1. Undo now works again in the scenario.
2. Lava now works again.
3. Triggering on a moveto event was not good, as several shorter moves
would make rate of lava grow much faster than fewer longer moves.
Sceptre (15x4) is now stronger than the uncut ruby of fire (14x4) for
regular mainline users Thursagan and Konard II. Level 3 Konrad & Li'sar
in HttT are still exceptional users of the sceptre (18x4 & 16x4).
From discussions with zookeeper in irc.
Bug was that when a unit was thawed, mouse over in unit sidebar would show
incorrect movement costs (all 1's).
New implementation properly uses {UNREACHABLE} and makes use of the now
available [remove_object] tag.
[ci skip]
Something was screwy about these image's alpha. Normally when I remove an alpha channel in GIMP,
it shows up white. With these images, it showed up black. Maybe they had an embedded palette or
something, I don't know, but the problem is fixed.
Something must have changed in SDL 2.0.6 that caused this issue to appear. Not sure if anything
needs to be patched in our source code, though (but not likely)
Previously, there was temptation for players to ditch all of their
undead before leaving the land of the dead scenarios so they had
Delfador instead of the undead able to kill Iliah-Malal.
This reverts commit 556331ac3f53f2fd58fd4e137cf86af71d5c064b.
Since the keys aren't working, the implementation shouldn't be in the
Git repository. Otherwise some poor soul will attempt to use them and
face additional work afterwards.
This reverts commit 9f386ed563e84e355130a940be804d13bf5b3d9c.
fixed_width/fixed_height are broken and completely fail to block the
widget from growing.
Squash and merge for three carpets terrain PR.
* Initial commit for carpets. WML, alignment, and demo only, images are unshaded place-holders.
* adding basic shading and better corner images
* completed shading for existing images
* refined large corner carpet rules
* got rid of some commented out leftovers
* initial commit for cave rug, Iwd
* regular carpet files, incomplete for now
* completed regular rug
* changed cave-rug underlayer to cave path instead of dark flagstones, and changed all rug terrain codes
* fixing some transition WML filtering for Urc (cave carpet)
wesnoth.current.event_context might not contain all information if the die event was triggered by wml ([fire_event]), this made wesnoth.get_unit error (invalid argument)
This is meant to be a cleaner replacement to the [size_lock] widget. Both keys are optional,
in which case the layout engine will assume dynamic sizing for that dimension. Dynamic sizing
will also occur if either the fixed with or height evaluates to 0 or less.
These have no effect in the GUI2 lobby, nor do I intend to make use of them (plus the lobby has
its own sort controls anyway). I'm assuming they were for the GUI1 lobby.
When the AI moves a unit out of the way for another unit’s move, it is
occasionally possible for the former unit to use up all its movement
points (e.g. if it has few MP or on narrow crowded maps). If that unit
is on the list to be moved later during the same sequence, this caused
ai_helper.robust_move_and_attack() to return nil, which then made the
Fast Micro AI produce an error message.