77143 Commits

Author SHA1 Message Date
Glen Whitney
6d935302a7 Update editor cfg file to reflect earlier changes in scaling
Commit 43de778 made all themes scale from their base dimensions rather
  than from an arbitrary hard-coded 1024x768 pixel size. As a result, the
  800x600 layout for the editor needs its main map explicitly sized --
  the 843-pixel width no longer fits in 800x600, and it isn't being scaled
  down from 1024. (But once it is explicitly set for the 800x600 layout,
  it will scale up for pixel widths between 800 and 1024). This commit
  adds such an explicit sizing, analogous to the one found in default.cfg.

  Resolves #5193.
2020-10-10 20:53:19 -07:00
Charles Dang
26054d194a Titles should not have periods 2020-10-11 04:46:22 +11:00
Charles Dang
42a2491f17
Merge pull request #5201 from Vultraz/clean_up_mp_workflow
MP: cleaned up mp workflow code
2020-10-11 04:37:39 +11:00
Steve Cotton
0936d6c21a Update changelog for #5202 2020-10-10 17:40:55 +02:00
Steve Cotton
01424cc853 Check which glyphs are in each font, instead of using a list hardcoded in WML
This is a "it's known to be broken, so let's rip it out and put in a minimal
replacement" change. Updated raw pointers to smart pointers just because,
updated the docs a bit, and ended up with a big change.

Fixes the most visible part of #5194, where Chinese needed DroidSansFallbackFull
to be loaded before DroidSansJapanese. The removed code in
`char_block_map::insert` and `char_block_map::compress` had a bug that
triggered when one font had a contiguous range of codepoints that was a
superset of several ranges in another font - this meant it treated the first
font containing U+4E00 as having the whole CJK Unified Ideographs block.

Remove the now-unused font codepoints WML. There is no schema change for this,
it seems the data/hardwired/fonts.cfg file isn't checked by the validation.

Optimise calling set_font_list with the same list (but possibly reordered), by
reusing the already-loaded fonts.
2020-10-10 17:36:10 +02:00
Charles Dang
d2bc8e264f
Merge pull request #5202 from stevecotton/font_reload_on_lang_change
Reload the fonts (both GUI1 and GUI2) when changing language
2020-10-11 00:10:15 +11:00
Steve Cotton
0099080a3f Reload the fonts (both GUI1 and GUI2) when changing language
Getting fonts in the correct order is important for CJK (Chinese, Japanese,
Korean), as the same codepoint may have different images even between
DroidSansJapanese and DroidSansFallbackFull (see discussion in issue #5194).

This method of calling load_font_config() to reload the fonts is already used
during startup - see the two calls to it in src/wesnoth.cpp. This commit should
ensure that, if starting the game in a given language works properly, then
changing to that language without restarting also works properly.
2020-10-10 14:26:58 +02:00
Charles Dang
f4c1a2c1af Why were these pointers? 2020-10-10 18:32:05 +11:00
Charles Dang
52f447dc52 MP: cleaned up mp workflow code 2020-10-10 16:57:43 +11:00
Artem Khrapov
bb237f34ae
Add the 'Add-ons' tag to the pull-request labeler. (#5199)
Added support for the `Add-ons` tag to the pull-request labeler.
File changes in the following directories will be marked as related to the addons system:
  - src/server/campaignd/**
  - src/addon/**
  - src/gui/dialogs/addon/**
2020-10-09 16:22:32 +02:00
Steve Cotton
8b236620dd Hint about the editor's shift+click and ctrl+click
This changes the legend at the bottom of the screen from
	FG: Savannah/Forest (Forest,) | BG: Green Grass/Grassland (Flat)
to
	Left-click: Savannah/Forest (Forest, ) | Right-click: Green Grass/Grassland (Flat)
	Shift + left-click: paint overlay layer only | Ctrl + click: copy terrain
or (with a non-overlay selected)
	Left-click: Desert Sands/Desert (Sand) | Right-click: Green Grass/Grassland (Flat)
	Shift + left-click: paint base layer only | Ctrl + click: copy terrain
2020-10-09 15:57:21 +02:00
Pentarctagon
12f05a0387
Update changelog. 2020-10-09 00:46:29 -05:00
Charles Dang
6b89bf86a7 Removed trailing tabs and whitespaces from C++ source
[ci skip]

I ran the same command from 9b7b1751fdda.

Excludes:
* lua/
* spirit_po/
2020-10-09 14:14:38 +11:00
gfgtdf
5a24414154 Update play_controller.cpp 2020-10-08 20:11:50 -05:00
gfgtdf
f599c77783 Add 'Delay Advancements [modification]
Depsite being a [modification] this is actuall implemented
in the C++ code the [modification] just sets a flag.

This is meant as an alterntive to the preset advancement
type of mod, i want to play around with it a bit in 1.15
maybe we will remove it later.

The problbme this is supposed to fix is that advancemnts
are done randomly during the enemeies turn. It has a few
advantages over the preset advancemnt approach:
1) It can easily handle amlas and normal advancement
2) It doesn't need special code to handle the case that
   A unit advances multiple times.
3) It doesn't break in case that other wml code changed
   The advancements  of a unit after the preselected advancement was chosen
4) The user never needs to think about an advancement of
   a unit that might not even advance

It also has a disadvantage: it changes the rules of the
game quite a bit, in partiucar if the units heals form
an adcancement (which us usally the case), since now
with this 'healing the unit on advancement by retaliation'
during the enemies turn can no longer happen. I still
think its wirth to think about this and test it though.
2020-10-08 20:11:50 -05:00
Charles Dang
af344d21a4
Merge pull request #5196 from Vultraz/remove_registered_users_only
Removed Registered Users Only game config option (resolves #4980)
2020-10-09 11:32:08 +11:00
Nils Kneuper
2364e6e6cb updated Japanese translation 2020-10-09 01:03:21 +02:00
Nils Kneuper
2034e50fd5 updated Japanese translation 2020-10-09 01:00:44 +02:00
Charles Dang
e0ea858db9 Fixup 2020-10-08 23:56:46 +11:00
Charles Dang
afd4c3931a Removed an unused variable 2020-10-08 23:12:19 +11:00
Charles Dang
8e7e24225b Cleanup 2020-10-08 23:12:07 +11:00
Charles Dang
9376cf42af Removed Registered Users Only game config option (resolves #4980) 2020-10-08 21:16:41 +11:00
Charles Dang
87469933bc GUI2/Loading Screen: handle throwing exceptions from the future
Despite having exception handing in process(), the loading screen is only designed to handle one exception from the worker.
If such an exception propagates to the worker, the loading screen would rethrow it in process(). It turns out we don't need
an exception_ptr, since the exception would already be stored in the future returned from std::async. Fetching it with get()
causes it to be rethrown at that point, same as before.

Do note we do not want to simply call get() and wait, since that essentially calls future::wait() instead of future::wait_for()
and would halt the main thread while it waits for the worker. Hence, we still manually check its status before fetching the
exception (if any). As a bonus, it means we can use future::valid() as a check for whether the worker is still running in the
dtor, since calling get() sets future::valid() to false. Any premature exit of the loading screen after the worker thread is
created or its exception is handled in the finally process() loop will trigger the safe_exit call.
2020-10-07 21:18:57 +11:00
Charles Dang
dba77791cc Removed loading screen animation preference
This was added several years ago as a workaround to crashes when the loading screen implementation was less stable.
2020-10-07 17:53:35 +11:00
Hejnewar
20e8fae7e2
Update fungus terrain in MP maps where appropriate
Fixes #5145
2020-10-05 22:39:27 -05:00
Charles Dang
1ec585a203
Merge pull request #5186 from Vultraz/outro_changes
[Proposal] Extended Outro dialog with campaign-specific credits
2020-10-06 14:07:50 +11:00
Charles Dang
4cbd36572d Fixed some sections showing 2020-10-06 13:57:38 +11:00
Charles Dang
7135927d8a Added Press ESC to skip text
[ci skip]
2020-10-06 13:40:01 +11:00
Charles Dang
8d04afc90b GUI2/Outro: removed next_draw rate limiting 2020-10-06 13:32:23 +11:00
Charles Dang
ef315635be Tweaks and improvements 2020-10-06 13:30:18 +11:00
Gunter Labes
d1227ba5ad
Update labeler patterns 2020-10-05 22:58:06 +02:00
Gunter Labes
6476a1981a
Update labeler patterns 2020-10-05 22:38:45 +02:00
Charles Dang
60ed2882d4 Only include section title on first chunk 2020-10-05 22:31:42 +11:00
Charles Dang
4c859df9fc Begone cerr 2020-10-04 23:30:59 +11:00
Charles Dang
c3e578ba80 Repurposed Outro dialog for campaign-specific credits 2020-10-04 23:21:33 +11:00
Charles Dang
105a551339 Clamp end_text_duration between 0 and 5 seconds 2020-10-04 23:12:14 +11:00
Charles Dang
b56ca64e2f clang-format: set ContinuationIndentWidth to 4 2020-10-04 20:57:07 +11:00
Charles Dang
791021f25e GUI2/Outro: pass in game_classification reference 2020-10-04 20:02:17 +11:00
Charles Dang
762f476968 Parsed contributor comments too 2020-10-04 19:55:03 +11:00
gfgtdf
116687c983
fix #5184 [modify_unit]profile 2020-10-04 03:06:33 +02:00
doofus-01
d8dc94a5cd
Update changelog.md 2020-10-03 17:42:51 -07:00
doofus-01
7c29855ac1
Wall terrain graphics (Xo*) work (#5173)
* terrain graphics - fix sconce/candle overlay on south-facing corners

* terrain graphics - some fixes and minor additions to stone walls, mostly Xot^Edb

* new terrain - add 'Xof', overgrown walls

* terrain graphics for Xof^Efm - flowers on walls

* terrain graphics - fix broken molding in standard stone wall

* terrain graphics - fix molding on catacombs
2020-10-03 17:38:19 -07:00
Steve Cotton
97c87443c1 Use the new animals in the "animals" micro-ai demo
Several new animals were added in PR #5039's
cbad6f42492be5fcbf8c29a3d10cbc43598ba32c.

The micro-ai demo can be accessed by starting Wesnoth with the command-line
arguments `--test animals`. The scenario uses some stand-ins for animals that
weren't in mainline; the new bears and tuskers fit straight in. For the sheep,
the icemonax's graphics are a bit more sheep-shaped than the troll whelp's.

This demo doesn't need to be balanced, the changed unit stats are no problem.

UtBS's dustboks aren't in core, otherwise I'd use them as the deer stand-in.
2020-10-03 15:09:32 +02:00
Steve Cotton
3f93c263a9 Improve user-friendliness of the validation options
* Fixes #4223, by making the --validate and --validate-* options imply --nocache.

* Fixes #4224, showing an error if you misspell the id argument to
  --validate-addon. The application doesn't (but should) quit automatically to
  avoid the user spending time on a non-functional validation run, however it
  does at least disable all add-ons, which should have the same end result.

* Shows a warning that --validate-addon needs the user to play the add-on, it
  doesn't automatically check the add-on. This was my misunderstanding when
  logging issue #4225, which has now been repurposed into a feature request for
  a new tool that does what I thought --validate-addon did.
2020-10-02 18:34:18 +02:00
Nils Kneuper
028a470e07 updated Polish translation 2020-10-02 09:18:17 +02:00
Nils Kneuper
08838279ac updated Portuguese (Brazil) translation 2020-10-02 09:14:59 +02:00
Nils Kneuper
76870e45a5 updated French translation 2020-10-02 09:13:34 +02:00
Gunter Labes
9a55dd47db
Enable labeler action again
With the `pull_request_target` event it should now also work with pull requests from forks.
2020-10-01 21:02:34 +02:00
Gunter Labes
742b58c276
Fix handling of PRs from forks
https://docs.github.com/en/free-pro-team@latest/actions/reference/events-that-trigger-workflows#pull_request_target
2020-10-01 17:08:09 +02:00
IceTyp
1d93567e0e Rename Fire-Ant.cfg to Fire_Ant.cfg 2020-10-01 11:43:07 +02:00