[ci skip]
Really no reason for the text area to grow since the text is set in pre_show and
therefor the widget is always the right size. >_<
(cherry-picked from commit 01d37ca7953f3efdd143f7265ecc94dc01791ebb)
The orc calls them fish-men several times, so changing it to "merfolk"
wouldn't fit.
Also a whitespace fix from wmlindent.
[ci skip]
(cherry-picked from commit ce093e229016f09da90415dd59305c36958b7c18)
The problem was introduced by commit 0f511e8 due to the [modify_unit] tag apparently causing prisoners to disappear because technically they were duplicates as they had merely been unstored and still existed on the recall list as well.
(cherry-picked from commit c9bb31d1cc9182a4450f29ae529416d2192ab4f9)
DW 5 Tirigaz - Changes to orc leader death event
Fixes#3092 - Updates objectives if orc leader is killed first, and gives additional dialogue
Fixes#3903 - Gold event doesn't fire if ghosts kill the orc leader
(cherry-picked from commit b3c40498d83d4ad3d0701baaee7ca8166546c7e3)
This was due to the change in the MP initialization process wherein the lobby wouldn't
show up until the initial gamelist was received. Since the admin auth message is sent
after [join_game] and before the initial gamelist, and the chatbox widget handled parsing
the auth message, the client was never marked as authenticated and therefor couldn't
observe private games. This fixes that by adding auth parsing to the MP initialization
process.
Note this doesn't fix the issue of the auth confirmation not showing up in the lobby chat
(issue #2920). I'll have to think of a way to fix that separately.
(cherry-picked from commit e8d55062c4293391ce6a9d70ed24bfa57aaa6490)
This is a script to take a changelog section (provided in the command
line as such: `steam-changelog changelog.md X.Y.Z`) and convert it to
BBCode for posting on Steam.
[ci skip]
(cherry-picked from commit a92b83e40466c6ea53d9ad98907abb4d9ce4d4ee)
[ci skip]
These were all mentioned between 1.13.13 and 1.14.3, meaning the remaining changes
are everything new in 1.15.0-dev so far. Also removed one entry that was mentioned
twice in the WML Engine section.
(cherry-picked from commit 70a1cdd3e6949a765cead1b31fa6504d44b99b90)
Makes it easier for translators to do something specific with this label if needs
be. I remember the reason the count (NUMx) label was moved prior to the name had
to do with language conventions too, so this should alleviate any other such issues.
Also made the name label default size instead of small.
(cherry-picked from commit 142a2f20ca70deaf4d6a71c918de47aef366fc47)
Automatically checking the path relative to a maps/ directory without binary
path support results in an invalid path almost every single time. If I remember
correctly from my testing, the only time that worked was if I added a data/maps
folder.
(cherry-picked from commit 42349651cb23f372f6919997f3f72ce1a9fc7766)
ee50171d13c7f20a3c8147201c2b78ab54fafae3 broke some codes that relied on
unique save ids, that is in particular the statistic code and
scoped_recall_unit, so now these codes fallback to the side number if
the save id is empty.
(cherry-picked from commit c79e1645c8f04c8a7eaae8dcc1c717f9a6fae7d6)
The variable **always** changed when event handlers were run, and thus the
optimizations to avoid updating some status after WML/Lua has run weren't
doing anything. In addition, commit 62ec3b3951bfb7bf6331ad1e98f45ce99e5191d5 removed the most
important optimization that relied on wml_tracking().
Resolves#2578.
(cherry-picked from commit f0896bdf8c9af1f23269e4745a993259b4def060)
This happens in a village-capture event, so the unit has finished
moving for this turn in any case.
(cherry-picked from commit 8d055bf038624fc61d965049832722555711af8a)
Since there were weapons included that weren't shown, it was possible for the best
weapon selection to be a hidden one (in which case, the initial selection would be
wrong, and it was possible for the returned index to point to a hidden, disabled
weapon.
This resolves both issues by excluding these disabled attacks from the weapon choices
list altogether. They aren't considered when calculating the best attack either.
mouse_handler::fill_weapon_choices is also used in mouse_handler::attack_enemy_, but
I don't foresee this change should cause any issues there, since you aren't supposed
to be able to actually attack with disabled weapons anyway.
(cherry-picked from commit 00e58f12f9a57b2e25dd4f67efb1255b177e173b)
* UtBS 5: changes to scenario locations
Fixes#3077:
* Moved AI leader spawns to keeps
* Changed spawn of trolls that were spawning in walls
* Sanity-checked village ownership in cavern
Fixes#3078:
* Changed spawn of Eastern Troll Flamecaster
* Fixed entry routes of Troll Flamecasters
From author notes:
* Made 'Wounded Dwarf' a wounded unit
(cherry-picked from commit 7feb9aee113def823d506f987d0bee737da60ed7)