62141 Commits

Author SHA1 Message Date
Ignacio R. Morelle
7dd1963273 Doxygen or code formatting fixes 2015-09-15 23:16:40 -03:00
Ignacio R. Morelle
424d1e45ff Doxygen fixes 2015-09-15 22:55:19 -03:00
Ignacio R. Morelle
00b3c7b214 Code style and spelling fixes 2015-09-15 22:18:58 -03:00
Andreas
2d03c0b08d Merge pull request #486 from aginor/cmakereorder
Change the ordering of the CMakeLists so options comes first.
2015-09-13 16:28:02 +12:00
Elvish_Hunter
b8dfa190f2 wmllint-1.4: replaced a dict(map()) with dict comprehension 2015-09-12 22:59:18 +02:00
Elvish_Hunter
a12d99e98c wmllint-1.4: use 'x in line' instead of 'line.count(x)' 2015-09-12 21:49:03 +02:00
Elvish_Hunter
91f5bf16c2 wmllint-1.4: use Python 3 range()
That's the function known in Python 2 as xrange().
2015-09-12 21:49:03 +02:00
Elvish_Hunter
1d2944569c wmllint-1.4: open files as UTF-8 and use Unicode literals 2015-09-12 21:49:02 +02:00
Elvish_Hunter
ef559d0ffd GUI.pyw: allow binding tooltips to tagged elements of widgets 2015-09-12 21:49:02 +02:00
Charles Dang
870053c0ec Merge pull request #490 from Wedge009/Bug_Fix_20036
Resolve Bug #20036
2015-09-13 02:54:28 +11:00
Wedge009
e46070ab30 Resolve Bug #20036
When a map is generated, the labels for the player starting locations are correctly set. However, generating another map (or even loading a map and then generating a new one) results in the old labels remaining even after the new map has been generated and displayed.

Issue appears to be that the reset labels flag is not being set after a map generation. This change sets the reset labels flag and the subsequent perform_refresh() function then includes a reset of the map labels.
2015-09-12 22:52:59 +10:00
Charles Dang
ca66e1f1fc NR S5.1: replaced Malifor's spawn mechanic with force CTH on anyone by Morvin and Thera
This scenario is long enough without running after Malifor half a dozen times.
This also indirectly fixes bug #23667
2015-09-12 18:57:13 +11:00
Charles Dang
f9927cb603 NR S7a: new map 2015-09-12 18:34:22 +11:00
Charles Dang
268973e8af NR S5.1: split final lines of dialog into a death event 2015-09-12 12:37:56 +11:00
Charles Dang
fada491e56 Increased width of help browser 2015-09-12 12:25:02 +11:00
gfgtdf
6010455f56 add [on_undo]/[on_redo] actionwml
[on_undo]/[on_redo] contains tags that are executed when undoing the
current actions.
2015-09-11 22:33:32 +02:00
gfgtdf
f01252a42c add [unsynced] actionwml
This can be used like in the following example (note that without the
[unsynced] it would cause OOS becasue rand= might or might not be
called.):

[unsynced]
[store_side]
variable = "side"
side = "$side_number"
[/store_side]
[if]
[variable]
name = "side.controller"
equals = "human"
[/variable]
[then]
[set_variable]
name = "num"
rand = _ "two,four,seven"
[/set_variable]
[message]
message = _ "I want $num stones"
[/message]
[/then]
[/if]
[unsynced]
2015-09-11 22:33:30 +02:00
gfgtdf
757cde164b fix mp failing to load scenarios
previously the scenario's id was lost when reloading a scenario.
2015-09-11 22:33:28 +02:00
gfgtdf
445ceb119f add a comment 2015-09-11 22:33:26 +02:00
gfgtdf
276a79ab3b remove unused function 2015-09-11 22:33:25 +02:00
gfgtdf
20a2a17f88 fix chat during mp replays
previously it could casue OOS when chatting during an mp replay because
the replay_pos in other savegames could become wrong (becasue the chat
mesage might be inseted before the replay position of those snapshots)
2015-09-11 22:33:23 +02:00
gfgtdf
ca0bf513aa fix a segfault when loading a savegame. 2015-09-11 22:29:48 +02:00
gfgtdf
8b1f3c856c move undo_stack to gamestate class
the undo stack must be part of the gamestate becasue it is used for the
delayed shroud updates.
2015-09-11 22:29:44 +02:00
Charles Dang
1c8bf80634 Added new generic portrait for Ancient Wose by LordBob
The previous Wose portrait has now been repossessed for the Wose specifically,
and also used for the Elder Wose. This new portrait is used for the Ancient Wose
exclusively.
2015-09-12 02:40:36 +11:00
Charles Dang
203411d042 New generic portrait for Yeti by LordBob 2015-09-12 02:30:43 +11:00
Elias Pschernig
f8fb04093a [units.wesnoth.org] fix some small issues 2015-09-10 18:10:16 -04:00
gfgtdf
2cf8bcdecb Update changelog 2015-09-10 20:40:44 +02:00
Charles Dang
19e7adfe52 Use overgrown base for Ruined Human Castle (Chr) 2015-09-10 23:15:05 +11:00
Charles Dang
58e17f3e21 T S1: removed two extra villages near map border to prevent confusion 2015-09-10 22:01:30 +11:00
Charles Dang
4f078f26ef GUI.pyw: small label tweaks 2015-09-10 21:55:43 +11:00
Charles Dang
9ca044abdb Updated codeblock projectfile 2015-09-10 15:00:53 +11:00
Elias Pschernig
3ab3db3166 [units.wesnoth.org] Converted the script to Python 3.
Basically ran all .py files through 2to3. I made a copy of wmlparser2.py
called wmlparser3.py for the Python3 version, so as to not inconvenience anyone
who may be using it in their old Python2 scripts.
2015-09-09 22:52:23 -04:00
Celtic Minstrel
480a2a746c XCode project: Remove -Werror setting 2015-09-09 22:49:04 -04:00
Celtic Minstrel
348f3b480b Update XCode project 2015-09-09 21:55:05 -04:00
gfgtdf
7a314517da Update RELEASE_NOTES 2015-09-10 01:44:04 +02:00
gfgtdf
0f3d262946 add a comment 2015-09-10 01:39:18 +02:00
gfgtdf
90566fd082 store the server request counter in the snapshot
this fixes sone OOS that can happen when using the mp replay feature
(reset_gamestate)
2015-09-10 01:38:54 +02:00
gfgtdf
7fc78c5586 Merge pull request #487 from gfgtdf/mp_replay_turn
Replay turns in networked multiplayer
2015-09-09 23:54:06 +02:00
gfgtdf
41d65f1d75 fix a segfault when resetting replay 2015-09-09 23:02:57 +02:00
gfgtdf
47cf5acf79 disable broken test 2015-09-09 22:15:15 +02:00
gfgtdf
02990bafbf fix some compiler warnings 2015-09-09 22:15:13 +02:00
gfgtdf
81b6c3ab99 enable back to turn buttons in networked mp
When using the back to turn button in networked mp, the game now resets
the gamestate to that turn and replays the game (using the replay gui)
until the current turn.
2015-09-09 22:15:11 +02:00
gfgtdf
78755019c9 add mp_replay_controller class 2015-09-09 22:15:09 +02:00
gfgtdf
7b9b85cd63 move loading_game_ member to game_state class 2015-09-09 22:15:07 +02:00
gfgtdf
b97bb35de9 refactor play_controller::reset_gamestate 2015-09-09 22:15:05 +02:00
gfgtdf
769d79a354 simplify replay_controller::update_teams 2015-09-09 22:15:03 +02:00
gfgtdf
dbe107fa4b remove undefined function 2015-09-09 22:15:01 +02:00
gfgtdf
d85a711446 improve replay button state check
This changes the the function that calculates whether the
play replay button should be greyed out to always make it greyed
out if the replay is already running (not stopped).

previously it could theoretically happen that if this function was
called between two actions it wouldn't be greyed out.
2015-09-09 22:14:59 +02:00
gfgtdf
910641db40 fix view beeing temporarily reset in replay viewer 2015-09-09 22:14:57 +02:00
gfgtdf
cdb324c9d1 fix wml unit tests 2015-09-09 22:14:46 +02:00