81990 Commits

Author SHA1 Message Date
Charles Dang
9699377ee0 Gets rid of that dreadful last_index stuff. It basically meant a slot was reserved for every image locator in every cache
(even if never populated) rather than only the needed cache. The index was also never reset for the lifetime of the program.
This new design uses a hashmap based on the locators themselves.
2023-03-29 20:44:36 -04:00
Charles Dang
a0bdf69459 Replace hotkey::get_category_names with hotkey::get_translatable_category_name 2023-03-28 01:31:12 -04:00
Charles Dang
2c43fbb7af
Merge pull request #7492 from bencsikandrei/remove-ebo-static-assert
remove static_assert used only for testing
2023-03-28 01:13:44 -04:00
Charles Dang
d26539bddc
Merge pull request #7488 from bencsikandrei/minor-fixes-filesystem
Minor fixes filesystem
2023-03-28 01:13:05 -04:00
Jonathan-Kelly
3775ec81ea
Update WoF (#7480) 2023-03-27 22:14:03 -04:00
gfgtdf
c1a9408d91
Fix bad error message when using "Back To Turn"
Fixes in Particular "Yes/No" being inverted in that dialog
2023-03-28 02:57:34 +02:00
gfgtdf
549b0ae31f
Don't start replay immediately when using "Back To Turn"
This should be less stressful for players. And allows them to observe the gamestate at the time of the save.
2023-03-28 02:49:17 +02:00
Wedge009
e917bf98e6 DiD S8: Disallow undead bat from retrieving the Book.
Resolves #7485.
2023-03-28 08:44:06 +11:00
Andrei BENCSIK
d432f41b71 remove static_assert used only for testing 2023-03-27 23:19:44 +03:00
loonycyborg
0e312fb74d
Generalize EBO affirming static_assert
so it doesn't depend on pointer size 8
2023-03-27 16:53:24 +03:00
Andrei BENCSIK
b891e92f42 avoid multiple copies of default_blacklist in TUs including filesystem.hpp 2023-03-26 23:59:19 +03:00
Andrei BENCSIK
5b812b857b remove duplicated includes cpp/hpp 2023-03-26 23:50:24 +03:00
Andrei BENCSIK
7bff35f991 EBO for unique_ptr with SDL_RWops 2023-03-26 17:36:57 +02:00
Pentarctagon
ee2c2fb8a9 Fix labeler actions error. 2023-03-25 09:14:07 -05:00
Nils Kneuper
b98a7774f4 updated French translation 2023-03-25 12:06:15 +01:00
Nils Kneuper
ba031ee873 updated Bulgarian translation 2023-03-25 11:27:46 +01:00
Nils Kneuper
914a90b312 updated British English translation 2023-03-25 11:26:29 +01:00
Gunter Labes
1dd72e709a
Simplify UNIT_BODY_SOULLESS_GRAPHICS macro 2023-03-24 13:29:16 +01:00
gfgtdf
c09fdae990
remove oudated comment 2023-03-23 17:11:42 +01:00
alberic89
3fec9dd423 Update INSTALL.md 2023-03-23 10:57:20 -05:00
Wedge009
2b0fa293b9 DW: Complete the move of Citizen to core. Resolves #7474. 2023-03-23 10:19:33 +11:00
Wedge009
5add73821b
DiD: Remove invalid syntax (#7470)
* DiD: Remove invalid syntax.
2023-03-22 15:31:29 -07:00
Pentarctagon
c6a6f8aa57 Unused include and variable. 2023-03-22 10:55:52 -05:00
Wedge009
b9acc00597 Replace deleted get_image() with get_surface().
Compilation broken since 9bb3408ab0fedb9b48baa65205da91fccdfc56de.
2023-03-22 18:54:40 +11:00
nemaara
60a5d3a9b7 DiD: add new secret scenario 2023-03-21 22:20:43 -07:00
Charles Dang
fa938c9fb1 Fix a lifetime issue with hotkey records (fixes #7183)
wmi_manager::set_item would replace a wml_menu_item object with a new one whose state was copied
from the old, but the old one was destroyed *after* the new one was constructed. That means when
the new object (and hence the new record) was created, it would not update the entry in the master
hotkey command info list, since the old still existed. The old object (and its record) would then
be destroyed, performing cleanup in the process, and resulting in the bug.

A new wml_menu_item object constructed from the state of the old one now takes control of its
record as well, so the new object has sole control over its lifetime and the hotkey info can be
appropriately updated.
2023-03-22 01:04:44 -04:00
Charles Dang
9bb3408ab0 Removed image::get_image wrapper 2023-03-22 01:04:30 -04:00
Pentarctagon
51b65dac85 Include not needed anymore. 2023-03-21 21:38:51 -05:00
Elvish_Hunter
f0413a1172 wesnoth_addon_manager: exit gracefully when removing a non-existing add-on 2023-03-21 23:21:09 +01:00
newfrenchy83
81f72539d9 update codeblock projectfiles 2023-03-21 14:15:38 -05:00
gfgtdf
43cddee180 Fix executing whiteboard actions during events #7465 2023-03-21 06:04:07 +01:00
gfgtdf
d5ef9feefb Fix planning mode on attacks
The code checked for `unit.attacks_left() >= attack_count_` even
though _currently_ it seems perfectly legal to invoke an attack
with less attacks left (see the discussion on #7406), although this
will probably be changed soon.

If this is changed in the future, before changing that assert
remember to also change the check in attack::check_validity.

Also it didn't reset the attacks in attack::remove_temp_modifier
properly.
2023-03-21 06:03:37 +01:00
gfgtdf
630464911c fix crash in whiteboard #3768 2023-03-21 04:31:11 +01:00
Toranks
2de929e026
Typo hander > handler (#7464) 2023-03-20 19:36:52 -05:00
Tahsin Jahin Khalid
3f2b588b98
Achievements: add 18 achievement frames for Icons
For mainline/MP/UMC
2023-03-21 00:59:48 +08:00
Luis Miguel Iglesias Sánchez
9c706ae656
Revert WML workarounds on mainline replay OOS issues (#7463)
* Revert changes in 91983c8

* Revert changes in 6551584

* Revert "Solve OOS by moving code to synced event"

This reverts commit 040550f0a6e3127505796ea120653b299c424cad.
2023-03-20 17:20:58 +01:00
Tahsin Jahin Khalid
9113be7348 achievement icons: resize to (72,72) 2023-03-20 22:50:35 +08:00
gfgtdf
8065f63b69
Update changelog.md 2023-03-20 01:29:52 +01:00
gfgtdf
576a9ab9ab Fix error message 2023-03-20 01:23:35 +01:00
gfgtdf
d98a32d35c
Update changelog.md 2023-03-20 01:15:28 +01:00
gfgtdf
790948f623 Use the MP "Back To .." Feature in SP too #7460
Previously the behavior was the following:
- When the  "Back to Turn" button was pressed in SP, The gamestate is
  reset to the gamestate of that turn.

- When the "Back to Turn" button is pressed in MP, The gamestate is
  reset to the gamestate of that turn and a replay is started
  replaying the game until the current gamestate (using the usual
  replay UI). This is in particular useful to replay the enemies
  moves (for example in case you were afk)

Using the MP version also in SP will not only also give
the campaign player a quick way to review the enemies turn,
but also allow the player to restart the gamestate from an
arbitiary point (instead of just the begin of the turn) by
pressing the "Continue from here" button in the the replay

Furthermore, the Autosaves can still be reloaded normally via
the usual Load game menu.

This might need some finetuning based on feedback, in particular:
- Should this be optional, via a game preference?
- Should the 'replay' start in a paused state instead of replaying
  right away like it does currently?
- Should we allows addons to disable this feature (in case that
  they know that their addon breaks replays)?
- Or when a huge majority of players dislikes this we can also of
  course easily revert it.
2023-03-20 01:10:01 +01:00
gfgtdf
d0176732a4 Fix redo error after reloading #7253
The code was checking for [commands] instead of [command]
when loading savefiles.
2023-03-20 01:06:40 +01:00
gfgtdf
e7e763c27a Do not assert on redo error
Previously It used the default error handler, which asserts (which
makes sense since it executes actions right after they were evaluated
by the ui). For executing commands from the network a custom error
handler is used aswell.

We fix this by giving a custom error handler which shows an error
message instead.
2023-03-20 00:58:01 +01:00
gfgtdf
d086379b27
Update changelog.md 2023-03-19 21:41:03 +01:00
gfgtdf
eae4ffab61 Make 'Back to..' Feature work during ai turns
I am not completely sure whether it is safe to use 'Back to..' during
events/actions. The exception would mess up the current gamestate
but the current gamestate is replaced anyways.
2023-03-19 21:18:05 +01:00
gfgtdf
874dda7015 Make the MP "Back to ..." featute more robust
We now check that the loaded file is in fact  a previous gamestate from
the same branch, we do that by checking the [replay] data,  We
_could_ in theory additionally check the [replay_start] but i think this
is pretty safe.
2023-03-19 21:18:05 +01:00
gfgtdf
741c261ccf Remove skip_next_turn
It was agreed on that [end_turn] during turn end events ending the
next sides turn is counterintuitive and undocumented behaviour.
Note that it is always possible to end the next sides turn by
spawning an event:
```
inside a turn end event...
...
[event]
	name = "side_turn"
	[end_turn]
	[/end_turn]
[/event]
```
2023-03-19 21:18:05 +01:00
gfgtdf
e8d12ed728 Do not show carryover dialog on replays and observers 2023-03-19 21:18:05 +01:00
gfgtdf
761fcdf97c simplify init_side_end
the commit that added that gui_->invalidate_all() call
is very old and said its related to replays only
2023-03-19 21:18:05 +01:00
gfgtdf
ee46a6e671 fix missing check for network_processing_stopped_ 2023-03-19 21:18:05 +01:00