can have both Tiled and this open on the same file. Save
the file in Tiled, alt+tab to this, and press enter to reload the file.
* Remove the redundant explicitly-defined default ctor for
game_config::server_info() as it does nothing than the compiler's
default doesn't already do.
* Use emplace_back() in the only way that works without giving the
compiler a migraine.
There has been functionality to manage custom servers in the player's
preferences file since as far back as commit
5fb0b2a91123474d147c9de4918fc11a1b4c15ac in June 2007, but there's never
been a user interface for it.
This commit removes the current server list dialog attached to the MP
Connect dialog and replaces it with the same functionality embedded into
the latter, as well as the ability to edit the server list in the
player's preferences file. There's some code movement in a few other
places since the previous function in the preferences namespace doesn't
suit the new code (it always returned a combined list of game and
player-defined servers).
There's some disabled code referencing a situation where the listbox
with the list of servers allows the code (and the player) to clear the
selection. It's disabled because there are some UX issues with it noted
in the code comments associated to it.
Fixes#4564.
The old names still work but are deprecated.
In addition, all the moved functions now accept either a side number or a side userdata as the first parameter.
Following the previous commit altering the progress bar's styling, we
now rearrange the dialog to completely eliminate visual gaps during
add-ons server connection by having the status display share a row with
the Cancel button so as to not force extreme layout recalculations. The
status display is also smaller corresponding with its lesser importance
compared to the progress bar itself, which has now become the absolute
centerpiece of the dialog by taking up almost all of its horizontal
space even when the descriptive text is short.
There's an engine change in this, recommended by Vultraz to avoid
recalculating the UI unnecessarily during network transfers. It
necessitates a minor hack in the WML to ensure that the status label has
a non-0 initial size, but it's nothing too major.