All sticky exceptions are replaced with the lua jailbreak exceptions.
The code has been lightly tested, too many possibilities to test them
all. Don't expect breakage but mainly the load code looks tricky with
the global variables.
...as well as from the manpages since it is no longer required
(some small leftovers, especially at unit tests are still there,
someone else has to test those)
...when running with -s switch
This fixes the more general case and invokes loadscreen_manager.reset()
earlier in the sequence right before attempting to jump into gameplay.
...dialog from MP menu (bug #17446)
This supresses the message whenever show_wesnothd_server_search()
returns an empty string, such as when the user clicks on Cancel. There
don't seem to be any likely cases where it can return an empty string
after clicking on OK.
This how I originally designed the class and how it should behave. This
reverts 2011-01-26T07:30:35Z!guillaume.melquiond@gmail.com and reintroduces bug #17577. There are two
issues when used in combination with Lua:
- Our Lua wrapper crashes when catching this exception (to be fixed in my next
commit.)
- When our Lua wrapper no longer crashes the error message is lost. (I have an
idea how to fix it, but it is much easier to test when this change is
committed.)
This allows add-ons to use these nodes at top-levels to define custom
ranges and palettes for the game engine. I'm not sure yet whether this
is the most elegant way to do this -- might consider filtering
[game_config] before 1.9.5.
The dialog is used to test the drawing routines. The clock will need
some appearance changes later on. It's main goal is to test the drawing
routine timing and several other things I want to test in the near
future, where I want to see what parts get updated.
...(using no authentication or basic, see
http://www.ietf.org/rfc/rfc2617.txt). Use it via command line options
--proxy, --proxy-address, --proxy-port, --proxy-user and
--proxy-password. All these options are undocumented yet and for
testing purposes at the moment, please feel free to document them
(check the comments in the new methods in network.hpp.) Example use:
./wesnoth --proxy-address localhost --proxy-port 8888 --proxy-user
billy --proxy-password MYPWD.
The queue_disconnect invocation should hold the same logic as a
standard disconnect in the current implementation (after reading
comments for queue_disconnect in network.hpp.) I also added some
command line options to game.cpp (commented at the moment) that will
help implement support for connection trhough proxy.
...(reported in bug #16578 GUI2 titlescreen change)
2010-08-29T10:48:19Z!koraq@xs4all.nl added this line but I don't see its purpose for GUI2. I
keep it but made it specific to GUI2 titlescreen, since it was not
needed by the main game before.
The bar should now accurately reflect the loading time, and therefore
regularly progress.
The magic values are automatically generated in the 'loadscreen' log
domain and can be copy-pasted in the code if the current ones become
off.
Kill set_wm_icon function, since SDL_WM_SetIcon can be called safely
only at one place. Clearly hardcode the image's url instead of
pretending that we use game_config. Rename the image to
"game-icon.png" (since you are forced to use it).
This also fix a bug where campaign without difficulty was contaminated
by the difficulty define of other campaign. This at least caused
caches multiplication.