* Old English (ang)
* Friulian (fur_IT)
* Asturian (ast)
The "Old English (Latin chars) (ang@latin)" translation is not dropped,
which is why Old English is still listed in about_i18n.cfg.
The manpage uses ang_EN in the example of the command-line --language
option, which is then copied in to other translations. That isn't changed
in this commit.
Although the po4a scripts are updated, the update-po4a target currently
fails because of a typo in the pt_BR translation.
Two scripts have a special case for ignoring ang_GB, both of these are
left unchanged on the assumption that old versions of Wesnoth may be
parsed with the latest version of the tools:
* data/tools/unit_tree/helpers.py
* data/tools/wmlunits
There's really no reason to have this anymore. It was (AFAIK) introduced years ago
as a performance-saving measure, then was moved to Advanced Preferences in 1.13 since
modern PCs mostly have no issues.
This was never fully implemented and has been essentially abandoned. If we want to
add this again, we should look to adding full game controller support (Steam controller,
for example), though I don't know how suited this game is for controller support. As for
as I can tell, the only working part was ever map scrolling.
Includes a sqrt -> std::sqrt conversion I forgot in this file awhile back.
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These are incorporated into the objectives dialog automatically. They lack a deprecation
notice, but they should be given level 3 status on the 1.14 branch.
Note: this does not include a fix for #4484, that a double-quote in a _<< >>
delimited string causes a broken msgid. Wondering whether to remove that from
this text, but would prefer to add the feature to wmlxgettext.
Follows the comments in #4480, about how to handle whitespace at the beginning
and end of translatable strings.
This is text that was added after the last pot-update, so updating it
again now will hopefully be before the translators start on it. Some
text that was split into paragraphs is now combined in to one block,
other parts are still split but with non-translatable whitespace; the splits
will hopefully separate the scenario editor parts which are going to change
again before 1.16.0.
The wmlindent override is because the logic for multiline strings isn't working
for << >> delimited strings.
I originally added it in #719. At that point ms_after= affected the *previous*
track due to a bug; however, I had assumed the behavior to be intentional and
compensated for it by adding ms_after= to the first track of a scenario instead
of the story screen music.
In April, I saw the documentation for ms_after= which said that it's supposed
to affect the track itself, not the previous one. Hence, I fixed the bug in
commit b023b818c742cee0bc75460235c9d1088c0b495d. However, I had forgotten that the changes I had made
in #719 depended on the old broken behavior of ms_after=.
This commit moves ms_after= to the right place, restoring the fade-out on
scenario start and removing the pointless pause after the first track.
Changes:
Add link for mainline feedback forum
S02: Change tense to match previous line
S03: Use proper spacing, caps, & unicode character
S08: Improve dialog feel
The alternative message was needed for the scenario where Deoran is not on the map.
This has been removed, and in the other which is left (S8b), both units won't be around.
The only places left for this message is the last level in path B and the lasts ind path A
It's not necessary that there is an alternative message, this is only used there because
it exists already – both would fit.
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