(cycle between teams and free. Supposed to fire the event but not tested)
Also rename 'Change unit side' to 'Change side' to better reflect this.
But not sure if not confusing.
...with fast switching between them. Can be disabled in the editor
settings. Also changed:
* the display class now holds a pointer to the map instead of a
reference, a pointer can be changed which permits the entire MDI
behavior. Related bits were also changed in terrain_builder.
* mouse_handler_base no longer holds a reference to the map
* the map labels class does not hold a gamemap reference, as it can
use the display object to access the map. Also clearing all labels
was exposed as a public member function.
* used scoped_ptrs and forward declarations to avoid having to include
map_label.hpp and terrain_builder.hpp in display.hpp, this reduces
build dependencies quite a bit.
* made get_action_state use the menu index to allow a dynamic menu to
have checkboxes. This entire chunk of code needs a rewrite.
This includes removing sources, cfg files, editor targets in build
systems (scons was done already), and removing old-editor only parts
from several other files under data/ and src/. There probably are some
remains of the old editor left.
...and update buildsystems accordingly. This will force people using
custom builds (e.g. devcpp, codeblocks) to either add editor2 sources
or consciously disable it.
Normally undo entire drags as one action, but allow a "partial undo"
(default: ctrl+z) to undo bit-by-bit like the old editor.
Note: when you undo like that the actions become permanently
separated. Normal undo and redo will treat the undone bit as a
standalone action.
...mouse action tweaks (do less work on mouse move within same
hex). Not guaranteed to be 100% stable at the moment, editor_map needs
a slight overhaul.
With a new command: "custom <command>" to assign a command to this hotkey.
examples: "custom refresh" or "custom create Troll" etc...
This custom command is saved in preferences.
The render engine is rerouted, so most objects are on it. So keep the
UI parts that you can hide by moving your mouse (footsteps,
highlighted hex etc...), may be useful. But don't write map labels
(not hideable).
Need a warning because filesize can be really huge (bmp). Dezoom helps that.
PS: a nice useful bug show the minimap rectangle change to include all
the map during the screenshot
maybe this can be removed later when the whole save game mechanism is
cleaned up again, but to have it there before the string freeze blocks
us from adding it ;)
- Use the cursor as center of rotation, if not on map then use "center of mass"
- Use hotkey shift+r, as Gimp. (ctrl+r is reserved by recruit, old hotkey bug)
- copy/paste instead of moving, not sure about that but seems more
useful (if wanted you can overwrite on the current selection and then
cut/paste) Because the main use is probably to help create map like
Hexcake, but rotate after a select-all allow to rotate the whole map
(with cropping of corners)
* Wesnoth is distributed under the terms of the GPL version 2, made
that more explicit
* updated the copyright range to 2007
* updated Dave's email adress