...and links pointing to unencountered units goes there.
These links have a small (?) at the end (for indication and sparing space)
(The page "Unknown Unit" use the random leader unit image with a "?")
Please improve the text of it this page.
fix inconsistant highlighting of fog transitions
slightly bigger and multi-hex attack direction indicator
in tiny-gui, now the movement hint also display the terrain defense.
the numbers of "show enemy moves" are now on top of fog and doesn't
mix with those of the movement hint
* apply "black stripes" on off-map tiles when active.
* fixed incorrect displayed reachable zone when moving next to an enemy
in special ZoC cases (skirmish or lvl0)
* Remove the "black stripes" of the enemy that we want to attack.
* fixed a bug-cheat allowing super-ranged attack in some special cases
- bend the path when needed (with a real angle in the hex where the
direction is changing)
- use half-hex path for the origin and destination (instead of zero or
too much steps)
- fix incorrect left-right footsteps sequence
- use caching (previously no cache for flop() and volatile cache for flip())
(in next commit)
- use half hex images, put them in a specific directory (use 12 images
instead of 8)
- 3 directions instead of 2, so we can use 180-rotation instead of
flipping (bad for left/right)
- more regular steps: needed for better angles and it looks less discontinous
- remove ugly "noise" of the north-south images
(previously only the later)
This fit into an hex and use fonts bigger than other parts of the UI.
I assume that you can read text bigger than some of your units :) This
also unify both UI about this (which is good for gameplay balance and
coding maintenance)
Really no point, they are already scaled differently by the zooming,
and changing these values will cause glitches outside of the hex (and
so block customization of the font size in the UI)
This is mainly to allow tiny-gui to simply divide by 2 font size used
in a hex (since hex are half-sized), and a finer tuning of the
movement hint
- its numbers were mixed with those of the movement hint, now skip it
when the later is there
- now show them on top of fog
- remove the little hack flushing the tile_stack before rendering text
Also group and reorganize the code placing these different numbers
info