6447 Commits

Author SHA1 Message Date
Chris Beck
84bad5a875 update changelog 2014-04-08 21:24:11 -04:00
mattsc
cc6cecee2e Update changelogs 2014-04-07 19:43:06 -07:00
Chris Beck
f051965122 update changelog 2014-04-06 02:26:58 -04:00
Elvish_Hunter
729ebd58ff Restored support for [if] tags not containing [else] tags 2014-04-05 10:36:06 +02:00
Elvish_Hunter
0aa53a06cc Merge branch 'elseif_branch' of github.com:wesnoth/wesnoth-old into elseif_branch
Merging the branch with the one I created locally.
2014-04-04 10:55:45 +02:00
Chris Beck
9f334718af update changelog 2014-04-03 18:23:01 -04:00
Elvish_Hunter
2caf68aa4b Changelog entries for my series of commits 2014-04-03 12:40:11 +02:00
Chris Beck
c9321455b2 update changelogs 2014-04-03 03:30:25 -04:00
Nils Kneuper
60d30a0112 updated Italian translation 2014-04-01 22:00:15 +02:00
Duthlet
5530cd0fc5 Fix bug #21759
Removed duplicate code that caused timer to be refreshed an additional
time if time runs out. The usual refreshing in
playmp_controller::after_human_turn is already called in this case as
well (after turn ends). The duplicate code gave the bonuses before the
turn ended, and after that the turn was ended (giving turn bonus again)
only if there was no random seed incoming from the server.

Conflicts:
	changelog
2014-03-30 13:48:53 -04:00
Nils Kneuper
2bce3c6ccf updated Hungarian translation 2014-03-29 11:12:59 +01:00
Chris Beck
77a93373a4 update changelog 2014-03-29 02:49:18 -04:00
Chris Beck
15a4c1f74c apply a brief blindfold when changing sides in hotseat mp
Fix bug #3865: While the turn dialog used for changing sides is active,
apply a blindfold, which is removed when the dialog is cleared.
2014-03-26 01:04:50 -04:00
Alexander van Gessel
b6d4b9c71a Changelog entry for unicode handling improvements 2014-03-23 17:20:14 +01:00
David Mikos
c770104621 Fix bug #21257: make skip AI mid-movement animations invisible and only enable at end. 2014-03-23 18:08:10 +10:30
Andrius Silinskas
fa5b916bf1 Add missing MP settings for reloaded games. Fixes #21808.
The problam was that mp::configure is not used for reloaded games and so
mp_game_settings will not be fully initialised. This leads to using default
values rather than values set using mp::configure screen or from reloaded game
config.

The optimal solution would be to either display mp::configure for reloaded games
or to populate mp_game_settings using reloaded game config. However, both
solutions require rather a lot of code restructing and are probably not suitable
for a feature freeze.
2014-03-22 12:51:05 +00:00
Nils Kneuper
025342283b changelog update for Greek translation update 2014-03-22 09:29:30 +01:00
mattsc
feafb1dadf Update changelogs and release notes 2014-03-21 20:33:54 -07:00
happygrue
cd1a8ea6c8 Fixed whitespace error in changelogs 2014-03-21 21:28:54 -04:00
happygrue
3265ad3b3f Rebalanced three THoT scenarios.
Tweaked starting gold and income for various sides.  Updated changelog,
players changelog.
2014-03-21 21:08:09 -04:00
Ignacio R. Morelle
d219881656 Improve a changelog entry 2014-03-21 01:16:32 -03:00
Ignacio R. Morelle
bbe8b7a816 Merge branch 'Add-unit-instance-recall-costs' of https://github.com/Aishiko/wesnoth into Aishiko-Add-unit-instance-recall-costs
Conflicts:
	changelog
2014-03-21 01:05:39 -03:00
Aishiko
c8346d3446 Added line to changelog for adding single unit instance recall costs 2014-03-20 17:58:12 -04:00
Chris Beck
60ee028417 Merge pull request #120 from cbeck88/purge_human_ai
Purge "human_ai" controller type
2014-03-19 17:22:01 -04:00
Chris Beck
60777429c3 Purge "human_ai" controller type
This is a fixup of bugfix #18829 (which was commit
736ceaa6c7e81882c9c5b2e932307b1f1ecb3bfd)
2014-03-19 17:20:36 -04:00
mattsc
64b41270e7 Messenger MAI: fix rare bug in attacks by messenger
This previously resulted in an error message when the messenger had
moves left but had no attacks left, a condition that was not checked
for.
2014-03-19 10:36:46 -07:00
Ignacio R. Morelle
eb07de2bc2 Fix for halos glitching through locations that become shrouded after rendering
Halos are never rendered for shrouded locations, but they are still
unrendered for them. A long-standing issue with [item] halos resulting
from this is that a halo that gets rendered to the screen at least once
for an unshrouded location later causes glitches if that location is
manually shrouded afterwards.

This can be avoided by not unrendering halos for shrouded locations. I
believe this solution makes sense because halos for shrouded locations
are never rendered first, and if the location is shrouded later on, the
display code will redraw the affected locations and overlay shroud on
top, causing the halo object's unrender buffer to become hopelessly
obsolete.
2014-03-19 00:06:26 -03:00
Chris Beck
342ba99030 Merge branch 'master' of https://github.com/wesnoth/wesnoth 2014-03-18 18:25:24 -04:00
Chris Beck
7708d06a93 workaround for bug #21797
at a certain point in playcampaign.cpp after the level has ended, wesnoth was
grabbing .child("end_level_data"), and writing carry_over sides.
this would cause "mandatory child missing" errors in the test case described.

we fix the error by checking if the child was not present and if so adding it.
however, it may indicate a more fundamental bug involving reloaded games.
2014-03-18 18:24:25 -04:00
mattsc
e5ea7824d1 Patrol Micro AI: fix bug in the attack part of this MAI
This was an oversight dating back to the introduction of the [filter]
tag as a possible parameter to this Micro AI.  A part of the attack
code still relied on the id= key being given, although that key is not
required any more now.
2014-03-17 18:30:30 -07:00
Chris Beck
cb6033ceb3 Merge branch 'server_set_to_idle' 2014-03-17 07:59:13 -04:00
Chris Beck
736ceaa6c7 fix bug #18829
it turns out that when the "network_ai" controller type was introduced,
it was implemented on the server in the following way:

a4f47a63c7/src/server/game.cpp (L464)

change_controller requests to the type "ai" are always transformed
by the server into either "human_ai" for host or "network_ai" for client,
and in thunderstruck's refactor of the mp_connect dialogs, ai sides are
always set to "ai" in the WML sent to the server (and set this way on
the host).

however, because of code in play_campaign.cpp which long predated this
refactor, all sides on an mp client are either set to human (if that
player controls them) or "network", or "null".

this causes problems because if that player saves the game, the savegame
will record these sides at human controlled rather than ai controlled...
if the game is reloaded oos can occur, although I won't detail it here.

we update the play_campaign.cpp code to ensure that "ai" controller types
always resolve to human_ai or network_ai as appropriate. additionally,
we make sure that on the host, sides always resolve to human_ai rather
than ai. so the type "ai" should never be observed during an mp game,
and only during scenario configuration, and perhaps during replays.

additionally, we ensure in playturn.cpp that if the client gets a message
from the server to set a side to "ai" during the game, it will in fact
set it to "human_ai" or "network_ai", to preserve the invariant.

finally we also switch over observers to follow this behavior --
previously there was a hack here in the server which would make sure
that any observers which join see all sides as controlled by "human"

a4f47a63c7/src/server/game.cpp (L197)

in order that they do not attempt to substitute themselves for a player.

we change this by removing the hack, and programming the client to remember
if the player is an observer, and if so not attempting to substitute themself
at game start.
2014-03-17 07:50:00 -04:00
Chris Beck
186e66cec6 fix bug #21758
in the refactor of mp_connect, one behavior from 1.10 that was
lost was that the host may not start a game until all sides have
chosen faction. we restore this, adding fields to the side engine
to fix in a robust manner, some debugging capabilities left over.
2014-03-17 07:42:58 -04:00
David Mikos
fcaf8b3fc7 Merge branch 'master' of github.com:wesnoth/wesnoth-old 2014-03-17 07:51:03 +10:30
David Mikos
19c78e87b4 Chill tempest animation for lich/ancient lich. 2014-03-17 07:48:02 +10:30
Nils Kneuper
78df2160d6 updated Scottish Gaelic translation 2014-03-16 09:04:17 +01:00
David Mikos
f5323b627c Khalifate melee attack sound timings fix. 2014-03-16 15:07:48 +10:30
fendrin
1e5d58af6a Made the orb and minimap colors configurable by the preferences. 2014-03-15 14:37:16 +01:00
Ignacio R. Morelle
0763670a3f sound: Increase the mixer channel allocation from 16 to 32
This raises the sound effect (SOUND_FX) channel group size from 5 to
21.

The rationale for this change is that the current SFX channel group size
is not enough in some situations (particularly during cutscenes and with
accelerated animations enabled), and decreasing the channel group size
for sound sources (currently 8, preserved as-is in this commit) doesn't
seem like the best solution at this point considering that the sound
source feature is neglected enough as it is. Three other channels are
reserved for the turn bell, turn timer countdown sound, and UI sounds,
and it'd be an even worse idea to drop those.

The SDL_mixer documentation suggests that increased mixer channel
allocations may be a memory usage concern with a high number of channels
("We're talking REALLY high!", their words), but hopefully this small
increase is good enough for our and the UMC making community's purposes
without impacting memory usage or performance on our main supported
platforms. At least Wesnoth's RSS didn't seem to change over a megabyte
when testing this patch on Linux (using ALSA).

Note:

Should this increased limit cause issues on some platform that matters
(hopefully not!) an alternative would be to reengineer the sound channel
selection done in sound::play_sound_internal() so instead of skipping
sounds when all channels are busy, the oldest playing channel is stopped
and reset to the requested sound, for channels in the SOUND_FX group.
However, this seems too complicated to do at this point for 1.12, so yet
another alternative would be to simply reduce the number of channels
reserved for sound sources and give those back to SOUND_FX.
2014-03-15 01:34:20 -03:00
Mark de Wever
cb4c16749b Merge branch 'remove_old_platforms'
Removes support to ease the transition to SDL2.
2014-03-08 18:19:16 +01:00
Mark de Wever
65a97dc525 Update changelog. 2014-03-08 12:46:43 +01:00
Ignacio R. Morelle
2147bb3c54 Use blit_surface() instead of SDL_BlitSurface() in the ~BG() implementation
For some reason, ~BG() used SDL_BlitSurface() directly instead of using
the alternate blit_surface() implementation, unlike every other image
path function type in existence that needs to do blitting.

This works the first time when scaling or cropping an image (say,
"misc/blank-hex.png~BG()~CROP(0,0,34,34)"), but the second time it's
used with different scaling/cropping parameters, it yields the result it
would without ~BG() in the pipeline. This is somehow remedied by this
change, and I don't see any potential issues arising from it anyway
(save for a negligible performance impact on ~BG(), maybe).
2014-03-07 22:51:06 -03:00
Ignacio R. Morelle
8b6c921ea5 Bump version to 1.13.0-dev
The version between 1.12.0 and 1.12.1 is 1.12.0+dev, and 1.12.0 hasn't
happened yet.
2014-03-07 19:46:06 -03:00
Nils Kneuper
006ba9f5c8 bump version numbers of master to 1.12.0+dev
1.12 branch is split off, so the new name is somehow valid...
2014-03-07 16:03:25 +01:00
Chris Beck
1e3aec74db fix bug #21671
wesnoth.synchronize_choice checks the return value of toconfig fcn,
and if it indicated that it partially failed to convert the table,
it will chat a warning, IF wesnoth is running in debug mode
(that is game_config::debug = true, which is determined by e.g.
the command line flag --debug)
2014-03-06 18:48:23 -05:00
Chris Beck
9968636c17 update changelog 2014-03-06 17:57:44 -05:00
Nils Kneuper
e6c239807d changelog formatting changes 2014-03-06 12:06:31 +01:00
Nils Kneuper
10a8ef2b6e updated Slovak translation 2014-03-06 12:05:45 +01:00
happygrue
f0246d3a19 Balance: Increased xp requirement for Rami, Saree 2014-03-04 12:48:51 -05:00
happygrue
349253628d Added missing scenario objective.
Should not break string freeze as it is copied verbatim from the next
scenario.
2014-03-04 12:32:58 -05:00