If a unit type has male and female versions, then two images of the unit are
displayed at the top-left of the help page. However, it did this even if the
two images were the same, which made the duplication look like a bug.
The Naga Fighter is one of the affected unit types.
super="units/unit_type/abilities/~generic~" isn't quite accurate since there are a lot of keys/tags in there that may not mean anything for dummy abilities. Probably doesn't hurt to expect they work like in mainline though.
Levels have been normalized a little to scale smoothly. This combines
the old 1.25x and 1.5x zoom levels into a new ~1.41x zoom level.
Others are more-or-less unchanged, other than modification for the
requirement that scales are divisible by 4.
Also changed zoom level specification to direct integer sizes rather
than multiplication factors, so they can be specified accurately.
It has always been the case that they were required to be multiples
of four. This was just violated at some point.
This fixes problems with overlapping fog textures at some zoom
levels, and may also prevent some other rendering glitches.
A new fake video mode video::fake::hide_window was added,
as screenshots need a rendering context and thus a window.
It draws everything as normal, just with the window hidden.
The other fake modes were also renamed to increase clarity a bit.
UI elements with blur effects (such as translucent windows) now defer
rendering for one frame, so they can snapshot the area underneath
for blurring.
In the future this should be done as multiple passes in one frame,
but for now this is fine.
Windows will now render to an offscreen buffer. They only render when
something changes, and the re-rendered area is kept to a minimum.
When the window needs to be redrawn to the screen, it simply copies
the appropriate region from the offscreen buffer.
This should greatly improve performance in cases where a window isn't
changing its contents, but needs to be redrawn frequently. For example
a pop-up dialog being drawn over animated terrain (see #7615).
Fixes#7988
I have no idea why this helps anything at all, since my understanding has always been that inner joins vs a big where clause are essentially two different ways of accomplishing the same thing, but changing the two inner joins to a where clause improves query performance from 6.3 to 0.012 seconds (when running the query from the website VM). As best I can tell from the explain plans, the inner joins are somehow confusing the query optimizer to use the game_content_info table as the starting point of the query instead of the game_info table, but why it's doing that or why it has such a large impact remains a mystery.
* update falcon and raven races to not get names
To conform with other monster units
* units: remove a redundant line of code
from races falcon and raven definitions
At the suggestion of @stevecotton, I propose a special 'replacement_type' and 'alternative_type' attribute capable of modifying the type of attack used when the conditions are met.
Also make Holy water combine arcane damage with native type of weapon
Like holy water imbued ordinary weapon, it's seem logic what arcane damage dominant what if more efficient what original type(water can't altered pierce or blading of spear or sword)