As described in bug report, mp create had a bizarre implementation
for random map vs scenario generation. Scenario generation was called
map generation, and map generation was impossible. We fix it and make
it work like it works in the rest of the game.
At time of writing the wiki describes map generation wml as follows:
```
To use the default [generator] your [scenario] tag must contain one of
the following keys:
scenario_generation=default
map_generation=default
If ‘scenario_generation’ is used, the engine will expect for your entire
[scenario] sub tags to be inside a [scenario] tag inside [generator].
Tags outside of this will be ignored. There may be value in this, but at
this writing, it’s not clear. ‘map_generation=default’ is simpler and
more commonly used. It is also necessary to use this key so that you can
regenerate a map in MP game creation. In its use only generator data is
in the [generator] tag, all other [scenario] data is placed outside of it.
The exception is if you are making an initial MP scenario available in MP
game creation, for this a [scenario] tag must appear inside of
[generator], containing the [scenario] subtags you want to use.
See “data/multiplayer/scenarios/Random_Scenario.cfg” for an example.
```
This commit essentially removes the "exception" pointed out above.
After this, the mp create dialog treats map and scenario generation
both in the "random maps" classification, and it handles them normally,
scenario generation replacing the entire scenario, and map generation
replacing only the map data of the scenario.
This commit ports the text I found as the introductions to wiki
pages like this http://wiki.wesnoth.org/Drakes into the in-game
help, preserving the links to race descriptions and eras.
This moves the after the fall schedule into core to grant that the
debian package wesnoth-editor does not depend on wesnoth-utbs.
Also, the images now life in their own subdirectories.
Wmllint has been updated to take care about the changed paths.
The code has been improved to switch from index lookups to lookups by
ids. This makes the implementation more flexible for future improvements
and easier for maintenance.
The "Custom" faction has been added. It is automatically chosen and
locked for sides with a recruit list. The sides without recruit list
won't see it in their faction choice combo box.
The recruit list in side will be now be overriden by a faction if map
settings are not in use.
Unfortunately, this required telling wmlscope to ignore all present
instances of new-style animation wildcarding. Some rather messy changes
to wmlscope will have to be considered if it gets more widely used.
there was a chance of them not firing ever since WML division was
changed to floating point.
Also changelog entries for this and 2013-02-01T04:48:38Z!jt_coding@verizon.net.