- Shamans' top part of the hood was cut
- Sorceress and Enchantress had the same profile with different croppings
- Show slightly more of the light frame of the Sylph's staff
- Show more of the Druid
It looks only acceptable (=without scrollbars, with acceptable minimum size for th game list) with resulutions of at least 1100x900, while the 'default ' resolution looks already good at 1300x700 which is less tatal space then what the small_resolution needs, for anythign smaller than 1300x700 we will then just use the tiny resolution.
This is *not* really necessary right now because of the limited
character set we allow for add-on names (currently [A-Za-z0-9_-]), but
it doesn't hurt to future-proof this since odds that someone will change
the limitations in the C++ code at some point without remembering to
update this script are staggeringly high these days.
[ci skip]
This is primarily a code clean-up and there are no known behavior
changes. Some of the code changes follow:
* The add-on type labels and explanations are now part of a dictionary
rather than embedded in the program logic so it's easier to change
them in the future if more add-on types get added.
* The full URL to each add-on tarball is HTML-escaped, instead of just
the add-on id.
* The list of HTML/CSS resources that need to be copied into the output
dir is somewhere more visible.
* Some indentation issues have been fixed.
* html.escape is used instead of cgi.escaped
[ci skip]
It was looking broken when the dumbo event triggered first and
the unit who attacked speaks afterwards. The other way around
it would be ok, but since both events talk about similar things
only one event is shown now.
Also, the message won't be shown anymore if you killed the opponent.
And first_time_only=no is needed for the manually fired event.
Added a translatable teamname for team 3 too (only for debug mode).
[ci skip]
This used to be needed here so trait order would be in harmony when other
undead units were made with LOYAL_UNDEAD_UNIT, but that macro has been
deprecated and replaced here with LOYAL_UNIT. Thus, the removal
restores the harmony.
By allowing one frame's worth of random shift to the animation start times, the load of redrawing water hexes is distributed more evenly across frames instead of all water always getting redrawn in the same frame. The visual impact of having animations in adjacent hexes be one frame apart should be practically imperceptible, although visibility in screenshots might be a legitimate problem.
Transition animations are kept synced, because there can be up to six transition images on one hex so it seems safer performance-wise to draw all transitions in the same frame instead of letting them all get individually shifted.
Also increased the frame durations from 100 to 125.
We don't need the upscaled sprite background behind portraits, whether
they are transparent or not (for transparent portraits it just looks
bad).
[ci skip]
Turns the unit description section into a flex container with the unit
portraits on the right, wherever flex is supported.
Fixeswesnoth/wesmere#4 and wesnoth/wesmere#3.