Avoids two to four function calls on each SDL_MouseWheelEvent.
Also update code comment and changelog entry based on @vgaming's report
of issue #3362 being fixed.
Slightly improves commit ab4001d. Tested again with SDL 2.0.14 and
2.28.5.
This makes iterators based on this class to meet LegacyInputIterator requirements, allowing them to be used with STL algorithms such as MSVC's `std::find_if`.
* portrait for elder falcon
* elder falcon attack anims
* fix a couple typos in Falcon attack anim
* elder falcon defense anims
* update copyrights.csv (twice, as per the new policy)
When the tool finds new or changed files, it puts them at the top of
the output .csv file for easy editing. However, this means that those
lines move when update_copyrights is run again. It also means that any
two PRs touching images are likely to have merge conflicts, as they'll
change line 2 of copyrights.csv.
Make the CI fail unless the file has been sorted again after editing.
Previously, the mod parser returned a raw to-heap pointer. Once added to a mod queue, it would then
be owned by a shared_ptr (overkill). This makes it so the mod executors are managed by unique_ptrs
for their entire lifetime.
S04b's "time over" event triggered on turn 22, even after the turn limit gets
extended. fcfc5dedf553e9ab1fa26a010f19b13586296380 is a fix for the issue, but
I merged it without noticing the lack of info in the commit message.
Thanks to user Emperor for the bug report.
* Fix horizontal scrolling regression (fixes#7404)
The old issue #2218 was actually a bug in SDL, fixed on X11 in version
2.0.18 and on Wayland in version 2.0.20. The hardcoded workaround in
pull #2481 (commit 4bc4373) caused a regression in fixed SDL versions.
This fix is similar to the workaround in widelands/widelands#5394
committed as widelands/widelands@67db32a.
Tested with SDL 2.0.14 and 2.28.5.
* Make mouse handler use same coordinate signs as map
Also fix mouse_wheel_*() virtual method calls, which have been wrong in
the X axis since commit dfe2f33 (and unused since commit c912f7e).
Nowdays ability.value and similar attributes can also contain formulas
(That for example make a heal amount dependent on the remaining hitpointsthe unit has
)
With this the lua ai code should no longer crash in these cases.
In the validation schema abilities-value in abilities.cfg contains not only the numerical attributes but also active_on and apply_to, while these two deniers are only used by [resistance], and the abilities used as weapons are validated by the schema validation of special weapons, and the abilities [leadership], [heals], [regenerate] and [illuminates] also use all numerical attributes.