which is wrong in most cases (fixes bug #10882), the display of
'Reloaded game' is disabled for now because we have a string freeze
and there is no good string to re-use
Nobody sends it yet, but the server can receive it, once the server
has been restarted there will be another commit to make the clients
send gzipped data to the server.
There's a config variable to change the server to send gzipped data as
well. On the trunk server this switch can be set once everybody had
some time to update their clients.
Once 1.3.12 is no longer allowed on the server this can also be set on
the 1.3 server. Once it's no longer allowed there the server will be
modified to only send gzipped data and the switch removed.
(The campaign server won't be modified at this moment.)
NOTE *campaign server and server need to be included
serialization/binary_or_text.cpp*
to have more room in the last line and reduce overlap or truncation in
lower resolutions, add an icon to better indicate if observers are
allowed, properly align icons in the last line
fix the update of the player list if the selected game ends,
change the color for highlighting to be better visible and
remove bold as it causes graphical glitches, thanks Soliton
(there are still some graphical glitches, but that's probably
a problem of the menu widget code), mark bug #7471 as fixed
highlight the names of the players which have joined the selected game;
this mechanism still has some small flaws, in particular it highlights
too many players in the (seldom) case that two games have the same name
because we only get the name of the game a player joins and not an id
* 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
2007-07-07T16:11:25Z!crazy-ivanovic@gmx.net removed the inialization of the bool, seems set on true
on my system but the report suggest that others have false. So add the
inialization (to true) (later we can probably remove the use of this
bool)
It doesn't save any network bandwidth and the amount of vertical space
it saves in the lobby display is insignificant. All it was doing was
cluttering up the prefs display and creating a code adhesion we can do
without.
display is now the base class and game_display the derived; code that
can use the base class because it doesn't need to grok units or teams
(like preferences.cpp and hotkeys.cpp) does so.