Commit Graph

85005 Commits

Author SHA1 Message Date
Gothyoba
121488d1bd Add sprunk’s suggestion
Co-authored-by: sprunk <spr.ng@o2.pl>
2025-02-17 09:22:17 +11:00
Gothyoba
8e00e5895f TSG: Correctly show which arm Mari is missing in po note
Right arm was lost, not left arm.
2025-02-17 09:22:17 +11:00
Charles Dang
ced04d35cf GUI2: remove redundant [resolution] from achievement_title label
They were the same
2025-02-16 14:39:48 -05:00
Charles Dang
634666aa21 TDG: fix achievement image path 2025-02-16 13:53:32 -05:00
Charles Dang
c191e0aebc GUI2/Achievements: set a max window height 2025-02-16 13:53:09 -05:00
Gothyoba
e04a935496
THoT S7 Map: Aesthetic Revision (#9914) 2025-02-16 12:11:24 -06:00
Charles Dang
ea62841a81 Bump min and default game window size
Hopefully, we'll be able to implement better support for layouts that don't relay on pixel canvas sizes, but for now, this solves two important issues:

Using 1280x720 as the default window size means 3x auto pixel scaling for 4k fullscreen, which looks utterly horrendous and unusable. 2x is the practical limit of usability without going so far in the opposite direction as to actually reduce the available space.

Bumping the min window size also resolves #9898 and saves us from having to deal with layouts on unusably small windows.

As a side note, we should not be thinking in terms of pixel size anymore. I'm hoping SDL3 can give us better control over our HDPI support (which is much improved from before), but the fact remains that our current pixel scaling implementation is, essentially, a method to scale up the canvas if your resolution is grater than 1080p. It does nothing for size calculations, and it does nothing if you actually set a window size smaller than 1080p even on a 4k monitor.

So, for now, imperfect solution while we wait for SDL3, but solves the immediate issues with scaling and small window sizes.
2025-02-16 11:13:20 -05:00
pentarctagon
3b262d6f7b update steam runtime and boost version 2025-02-15 14:47:28 -06:00
Charles Dang
9c25b1a1f3 GUI2/Title Screen: draw version number on foreground canvas
Resolves #9895. Honestly, it's not an absolutely perfect fix, and I might just remove this all together... or convert it back to a proper widget.
2025-02-15 15:03:27 -05:00
Charles Dang
be229defd6 Preferences: default to 100% reachmap opacity 2025-02-15 14:45:03 -05:00
Charles Dang
69f9512968 GUI2/Advanced: format WML 2025-02-15 14:44:33 -05:00
Charles Dang
e9a2249a41 GUI2/Preferences: added dedicated label definition for advanced descriptions
Resolves the years-long issue with excessive space after the descriptions.
2025-02-15 14:17:50 -05:00
Charles Dang
ac10bf0b2d Color Range: fix inaccurate comment, remove explicit template arg 2025-02-15 13:00:24 -05:00
Gothyoba
383e6a0e48 THoT S5 Map: Aesthetic Revision 2025-02-15 11:10:14 -06:00
pentarctagon
47417814a6 Remove configure_engine
it's mostly a wrapper around things which are already available via create_engine
2025-02-15 11:04:37 -06:00
Gothyoba
2f5413a8a5
EI: Rename weapon special shock to stagger
Fixes #8438
2025-02-15 10:19:29 -06:00
Gunter Labes
2c1d9dec09
Make unsigned conversion explicit 2025-02-15 16:26:35 +01:00
Gunter Labes
3ba6ced83c
Make int conversion explicit 2025-02-15 16:26:35 +01:00
Thewodoros
b68dc4eb2b Use special_note in abilities and weapon specials
It is clearer than including them into the unit types.

This commit is restoring the weapon special note which was mistakenly
left unused and then was removed in PR #9864 .
2025-02-15 08:50:56 -06:00
Nils Kneuper
529f4caca9 updated Bengali translation 2025-02-15 12:24:37 +01:00
Subhraman Sarkar
6f13cb2c73 changelog: move Reachmap customization entry to UI section 2025-02-15 13:55:41 +05:30
Charles Dang
67c7c4bb10 GUI2/Canvas: clean up some remnants of old attribute handling 2025-02-15 02:47:38 -05:00
Charles Dang
dc0de427db Changelog entry for 93509c8499 2025-02-15 02:46:25 -05:00
Charles Dang
99ee4a7703
Split text attribute handling into its own API (#9890) 2025-02-15 00:33:46 -05:00
ForestDragon
93509c8499
Implement Reachmap Color and Opacity Options (#9877)
Co-authored-by: Descacharrado <Luis_koopa@hotmail.com>
Co-authored-by: Gunter Labes <soliton@wesnoth.org>
Co-authored-by: Charles Dang <exodia339@gmail.com>
2025-02-14 23:39:49 -05:00
Dalas121
ad65966cc2
TDG: allow the levitate spell to improve cave movement
"Levitate" sets most MP costs to 1. Cave movement was previously left out as an oversight.
2025-02-14 13:53:19 -06:00
Tahsin Jahin Khalid
89670db046
SotBE S6: add dialogue to resolve inconsistency (#9904)
closes #9268

Co-authored-by: Tahsin Jahin Khalid <5283677+knyghtmare@users.noreply.github.com>
2025-02-14 19:16:39 +06:00
Subhraman Sarkar
76489031a3 units dialog: behavior fixes (#9901)
Unit recall cost will be similar to 1.18, red if greater than team's recall cost, green if less and white if equal.
In addition, will be greyed out if the unit can't be recalled.
2025-02-14 10:19:47 +05:30
Subhraman Sarkar
42dd45cbbd units dialog (recall, unit list): implement 1.18 filtering (#9902)
adds customization support for filter text
2025-02-13 22:48:09 +05:30
Tahsin Jahin Khalid
0f556cbd79
SotBE: S15: update map (#9900)
* SotBE: S15: update map

* update map again

---------

Co-authored-by: Tahsin Jahin Khalid <5283677+knyghtmare@users.noreply.github.com>
2025-02-13 17:15:17 +06:00
Tahsin Jahin Khalid
8e7b621bd4 migrate changelog entry to main md file
for the Dune Paragon
2025-02-13 15:50:43 +06:00
Tahsin Jahin Khalid
8d1c0b357e add missing changelog entry for dune paragon 2025-02-13 15:30:23 +06:00
ForestDragon
0e76926b2e
[Units] Dune Paragon redesign to avoid RIPLIB and ensure consistency with Blademaster (#9835)
* redesign Dune Paragon around the current Blademaster, to avoid RIPLIB

* change Dune Paragon's longsword to scimitar for consistency with Blademaster

* buffed pommel strike and added stun as requested by Dalas

* removed stun from paragon

* increased dune paragon price

* revert Dune Paragon pommel strike back to 11x3

* dune paragon price 81 > 85
2025-02-13 14:03:28 +06:00
pentarctagon
cac1f1e766 the gold linker is deprecated and not needed for LTO
the bfd linker supports plugins since 2.21, which was released a decade ago now
2025-02-13 00:23:53 -06:00
Gothyoba
ec615d52b9 EI S12: Use Eyrie instead of Aerie 2025-02-13 08:14:04 +11:00
Gothyoba
328aba1d85
Capitalize Unit Names in their Descriptions (#9892)
* Capitalize Unit Names in their Descriptions

* Uncapitalize stalwart in unit description

* Uncapitalize stalwart in masked unit description
2025-02-12 23:05:09 +11:00
Subhraman Sarkar
c5c7674cf5 units dialog (recruit): remove optional from error messages map 2025-02-12 15:09:16 +05:30
Subhraman Sarkar
2c6d5751c1 menu events (recruit): don't add empty error message to map 2025-02-12 14:52:03 +05:30
Gunter Labes
52c5a457e0
Fix building with xcode
No viable conversion from returned value of type 'basic_string<char, char_traits<char>, allocator<char>>' to function return type 'utils::optional<t_string>'
2025-02-12 09:15:34 +01:00
Subhraman Sarkar
730763f3bb units dialog and menu events: fix faulty recruit/recall logic (#9891) 2025-02-12 11:57:27 +05:30
Dalas121
818dcfb018
TDG: use improved saurian sprites by Refumee 2025-02-11 20:38:24 -06:00
newfrenchy83
4c06248c61 fix rect.cpp compilation
when i try to compile std::round not know
2025-02-11 14:37:53 -05:00
Gothyoba
89ef3ad2ac Capitalize both parts of Pirate Galleon in Unit Description
According to the typography style guide, both parts of unit names should be capitalized.
2025-02-10 15:26:12 -05:00
Charles Dang
458e12c83e Pango/Text: remove remnants of texture cache
Caching was removed in cf5cc8ec3f
2025-02-10 12:21:15 -05:00
Subhraman Sarkar
353e900151 titlescreen: fix tip source definition
was changed on Celes theme earlier, but not in Parchment (default)
2025-02-10 22:37:43 +05:30
Thewodoros
c029f6ee48
EI S09: fix minor bugs, code improvements (#9854)
* Remove STARTING_VILLAGES

There are no villages close enough anyway.

* Fix revealing villages

Use the coordinates of the ogre village instead of what probably were
two removed villages.

* Remove capture of non-existent village

There is no village at 32,13. The nearest one is at 36,11, and it is too
far for Mortic too reach in one turn, so they don't even try.

* Simplify human-meets-ogre event

Instead of repeatedly running FIND_NEARBY, use already assigned unit and
second_unit variables.

* Simplify ogre-meets-ogre event

Use already assigned "unit" variable and find another unit adjacent to
it.

* Fix bugs in Grug-meeets-ogre event

There were two bugs. First, calling FIND_NEARBY with $found_unit as an
argument causes a clash with its internal variable and leads to the
wrong (not nearest) unit being selected. Second, the last message used
$unit instead of $found_unit, which made Grug say this line instead of
the wild ogre.

* Use $this_item instead of $unit in foreach

To avoid clashes with $unit automatically assigned in other events.

* Fix clearing variables

Remove clearing variables that are not actually used, clean those which
are used. Remove elixir_drinker variable from the macro as we use the
trait instead.

* Use $x1, $y1 instead of $unit fields

Makes the code a bit shorter.

* Simplify drake sighted event

Replace FIND_NEARBY with simple condition.

* Rename variables

our_id to our_unit_id, their_id to their_unit_id
2025-02-11 03:58:38 +11:00
Gothyoba
f024347f86
THoT: Update Masked Dwarf Stats (#9844)
* Update Dwarvish Masked Fighter

* Update Dwarvish Masked Steelclad

* Update Dwarvish Masked Lord

* Update Dwarvish Masked Guardsman

* Update Dwarvish Masked Stalwart

* Update Dwarvish Masked Sentinel

* Update Dwarvish_Masked Thunderer

* Update Dwarvish Masked Thunderguard.cfg

* Update Dwarvish Masked Dragonguard

* Update Dwarvish Masked Berserker

* Extend Dwarvish Masked Steelcad Description

* Wrong unit

* Extend  masked steelclad description
2025-02-11 03:55:30 +11:00
Charles Dang
344d950e13 Rect: round the result of point_at
I'm not sure I want to keep this API, honestly, but this is the more proper behavior. Before I added precise_subrect, it partially fixed the precision issues I had with the new unit bar rendering.
2025-02-10 11:36:16 -05:00
Charles Dang
eb82ba7914 Font: remove some of the sdl ttf compat API 2025-02-10 11:35:05 -05:00
Charles Dang
0522df87eb Display: clean up use of deprecated API 2025-02-10 11:33:09 -05:00