The previous version caused errors under some circumstances when an
event removed units other than the attacker during or immediately after
an AI attack.
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* Improved leader list display
* Made dialog slightly wider to reduce likelihood of a horizontal scrollbar appearing.
Still not a perfect fix, but it's better.
This dropdown allows the player to sort add-ons by name, author, size,
download count, type, or the time of last update or original upload.
Sorting by the last two hasn't been possible in the GUI2 add-on manager
before.
Closes#1747.
* Flipped the arrow on the Update icon set to point downwards, since it's a download operation.
* Renamed existing small Update icon set Publish, and added downwards version to replace Update.
* Renamed all addon manager icons and their respective button definitions to be clearer.
* Moved unused small icon versions to their own subfolder.
* Added separate Publish inline button to image list. This is now used in all cases to publish,
regardless of whether the addon has been uploaded previously or not. Prior to this, the Install
button was used for non-published addons, and the Update one for published ones. This means the
* Refactor addon_list inline button setup to be clearer.
* Made inline Uninstall button display in all cases where an addon was installed, instead of just
INSTALLED and NSTALLED_UPGRADABLE. It will not display if a publishable addon has not been
published, however.
* Changed is_local check to match the ADDON_INSTALLED_LOCAL_ONLY. I figured this is a bit more
robust. TODO: do the same in the addon manager itself?
Art assets credit to @Lordbob
On this map, side 1 starts at the bottom, while side 2 starts at the top. The naming of the teams assumed the opposite. Another check mark on issue #2453.
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This prevents private chat logs being saved in your preferences file. History isn't
currently working anyway, and it seems weird to be saving logs this way, especially
since it also records private messages.
This is also related to #1932. I fixed leader sprites being cropped in 41e674128f4c742664732460c85a8f6009a20f15,
and that made sprites in MP Staging always scale to 72x72. However, large sprites like the
Fire Dragon's still drew at full size in MP Join Game since the damn tree nodes are being
recreated when new changes come in (a separate issue I need to fix). This change fixes the
size of leader sprites in both dialogs to 72x72 regardless of sprite size, so we're saved
any similar issues cropping up in the future even once I do fix the excessive node recreation
in MP Join Game.
- after the change to the tentacle, adjust HP to match 500 again
- let the teamname more sound like an easter egg
- apply the same lock settings as to similar scenarios
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Because there are just two, and nobody should join the AI team
When playing without default settings all kind of team combinations are possible
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In these cases they have only in limited situations an effect:
In normal play the sides are hidden, if not using map settings they are ignored,
so this mostly only has an effect if starting the game in debug mode an using map
settings.
Other ones revert acidental changes caused by force_lock_settings.
fore_lock_settings does not only disallow the player to modify the settings,
but does also serve as default value for all the other lock settings.
See this thread, along with a few linked within:
https://forums.wesnoth.org/viewtopic.php?f=12&t=47704
The purpose of this is both to:
a) Make the unit names more descriptive, so new players especially will have an easier time learning them and knowing what they do.
b) Make them eligible for translation, like the units of other factions are.
This commit only renames the files, along with the faction/AoH faction and wmllint.