...causing a sneaky super-ranged attack cheat using unit's end of turn key
spotted in the forum :
http://www.wesnoth.org/forum/viewtopic.php?t=17354 It is almost
existing in 1.2.6 too (you can see an attack cursor, but it select the
enemy instead of attacking)
It worked only for an image::type and was incorrectly cached. So, I
remove it. It change nothing for the current use: "scaled_to_hex" for
ToD coloring and "unmasked" if not.
(option "Sort Lobby List") to make it easier to see the players in the
selected game, especially if we have a lot of players; the sort order
is now: friends / players in the selected game / players in the lobby
/ players in a game / ignored players, this order works best for me,
although it may be a bit irritating if "Iconize Lobby List" is
switched off, please test it with your preferred settings
* fix a bug where containers could only be stored at the top-level
* fix a bug where both x and y had to be specified in location filters
* no longer needs to store __length reserved keyword inside array
variables
* better handling/reporting of invalid WML variable type usage
* new key find_in= to allow searching a variable of previously stored
locations when using the standard location filter
Note that i might have messed up somewhere my implementation of the
SHA-1 algorithm since it doesn't seem to produce exactly the same
result as sha1sum :/ ... but well it seems good enough for the task.
(after grid, overlays and black stripes)
The main good point is that we can now better see the footsteps path
on zone not reachable in one turn. (it was a bit hard before)
The current change render it on top of grid and unreachable mask ("the
black stripes"). Two good points
- We can now see the fog limit even with the the black stripes (was hard before)
- no grid on the shroud (what's the point?) and it is less ugly when
there is fog. Previously the fog "blurred" terrains but not grid,
which was too much visible compared to unfogged tiles.
The final aim of this is to draw fog/shroud on top of units
It now proposes direction using first the last highlighted hex, then
the last highlighted empty hex. (previously was the last highlighted
empty hex, then the hex of the selected unit)
This make proposed directions more intuitive when hover groups of
units and it's a better fix for bug #9649 which was about annoying
long-term memory of bad last highlighted hex in this case