* replay theme now working as expected
* unit images now working as expected
problems left:
village flags look really strange, someone will have to look at the
color stuff for those...
...which would cause Wesnoth to crash due to infinite parsing of
macros that call themselves(directly or indirectly). The engine will
now print an error message to the GUI and cancel loading the campaign.
what still is really broken:
* replay mode in tinygui, maybe related to the topbar macro stuff?
* preferences (who added 500 new options in there?!?) what could use
a fix:
* the unit image in the right panel seems to be straced in a strange
way what works:
* normal gameplay (in normal campaign mode gui looks as intended
Jetryl said: "these were/are custom icons for Darth Fool's UI theme. Not sure
if they're wired in - if you can say with certainty they're not, remove them."
wmlscope and grep both say they're not.
1. removed the quintain in the forest from scenario 1 - terrain
defense isn't part of the lesson, and it's possible to advance a
fighter and level 2 recalls aren't handled in scenario 2
2. fixed the problem with turn 2+ recruits in scenario 2
3. changed the map: moved the recalls to prevent quick recalled units
from dealing a death blow to torc in turn 2 (from the shallow water
hex), and used elf-castle, stone path etc terrains
4. added a check to the scripted moves to see if units are standing in
the path (prevents bug #6745)
5. fixed orc counter attack event/dialog
* Removed tokenizer_string to let compiler to inline a lot called methods
* Made parser to create stringstream object from given string for tokenizer
* Some minor preprocessor tweaks
Genuinely unused ones go to the attic. Where they come from and the
reason they're unused (when that's known) is documented in the attic
README. On this round I discovered that the Dwarvish Explorer
animation sprites that looked unused should have been wired into the
Explorer unit and never were.