This add a new key "image" allowing to kill the ugly hack which
inserted image url in the "name" key. This hack is still supported but
not team-colored.
Fix a bug about replacing faction by the leader image only when using
the hack. Data changed in the next commit.
Rename game_data to unit_type_data and make it a singleton to prevent
passing the same instance throughout the whole code and make
subsequent optimization less painful.
* Wesnoth is distributed under the terms of the GPL version 2, made
that more explicit
* updated the copyright range to 2007
* updated Dave's email adress
display is now the base class and game_display the derived; code that
can use the base class because it doesn't need to grok units or teams
(like preferences.cpp and hotkeys.cpp) does so.
- makes some use of gamestate wording more consistent
- enables (again) saving of events and variables for mp savegames
- uses the same gamestate information for mp saves, campaign saves and autosaves
- keeps replay information for mp saves so that they always start from
the beginning
- corrects the messed up savegame WML structure
I tested this in itself but not against latest changes: If there are
any incompatibilities/problems please tell me
* two additional MP timer settings, time reservoir limit and action bonus:
Reservoir prevents the turn timer from exceeding an upper limit.
Action bonus is added after turn for each attack, capture, and recruit.
* share view/map option removed from multiplayer create screen
* slider for each player to adjust their base income
...and then we shall have peace
(This means that now, we only need a few UI polishing fixes to have decent
support for multiplayer campaigns)
This is possibly buggy and needs polishing anyway.
* Fixed bug #12207: bell ringing when changing multiplayer screen
* Fixed userlist not being correctly reset when creating a multiplayer game
* Fixed the multiplayer lobby not existing on network error
* Fixed the level description not being update when a side is tropped,
on the multiplayer game setup code
* Most updates are now done using diffs, and not full re-sends of the
level, on MP game setup.
...transmitted during client - host MP game setup:
original_description => save_id
id => description.
* Now, use "id" as a faction id, to allow the factions name to be
translated by the client. Made the client use the faction it to lookup
the faction name, and not to use the faction name sent by the server.
...and modified the associated server code.
Added the ability to kick users in the "game creation" screen
Added the ability for users to switch sides in the "game creation" screen
Added the name of the previous user for each position, on the "game creation" screen, when loading saves.
Fixed several bugs.
Certainly introduced several more.
#10829 is "multiplayer setup screen broken in low resolutions" and
#9868 is "resizing in multiplayer lobby creates some glitches."
Added 2 new widgets:
* The scrollpane, which contains other widgets and makes them scroll
* The label, a basic text label
Added a "clip box" parameter to widgets.
Factored the hidden(), dirty() checks, and background restoration in the widget
system. Now, draw() is implemented in widgets.cpp, and widgets implement
draw_contents();