In scenarios 06 and 14 I turned the opening narrator message into story text instead. The image for 03 isn't used yet as there's no text to accompany it.
(cherry-picked from commit eaf186e021d885d5fb39c0ff5c89413d769f0fdd)
Closes#2873.
(This is part of a commented-out block in master because Vultraz hasn't
updated the code yet. He said I could forward-port the patch into it
anyway. For the time being unit descriptions are just completely missing
because of this.)
(cherry-picked from commit 7f8cb13bd309eabe960a975a0ec0b5cbdd7f0719)
This reverts commit c42401a8deb92acc16039fbeed0acf16287e286c.
As @CelticMinstrel pointed out, that commit made it impossible to input characters which require
AltGr to type (e.g. @, € and $ in Finnish keyboard).
Reopens#1736.
(cherry-picked from commit 934f0326d85c90b7b0250f38365f56073540e357)
[ci skip]
Also fixed the campaign icon to use the new Kaleh sprite instead of the old one.
(cherry-picked from commit 1068ca128c0e50f09cfc77effafde98aa678b251)
This reverts afaa75842c8914406bed75d3557ec241b0de9b6a and replaces it with a more general
no-assert-during-events check. This is because there are other instances besides [inspect]
where this function can be called mid-event, and it wouldn't be convenient to add nested
'strict' parameters to multiple functions just to handle them.
Fixes#2750.
(cherry-picked from commit a1810bde32a95ae00827b5db5ac08f63d9907acb)
Fixes#2861.
Also changed the logic for when the "min to max" label is shown from != to >.
(cherry-picked from commit a4dd74c32afb2f6c37453eafb60f60b8b215df01)
SDL_TEXTINPUT events aren't generated on Windows when Alt is held down.
Let's ensure that the behavior is the same on all platforms.
(cherry-picked from commit c42401a8deb92acc16039fbeed0acf16287e286c)
I also updated the filenames for the images, changed the recommended
format for screenshots other than "fullscreen" screenshots to PNG,
and removed the (no longer true) claim that the example places to create
the screenshots match where the English screenshots were taken.
Resolves#2856.
[ci skip]
(cherry-picked from commit 134a51204b730ff2123e2af5b19f1fae58aa0515)
It's currently calculated from x,y and w,h, but with the switch to shaders
this situation could be reversed to calculate x,y from u,v and w,h
(cherry-picked from commit 46c46b5548e1c02179a32b43f5d77696cbb68a9c)
I had been unconditionally selecting the first entry after setting the active
sorting option. This overrode the previous unit selection.
Regression from 6b52d16faedaf6499f4777ed8156b1eaa09ab554.
(cherry-picked from commit ccce10511a2e74e23448e54e652874711bf6bad8)
This gives greater consistency between similar APIs, and allows macros
intended to drop a map into [scenario] to also work in [replace_map].
(cherry-picked from commit c62a4820fcab36e3c556f698d60e1afa9d242f84)
The problem with them is that the "libraries" into which Wesnoth is split
have circular dependencies, and linking of the game succeeds only by chance
(everything just happens to be used by the time the linker encounters it).
Fixed by allowing the linker to use multiple passes over the libraries
until all references are resolved.
(cherry-picked from commit e7ed3cbbb9ad474f2f89137fceece946eaa95e81)