* new stone wall terrain variation -> catacombs
* Xot catacombs wall touchup and Efs flames overlay variation (candle)
* minor variations of walls can be spaced every other SE/SW facing panel
* make flames/torches overlay more responsive to type of wall variants if they are mixed
* Xot^Edb can now put skeletons in the SE/SW catacomb holes
As the terrain is hidden in help, these hints can only be seen by
using the "Terrain Description" command on a ^Uf or ^Ufi mushroom
hex, and then switching to the overlay's own page.
A hint for players about how these mushrooms behave, and an editor-only
hint about replacing the ^Uf mushroom terrains with ^Tf.
The terrain was deprecated in commit 64493b256fcdc8cceb8a88286513534efaf93f10.
@Vultraz has said in comments of #2966 that deprecated terrains aren't
supposed to be shown in help.
Fixes#2966.
[ci skip]
(cherry-picked from commit d11d8ec8e11d0a73b92d07eacc6ba191e4703945)
If someone was using these despite being hidden and everything they were
really asking to get shot in the foot at some point.
(cherry-picked from commit 6eddc6f978b0c3196bdba67b811459eaabbcaac6)
These are only the ones were it's sufficiently unambiguous that the
description is referring to the merfolk race at whole. There are a few
instances I didn't touch were it's possible that the text refers
exclusively to mermen fighters (e.g. "the mermen armies").
See issue #2940.
[ci skip]
(cherry-picked from commit 14ec9954f1c322d47d172e2e2572f2ece308d047)
Squash and merge for three carpets terrain PR.
* Initial commit for carpets. WML, alignment, and demo only, images are unshaded place-holders.
* adding basic shading and better corner images
* completed shading for existing images
* refined large corner carpet rules
* got rid of some commented out leftovers
* initial commit for cave rug, Iwd
* regular carpet files, incomplete for now
* completed regular rug
* changed cave-rug underlayer to cave path instead of dark flagstones, and changed all rug terrain codes
* fixing some transition WML filtering for Urc (cave carpet)
This should address the multiple gate terrain listing in issue #1990 . Whether gates are an embellishment (not worthy of a help entry) or not could be a different discussion. The overlay issue mentioned in the same issue is probably also best addressed specifically, not tied to the gate-terrain-help question.
* stone tile floor, only very basic transitions so far, not finished
* better transitions for stone floor tiles
* various clean-ups to stone tiles
* chasm transitions for stone tiles
* some more work on stone_floor-chasm transition images
* some corrections to terrain rules, mostly related to one of the I* terrain codes
* work on transitions, introducing new macro dealing with the case of three adjacent terrains
* transition images that use the now existing rules
* using new macro and changing some filters and layering (mostly related to terrain code Irs)
* transitions
* deleted some place-holders that were uploaded by accident
Removed it from the forest editor group since it doesn't really belong there even if the images have some palm trees, and changed the way the aliasing is defined to allow it to show up in the sands terrain help group.
This makes both the standard map border as well as the fake map border terrain be drawn using the same WML rules, which allows them to connect seamlessly with each other.
A dummy IPF ~NO_TOD_SHIFT() is added and used as an easy way to prevent the ToD color-shifting of the border images. This can and probably should be implemented differently in the future, but for now it's a very simple and effective workaround.
This does remove themability of the map border, but that feature is currently unused (even in UMC) and it can be re-implemented differently if the feature is needed. There is also other cleanup still needed regarding themes; the off-map background still remains themable, and the WML for specifying the border tiles still remains in the theme .cfg files.
The call to display::draw_border() which was used to draw the hard-coded map borders is now commented out but not yet removed.
wolfrider do use their standard sprite on terrain with 0.3 sumberge, and the water sprite on deeper
However, the wolf (it's the same sprite, just without rider) uses on any water terrain the water sprite