Just a quick hack to help devs to spot useless invalidated hexes (and
there is such ones)
Need cleaning but I am not sure that it will stay on the release
Just type the command "sunset" in debug mode.
Now has always 0 movement left. This seems like the right thing to do,
But now has also always a red orb and so don't appear anymore when do
"next unit". This also seems ok for me.
And for performance, maybe add some caching about this now more
frequent stoned-check?
(This revert the now unneeded last commit in pathfind.cpp)
This was at the pathfinding level, so maybe also affect AI
Now it's fixed, but has the side-effect to make a stoned unit blind.
I think it makes sense, but need to be discuss if we really want that.
- Don't allow to attack with a stoned one (bug in 1.3.3 :/ )
- Also fix the cursors in this case.
- Fix incorrect path and cursor when trying to attack a stoned unit,
now it's just a "stone"
- simplify some functions for doing this :)
(which also caused buggy dialog) for text using these evil special
format characters modifying the font size (maybe also with bold text
but hard to tell).
Seems to works fine now, so you can normaly safely use "****" for huge
texte, "````" for tiny and "~" for bold.
But only tested with some WML dialogs, maybe need more tests if you
want to use it in other special areas of the UI
So far it only checks for mismatches between the set of .cpp files
under src and all stuff listed in the
po/{wesnoth,wesnoth-lib,wesnoth-editor}/POTFILES.in files.
"_image" suffix and add an apparantly never used hardcoded default
values, even if the cfg doesn't define one
the new keys are grid_image, unreachable_image, void_image, fog_image
and tod_bright_image
* the movement hint now display a "(1)" turn to reach, if the unit
will use all its movement points to reach this position
* fixed bug with the number of turns to reach when crossing ZoC
* allow to choose the direction from where attacking, even when you
are just near the enemy unit.
even when you are just near the enemy unit.
Previously, a separate move was needed in this case.
This standardizes the use of the attack cursor but you now need the
same accurancy
(used to choose the direction from where attacking) was off by 1
because of the new 1-hex border outside of the map. This fix it, and
add some comments in this hell of (x,y) using various point of
reference. But the function can (and must) probably be simplified.