For working out which languages have 80% of core translated, TSG is
now relevant and the old tutorial isn't. This means that the 80%
threshold has increased by around 500 strings.
Add missing changelog entries for 1.19.8 directly to the changelog.
https://wiki.wesnoth.org/Typography_Style_Guide
According to the Typography Style Guide, races shouldn’t be capitalized but unit types should be. Silverbacks aren’t a species, and in this case I think this refer to the Unit Type.
Closes#9633Fixes#9591
This could also have been fixed by simply adjust the clip rect origin on left alignment (such an adjustment was present for the other alignments), but honestly there's no reason to be messing with the clip rect here when we can set the width directly. The floating_label internals would set the maximum text width to clip rect if no max with was otherwise specified.
While adding TDG to mainline, I missed adding it to the schema. As a result, a lot of issues went unnoticed.
This PR adds TDG to the schema, and fixes the various discovered errors. This PR also updates the schema to reflect the engine supporting multiple [filter] tags in events, and to reflect the engine supporting [change_theme] without keys.
"resources" naming isn't correct - most of these files aren't resources.
Instead, we move the actual resources to data/internal/resources, and the other files to data/internal.
* TSG: Various small corrections and revisions.
[ci skip]
* add "without save-loading" to sg_help
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Co-authored-by: Dalas121 <33790750+Dalas121@users.noreply.github.com>
Many of the CI builds expect the .po files to already exist, and
fail without them.
For SCons builds, the .pot file needs to exist, because po/SConscript
uses the existing files to find out which textdomains it needs to
update.
It was already added for CMake, but keeping the list in alphabetical
order makes maintenance easier.
This fixes an issue where the bar borders would always be one pixel wide, regardless of the zoom level or game render scaling which made the bars stand out badly amongst the pixel art. This brings us closer to the old look from the surface-drawn days.
This is also an experiment with using normalized, fractional coordinates for rendering instead of absolute screen coordinates. I'd like to take this approach in more places, so this is a good proof of concept.
Replaces mentions of the old tutorial with TSG in the help page and changes the recommended begginer campaigns to TDG or AToTB. There’s also some slight wording changes.
Around two years ago Yumi asked me to create TDG as a replacement for Delfador's Memoirs, and gave me a rough script - the campaign covers Delfador's youth and Eldred's betrayal of Garard. Its gameplay includes a spellcasting mechanic for Delfador.
Turns out the loss of precision over subsequent uses of subrect results in incorrect rendering, even if you round in point_at.
This makes it a non-member function so it can work with both rect and SDL_FRect as input.