76649 Commits

Author SHA1 Message Date
Nils Kneuper
67f51be68e updated Polish translation 2020-05-13 08:25:30 +02:00
Nils Kneuper
9fad4670a6 updated Spanish translation 2020-05-12 19:30:38 +02:00
Nils Kneuper
47ac1e4bbe updated Portuguese (Brazil) translation 2020-05-12 19:29:02 +02:00
Lukas Jox
05c30fb936 SoF utils: add macro to clear rune variables after scenarios 2020-05-11 15:11:13 +02:00
Lukas Jox
81b3290085 SoF: fix wrong word in campaign description 2020-05-11 15:11:13 +02:00
Pentarctagon
89393670c3
Enable LTO on a travis job.
With GCC 9, enabling LTO no longer causes the boost unit tests to segfault and also doesn't increase the build time to the point that a full rebuild times out.
2020-05-10 02:36:57 -05:00
Pentarctagon
6eeab88c5e Add additional translations steps for cmake to travis. 2020-05-08 16:19:30 -05:00
Pentarctagon
b1db683698
Remove old Ubuntu 16.04 dockerfile. 2020-05-08 15:32:19 -05:00
Nils Kneuper
effef1c38e updated Chinese (Traditional) translation 2020-05-07 22:57:40 +02:00
Nils Kneuper
bfe07839c5 updated Italian translation 2020-05-07 22:55:49 +02:00
Nils Kneuper
b2f29027b7 updated British English translation 2020-05-07 22:54:23 +02:00
Nils Kneuper
3812ec953b updated Portuguese (Brazil) translation 2020-05-07 22:51:03 +02:00
Steve Cotton
6d6414d068 Add comments about minimap.cpp's use of "team colors"
Maybe the "team_rgb_range" should be renamed as "named_color_range", because
it's used for everything defined by the WML `[color_range]` tag. In addition to
the ones normally used for teams (`red`, `lightblue`, etc) it has the minimap
colors for `reef`, `cave`, etc.

Separating the team colors from the terrain colors probably shouldn't be done.
Looking from the opposite perspective, using the terrain colors as team colors
has been discussed on the forums and found to be a useful feature:

* https://r.wesnoth.org/p627592
* https://r.wesnoth.org/p627588
2020-05-07 15:12:34 +02:00
Gunter Labes
fece902b41
Remove tags without effect
No use in having two adjacent heights with the same terrain or road cost/village definitions for a terrain that is not generated.

Fixes #4886
2020-05-05 17:59:48 +02:00
doofus-01
3d17fe99e9
SoF - Sc 2p5 : fix typo in story text 2020-05-04 18:24:49 -07:00
gfgtdf
658fb2937c
don't heal units on recall.
There is no reason to do so since units get already
healed when advancing to the next scenario. Not
healing the unit gives more flexibility to wml authors
who might want the player to be able to recall injured
units by modifying the hp of a recall list unit or by using
`[put_to_recall_list] heal=no`


Furthermore this also doesn't match what is shown in the recall dialog.

Fixes #4888
2020-05-04 20:30:19 +02:00
Pentarctagon
f02a99785c Clang 10 warning fix: -Wstring-plus-int at src/lua/lundump.cpp:237. 2020-05-03 22:46:19 -05:00
Pentarctagon
72635ea845 Clang 10 warning fix: -Wdeprecated-copy. 2020-05-03 22:46:19 -05:00
Pentarctagon
8403b15ca2 Clang 10 warning fix: -Wrange-loop-construct. 2020-05-03 22:46:19 -05:00
Pentarctagon
d4adce6c86 Explicitly use python3 in translations.
Ubuntu 20.04 no longer has the python link or python2 by default.
2020-05-03 22:46:19 -05:00
Pentarctagon
03c5c1b7ea
Update travis to Ubuntu 20.04 LTS image. 2020-05-03 11:54:15 -05:00
gfgtdf
782f9ca98a add attacker and defender variables in ability formulas
Now formulas like "add=(attacker.level - defender.level)"
are possible in weapon specials that allow the author to compute
the abilities value based on the opponent. The main reason why i
choose for attacker/defender instead of self/opponent was thats
is easier to implement. (but using the self/student variable is
also possible to get a 'opponent' variable shoudl that be needed)
Also it is less ambiguous than 'self/opponent' in the case of
weapon specials that come from leadership-like abilities.
2020-05-03 18:25:42 +02:00
Nils Kneuper
aafc2ad715 updated Portuguese (Brazil) translation 2020-05-02 20:56:23 +02:00
gfgtdf
ba461bd204 fix segfault in abilities.cpp
when the defender doesn't counterattack the old code called
attack_type::special_active on a nullptr sometimes
2020-04-25 21:43:06 +02:00
Leonardo
c11402ea9b Disable mycelium transitions for *^Uf* 2020-04-23 20:38:03 -05:00
Leonardo
aea194da14 Update base terrain for deprecated *^Uf* 2020-04-23 20:38:03 -05:00
Nils Kneuper
3a4a4156a5 updated Portuguese (Brazil) translation 2020-04-23 22:05:41 +02:00
sigurdfdragon
280e6a6979 SotA S21: Improve far away enemy leaders desire to join the battle 2020-04-22 10:58:11 -04:00
sigurdfdragon
459f94765d SotA: Don't show recall to avoid undead recruit animation
Also for consistency with the campaign's RECALL_LOYAL_UNITS macro.
2020-04-22 10:33:06 -04:00
sigurdfdragon
15809d5d33 SotA S20: Fix unit placement 2020-04-22 10:22:46 -04:00
Gunter Labes
9d673fac2a
Fix typo in deprecation message 2020-04-21 11:13:36 +02:00
newfrenchy83
3a62c923f4
adding resistance_anim to shema validation (#4617)
* add resistance anim to shema validation

If a day, a resistance abilities applied to adjacent unit is added in the core, with a proper animation, it can be validated.
2020-04-19 21:31:22 -05:00
Elvish_Hunter
b97d2e6a5e wmllint: implemented warnings about [advancefrom] -> [modify_unit_type] and extra_defines 2020-04-19 20:49:18 +02:00
Pentarctagon
a0d787d08e
Fix typo in deprecation message. 2020-04-19 11:58:22 -05:00
gfgtdf
d9b4ae1eca add student variable to ability formulas
This can be different from 'other' in case of a
an ability that effects the enemy, where 'other'
should be the unit that receives the effect
(here: the enemy), studend is the unit that
matches the [affect_adjacent], and the unnamed
unit is the unit that has the ability.

I think it'd be nice to have even more variables
available so that for example the effect could
depend on the opponent even when it doesn't
effect the opponent.
2020-04-18 22:36:33 +02:00
Charles Dang
2ea9433415
Merge pull request #4854 from IskarJarak/small_fixes
NR S5a: fix issue #4853 naga triggers door
2020-04-18 21:08:39 +11:00
Lukas Jox
a5e5013f28 NR S5a: fix issue #4853 naga triggers door 2020-04-18 10:59:53 +02:00
gfgtdf
52b13ff18a small pathfind optimisation
removes a call to get_ability_bool, in case that get_ability_bool
would return false, it would not be faster than get_abilities, in
case that it returns true it is useless.
2020-04-18 02:00:22 +02:00
gfgtdf
cacd68342f small illuminates optimisation
removes a call to get_ability_bool, in case that get_ability_bool
would return false, it would ot be faster than get_abilities, in
case that it returns true it is useless.
2020-04-18 01:56:43 +02:00
newfrenchy83
6ff4a892e5
simplify cpp code implementing weapon specials in [abilities] (#4849) 2020-04-17 23:40:35 +02:00
loonycyborg
0a007aa2ca Fix issue #4847
Made NSIS give default install location in 64bit Program Files dir
2020-04-14 10:53:37 +03:00
Nils Kneuper
4b47aed916 updated Portuguese (Brazil) translation 2020-04-13 11:42:32 +02:00
Nils Kneuper
22580e1e70 updated Portuguese (Brazil) translation 2020-04-11 19:50:53 +02:00
nemaara
809a0d28f2 Elvish Lord: fix typo in description 2020-04-10 06:08:10 -04:00
nemaara
422c7efcce Elvish race description: fix typo 2020-04-10 05:41:45 -04:00
nemaara
159c2550c5 Sky Hunter: revise description 2020-04-10 04:28:32 -04:00
nemaara
540df4ec71 Reivse wording in elvish race description 2020-04-10 04:07:57 -04:00
nemaara
5d425b6e00 Revise elvish race description 2020-04-10 03:49:25 -04:00
nemaara
d01c937324 Revise elven race description 2020-04-09 18:38:56 -04:00
Gunter Labes
b574dd9abc
Fix image file name 2020-04-09 19:30:02 +02:00