Fixes#8488.
This is a simple setenv trick. Ideally we would instead figure out how
to fix Oldania ADF Std to work on newer macOS, but since we know the
Fontconfig backend works for us on Windows and Linux, we may as well
stick to it and hope there will never be a situation where CoreText
would prove superior somehow.
Fixed palette button not being clickable after scrolling in palette widget without moving the cursor. Resolves#1335. The cause of the bug was that scrolling doesnt change the highlighted state of the palette buttons and not highlighted buttons didnt process being clicked. Solved the bug by making not highlighted buttons process being clicked.
previously block_undo would clear the undo stack and send data even when its parameter is false
this commit also fixes a possible crash when dsu changed the gamestate during formula evauluation
also removed a is_simultanious_ since it basicialyl did the same thing as undo_blocked_
With this, finally all actions run though synced context::run,
so that we not only have a central place that happens before/after
synced actions, we also guarantee that there is no difference between
the original and the replay codepath for all actions.
This should also make upcoming changed to the undo code easier.
- Removed the now unused 'undo' parameter
- Removed the rareley used 'show' parameter, the actions now
check whether they should skip in replays
Replaced the error handler with the more generic 'spectator' parameter,
the idea is to use it also for the move_spectator so that the move action
can also go through synced_context::run()
- use_undo is not used anymore
- ignore_error_function has no effect since to_check()
already checks whether the unit exists
- show in whiteboard code was the default value.
- show is now determined inside the actions handler, this
has the advantage that the skip_ai_moves preference now
also works for networked ai sides.
-the attack code now used run_in_synced_context_if_not_already
just like the other commands
The comments said undo is disabled during ai turns to speed things up,
but since all the undo code does is adding a simple object once to a vector, its impact
on performance is really nonexistent.
Internal escaping causing markup failure when tags are nested.
See #9569 and #9572 for example. Functions in markup will no longer
escape their contents, and those should be escaped by caller if needed.
The outposts are east of River Weldyn in the campaign map. Also, in scenario 1, the castle is east of the river. The heartland of Wesnoth country is west of that river, so the eastern bank is the "far" one.
These words date back to the original campaign design by Eric S. Raymond. Back then, the campaign map had the outposts on the western bank of Weldyn.
But in aeb9ec7 the map was replaced with a newer one, with outpost on the eastern bank, which persists to this day with some minor changes (like the southern outpost was moved futher south).
In the existing code, on HARD difficulty, creating a unit with id="Hur" is done twice, first as a Troll Whelp, then as a Troll Rocklobber. As a result, the former unit is replaced with the latter one. As they are created at the same coordinates, I believe this is the intended behavior.
But according to https://wiki.wesnoth.org/SingleUnitWML , reusing the id "may produce unpredictable results in many cases". For example, (I tested it) if you create the new unit at the different coordinates, it instead appears at the former unit's coordinates.
I've added another preprocessor directive, so the unit with this id is created only once on both NORMAL and HARD.
If we need this, it should, as the comment says, be implemented as part of the draw manager. But it also seems like any optimizations on this front are better left to the OS and its compositor.
previously in `undoable_action->undo(side_) ` the undo stack was not in sync with the relpay stack because the code called `undos_.pop_back();` before that and `resources::recorder->undo_cut` after that, this could confuse the code which sends replay commands to the other clients.