Ignacio R. Morelle
b1fe37b90b
gui2/ttext_box: Restore selection highlight lost in version 1.13.3
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It was unexplainedly dropped by commit
67cf95a5af3caefb3123da806126282997c1121d.
2016-10-03 20:01:31 -03:00
ln-zookeeper
85c12f40a5
Removed Bugg's random trait and fixed his buggy transformation
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He used to have an unintended random trait which got re-randomized when he changed type. Now he simply levels up to a Sea Orc, which works better visually as well.
2016-10-03 20:27:38 +03:00
ln-zookeeper
f894667eb1
Changed the weird Sea Orc attack animation timing
2016-10-03 20:04:58 +03:00
ln-zookeeper
1fbe90664b
Centered frames of Sea Orc properly, and tweaked the shadow
2016-10-03 19:56:32 +03:00
ln-zookeeper
f350865b1d
Centered frames of Orcish Archer properly
2016-10-03 19:32:26 +03:00
Charles Dang
dbbc0b7414
Dropdown List: set the tooltip on the whole panel, instead of just individual elements
2016-10-03 17:55:11 +11:00
Charles Dang
38680bde3b
MP Create: remove vertical spacer lines
2016-10-03 17:19:57 +11:00
Charles Dang
051519b038
Fixup 59c0675691ff
2016-10-03 14:33:51 +11:00
Charles Dang
ae663df1f0
End Credits: use no-blur version of box_display panel
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There's *massive* performance loss with the blurred version. This is most likely due to surface
blur being reevaluated every draw cycle, causing massive slowdowns.
2016-10-03 04:56:58 +11:00
mattsc
52826a3824
High XP attack CA: do not try to attack petrified enemies
2016-10-02 09:13:54 -07:00
mattsc
371b9b67ec
Lua AI helper functions: remove attacks/moves on failed action
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If this is not done, there are some rare cases in which a Lua AI might
get caught in an infinite loop by trying the same failed action over
and over again.
2016-10-02 09:13:54 -07:00
Charles Dang
30d7df8094
Fix blurring not being displayed for box_display panels (such as in the titlescreen)
2016-10-02 13:49:04 +11:00
Pentarctagon
9df77488e3
Update message.lua
2016-10-01 14:28:50 -05:00
Pentarctagon
05cf2ba6cf
Add ability to display two portraits at once
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Adds the keys: mirror, second_image, second_mirror. These allow a portrait to be displayed on the right and left of a message simultaneously as well as to mirror them.
2016-10-01 14:28:12 -05:00
Pentarctagon
5990347ed1
Fix the content of a message getting squished
2016-10-01 14:01:43 -05:00
Charles Dang
b4d460cd16
MP Join Game: layout improvements
2016-10-01 10:32:13 +11:00
Charles Dang
e46fc2faa3
MP Staging: fixed header misalignment
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For some reason, the left/right borders made them even more out of alignment. Optimally, these should still be
shifted 5 px to the right each, but that's a problem for another day (it'd likely mean a new label definition).
2016-10-01 06:50:45 +11:00
Charles Dang
39c99d076a
Lobby: add missing border around player tree
2016-10-01 03:01:39 +11:00
Charles Dang
45ea8c6a43
Added GUI2 MP Join Game dialog
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Note the faction select dialog doesn't appear for some reason.
2016-10-01 02:09:20 +11:00
Charles Dang
fe2e119b25
MP Create Game: fixed widespread typo
2016-09-30 21:08:47 +11:00
Charles Dang
688c3f600d
Faction Select: use small label for recruits list
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This is better for factions with long lists like those in Age of Heroes
2016-09-30 15:17:58 +11:00
Celtic Minstrel
c5ce248f54
Update credits listing
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This adds a large number of people gleaned from the logs with:
git log --merges --since=Jan.1.2015
If any of the people added in this commit wish to change how they
are referenced, they are of course free to contact us.
2016-09-29 11:21:05 -04:00
Celtic Minstrel
b563d8d8cd
Put fixed passability check on separate line
2016-09-29 10:23:56 -04:00
ln-zookeeper
b2d054253f
Fixed broken start event
2016-09-29 11:22:34 +03:00
ln-zookeeper
9dbb917b7b
Fixed bug #25131 : [move_unit] check_passability=no doesn't work
2016-09-29 10:28:28 +03:00
Charles Dang
75636ee17c
MP Staging: some progress with getting the network processing working, as well as using the dialog for non-hosts
2016-09-29 13:37:22 +11:00
Charles Dang
1848c8c919
MP Method Selection: specify max username input length
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This was already checked when the password was parsed by the server, so it makes sense for the UI
to reflect that restriction.
2016-09-28 12:58:02 +11:00
Severin Glöckner
dc2b95c364
refactored Troll Shaman animation
2016-09-27 01:11:01 +02:00
mattsc
efe3c54fdc
SotBE S6: use new syntax of wesnoth.put_unit() in custom AI code
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To stop deprecation warning.
2016-09-26 07:32:46 -07:00
mattsc
d2dc72a8ee
SotBE S6: fix custom Lua CA to conform to new syntax
2016-09-26 07:32:46 -07:00
mattsc
3382f491d3
EI S8: fix custom Lua CA to conform to new syntax
2016-09-26 07:32:46 -07:00
doofus-01
83bc21c5d8
update images/animations for Dark Queen, Princess, and Sea Orc
2016-09-26 21:59:02 +11:00
Charles Dang
4661375783
Merge pull request #802 from doofus-01/wooden_floor_fixes
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clean up wooden floor terrain transitions
2016-09-26 21:47:36 +11:00
ln-zookeeper
9d1346ed57
Removed unintended non-transparent white pixels
2016-09-25 18:04:09 +03:00
mattsc
f7fd9ee77e
TRoW S15: fix custom Lua CAs to conform to new syntax
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It was forgotten to update these CAs in the AI code refactoring for
1.13.5.
This fixes bug #25123 .
2016-09-25 07:21:11 -07:00
Charles Dang
31b08a25f2
Properly save blank-hex.png as full alpha instead of hex-masked
2016-09-25 14:31:50 +11:00
mattsc
3d0c29b7fc
Experimental AI: do not let AI try to recruit on fogged/shrouded hexes
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The engine will refuse to recruit on shrouded hexes, which will result
in part or all of the rest of the AI actions to be disabled. Fogged
hexes may cause problems also if there is an enemy unit on them.
This fixes at least part of bug #25112 .
2016-09-24 19:17:39 -07:00
doofus-01
36f3d47e8c
clean up wooden floor terrain transitions
2016-09-24 11:00:05 -07:00
Bär Halberkamp
d228bd5c1d
Change colors of ToDs
2016-09-24 15:02:30 +02:00
Jyrki Vesterinen
16c1b86443
Correct titles of music tracks
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Not all file names match the titles exactly. I read the full titles
from metadata of the Ogg Vorbis files.
2016-09-24 10:32:10 +03:00
Charles Dang
5857098ab7
Provide translatable titles for all mainline music tracks
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This is so they don't show up by filename in the editor's music selection menu
2016-09-24 15:13:22 +11:00
mattsc
20a8a2f456
High XP attack CA: fix rare case of AI choosing wrong weapon
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Because the attack simulation during CA evaluation is done with enemy
XP set to zero, the AI previously sometimes chose a different weapon
during execution than what was used for evaluation. This resulted, for
example, in archers sometimes attacking an enemy without ranged attacks
with their melee attack when aggression=1.
2016-09-23 08:32:34 -07:00
mattsc
d3a3825a26
High XP attack CA: don't attack hidden enemies
2016-09-23 07:54:29 -07:00
Charles Dang
d7833f196c
Merge pull request #795 from matthiaskrgr/tip
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tips: add tip to recall units instead of recruiting them if costs > 20
2016-09-23 20:52:12 +11:00
ln-zookeeper
a624dca7d3
Fixed a shadow
2016-09-22 21:10:17 +03:00
Matthias Krüger
c9a3c0a767
tips: add tip to recall units instead of recruiting them if costs > 20
2016-09-22 16:12:04 +02:00
Charles Dang
42cb2afae5
MP Staging: layout tweaks
2016-09-21 03:06:46 +11:00
Charles Dang
ad0a9768b9
MP Staging: wired in more functionality
2016-09-20 23:04:24 +11:00
Charles Dang
96a66dc37c
Dropdown List: fixed grow factor for name column
2016-09-20 21:29:47 +11:00
Charles Dang
61b5cde7a0
Game Stats: removed horizontal spacer line
2016-09-20 19:05:29 +11:00