* In help, for each ability and special weapon topic, display a list of
hyperlinks to encountered units having this ability/special (bug #9567)
also fix the ":nodebug" typo
* in help, the encountered units list is now correctly updated when using
":debug" and "nodebug" commands
* remove some useless messages from the standard output
Remove "started game: SDL_GetTicks()"
and the isplated "32" of (whatever bits-per-pixel you use)
other messages (normal or errors) alread give you the bpp used
...because the previous (-1,-1) is now used by the new border/corner.
This change fix a bug at corner with black-stripes spotted by uso.
It also clean some internal things (e.g. some units were placed hidden at the
map corner) and prevent any "adjacent to null_location" to give a valid result.
All seems ok, but it's remotely possible that some buggy pathfinding functions
(using gamemap::location()) causes problems if it badly start at (-1000,-1000)
...new button and slider to switch unit idle animations on and off and
set their frequency (adresses bug #9024), changes are applied only
after the next idle animation of a unit (and for new units), maybe we
need a loop over all units after a preference change
(it was using old terrain letters). Also removed the example from
MODIFY_TERRAIN_MASK (feel free to restore it if you want to figure out
how to write the mask in terrain strings).
(temporary location) I wait to see where other future animation switch will go
This stops flags and animated terrains in the first frame, for
simplicity and because the low use of animation prevent to test what
is the best solution
But this choice also allow to choose the default frame.
e.g. a geyser terrain may want to always show the active (or sleeping) state
It seems that some people see the grid not only like a geometric object,
but also like a gameplay indication showing playable hexes.
So, continue in this direction and improve its consistency: now we
also remove the grid from off-map tiles (thanks Uso and Mordante).