See this thread, along with a few linked within:
https://forums.wesnoth.org/viewtopic.php?f=12&t=47704
The purpose of this is both to:
a) Make the unit names more descriptive, so new players especially will have an easier time learning them and knowing what they do.
b) Make them eligible for translation, like the units of other factions are.
This commit only renames the files, along with the faction/AoH faction and wmllint.
Celticminstrel recommends restricting this to off-map units until we can be sure
changing the ID is safe in all contexts. I don't see why not, though... but this
should be enough for the situation described in the bug (a unit made with copy_unit).
Turns out that it's still crashing on startup in Travis,
but no longer giving the old error message
Xlib: extension "RANDR" missing on display ":99.0".
I also removed the old line that ran test_executor.sh only if WML tests had
failed. That made no sense.
Regression from commit f2b31ba082e1ff47443120469e06b89318f37284.
The calls to get_fake_display() must not be removed. They are essential to
change the size of the fake screen. Fortunately we have a unit test to
check that constructing GUI2 windows doesn't succeed if the screen is way
too small.
LTO for Windows is disabled for now, as TDM-GCC does not work well with it.
LTO for Travis is also disabled, due to the extra time linking with LTO takes.
[ci skip]
* Expanded the text to explain how to read '5×4' and what it means
* Changed the wording slightly to emphasize the order of damage times attacks
* Added a message explaining the format of the tutorial
* Separated some long messages into multiple messages instead
* Removed some unnecessary wording to keep things simpler
* Changed some spelled numbers to regular numerals when referring to game currencies (such as gold and income)
* Minor changes to grammar
Had forgotten to call prefrences::set_options. Instead of adding an extra call in the
SP Options Manager, I just moved the call to configure_engine::set_options, which is
called by both SP and MP codepaths.
[ci skip]
Previously, the scenario only ended if you triggered the sighted Hamel event with Tallin.
If you triggered it with any other unit, you wouldn't progress since you can't fire a
sighted event on a unit already visible.
I've changed the condition to move within five hexes of Hamel with Tallin. Still possible
this might result in an unwinnable scenario, but that's much less likely than with what
was there before.