As the disengaged state is part-way between the "partial" and "moved" states,
the orb has parts in each color. On the minimap these units are shown in the
partial color (which is also the color that would be used before this change).
This will match the mounted Quenoth units' "disengage" skill, when they
can still move but can't attack. It should also trigger for some UMC abilities
that get extra moves after a character attacks.
During testing, I found that TSG allows some of the bandits to attack on the
first turn of the bandit branch. There's no gameplay change there, but the orbs
make it much clearer that some units can still attack.
I think there are already too many preferences for orbs, so reused the existing
settings for the colors. A new "show disengaged orb" preference is added, which
when disabled shows the old partial orb instead.
Update the orb and ellipse sections of doc/manual/.
Notes about how I created the new orb image:
* create a color range to_ellipse_red with rgb=FF0000,FF0000,000000,FF0000
* wesnoth --render-image 'misc/orb.png~RC(magenta>to_ellipse_red)' images/misc/orb-ellipse-red.png
* open the orb.png and orb-ellipse-red.png images as layers in Gimp, add a layer mask to both of them
* use the layer mask to get each pixel from exactly one of the layers
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)
* GNUInstallDirs is the only Kitware-supported
way to change the default directories. Most
distributions have hooks for changing these
directories, which makes integrating wesnoth
easier and more consistent with the rest of
the CMake ecosystem.
* Make build system perfectly out-of-source
compatible. The build system should never
touch files in the source tree.
work around the symptom of issue #1741https://github.com/wesnoth/wesnoth/issues/1741
This is only a workaround and needs to be handled by the one doing the
next pot-update somehow. Maybe something needs to be changed in the
scons recipe if this was used for the last pot-update?
* add headers to "completely untranslated files" (translated files had
headers)
* added missing languages (fur/nb)
* ran a pot-update to verify everything works
- update hotkey of command mode
- remove description about default weapon choice
(recent wesnoth don't choose weapon only by maximum take damage)
Closes#922 (GNA24681), closes#939
[ci skip]