This is a debug mode-only dialog. If I want to spawn a unit, the game
had better allow me to spawn any unit I want. do_not_list was created
for use by wmlunits anyway.
(cherry-picked from commit 085236f556dd485fe186473208bdf4438ec4826d)
This time I added an option to disable the feature to allow the currently
playing track to finish when changing the playlist. This allows more
fine-grained control of distinct use cases.
In wesnoth.cpp:do_gameloop(), I reversed the order of the title screen
music and default music because otherwise adding the default music would
enable play_once for the title screen music and prevent instant music
change when the player loads a save. I play title screen music with
immediate=yes, so it's still played first.
(cherry-picked from commit 91afbfd5868595e29a3147748c78652c88d6323e)
* now the situation can appear that spiders can attack Malifor,
this handles it.
* add *^Xo Terrain to the filter. While there is no bug to fix,
it looks like it belongs there too.
* work around a tile glitching with an [item] at 22,4
* remove code referring to removed variables
* and run wmlindent
[ci skip]
(cherry-picked from commit fc427ce58c6ce2c3948711207e67c646d2295951)
NR S5a: bugfixes
* Fixes#3117 - Malifor damage event now occurs on defence as well on attack
* Fixes#3116: - Doors to the study can now be opened from inside
[ci skip]
(cherry-picked from commit 913b77d79d9ac0fb4d67ac1461811aeb691daa60)
See comment for explanation. This was a better solution that adding mutexes to
the cache accessors; that had performance downsides.
(cherry-picked from commit 011cbfe3b8fd2d634e3294484f4cb9b255eac029)
This reverts commit 6d0b7c84243aba8444f5e722cd855feed3501f12. Turns out there's
a better way to fix this problem without using mutexes, which have a noticeable
performance hit (5.2% of the execution time of game_display::draw_invalidated()
according to @jyrkive).
(cherry-picked from commit b8ad791a1d8d1e76d921d4f48a6fd57aee3c134e)
[ci skip]
This better conveys its behavior, especially with the introduction of the hidden PRNG
preference.
(cherry-picked from commit bf92dbbfd2c1699a9af11e6ddc1b850e154d16f9)
[ci skip]
Also fixed an error in my last commit that gave your ally Dwarvish side *more*
gold on higher difficulties.
(cherry-picked from commit a46eaa28749e48cf4027d1ec4523439b8407bc9b)
This is workaround for windows style path confusing scons if they appear
in CPPATH etc. Paths without prefix still happen to be valid and they
start with "/", not "c:".
(cherry-picked from commit b347bc70b163a572751b7ac72f23e472c3ac9238)
the error could happen a soon as you advance to the next scenario if you reload a campaign save from another player.
(cherry-picked from commit 575e104ca58066315b2540cda1a6ae241937e885)
I had only added it originally in case someone didn't know the symbols offhand,
but sevu is right that they can get a bit annoying.
(cherry-picked from commit 3d8d38983d1c5a6bfe542ee756b6ce3ac3471bd3)