This will have to do for now for the problem of the title letters
sometimes being indistinguishable from the background because of lack
of contrast against the background image. Hopefully someday someone
will fix this problem in a better way.
* 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
when calculating if ellipsis are needed, we don't need to count
special format characters.
However since we release tomorow, i play it safe and activate this
perfectly valid operation only for buttons (maybe some strings
somewhere use badly these special characters, with this i must just
check buttons)
- changed include paths to be relative to source root
- removed some unnecessary includes
- added some includes of global.hpp to editor files to prevent useless vc++ compiler warnings
- Extended vc++ project files
- fixed the bug of having to press escape two times in a continuous replay to get back to the titlescreen
...since many dialogs cannot yet cope with such large fontsizes; still
need to fix at least the following dialogs: attack, attack stats,
objectives (see tutorial)
* MP lobby: improved background
* MP lobby: tweaked margins and paddings
* MP lobby: getting rid of font::GOOD_COLOUR
* MP lobby: fixed multiplayer_wait game_menu_'s width
* Slider is now less "bright"
* The text of disabled buttons is now grayed out
* Added the ability for texts to be displayed in multiple fonts, depending on
characters.
* Fixed a few strings missing from translations
* Update pot and po files
* Fixed a bug, occuring when scrollbars are too small to contain the buttons
and the grip, resulting in huge scrollbars.
* Refactoring of all animation code in unit_display and halo.
* Adding animated.hpp, and the animated<T> template.
* Partial rewrite of image.?pp for speed: looking up images was what
was slowing the game
* Replacing all SDL_Surface*, and scoped_sdl_surface, with
shared_sdl_surface, which was renamed surface.
* Optimizing halo movement when unit moves
* Inlining some stuff for performance reasons
* Optimizing invalide_all redraws
* Adding support for animated terrain images
... (triple dot being added after too long text) not being UTF-8-aware.
Added font::make_text_ellipsis function, that works like
word_wrap_text, but instead adds ellipsis on too long text Made
word_wrap_text UTF-8-aware.