Dialogue changed to have proper English formatting. Eradion death
message fixed to remove potential of an enemy side expressing concern
over his death.
Without the corresponding maps, the overlays are completely unnecessary.
The titlescreen is preserved for UMC use - all other cases are from
campaigns and aren't guaranteed to be included with the game.
[ci skip]
Implemented reloading of configs with define= attributes in both mp_create and mp_wait::join_game().
Added myself to about.cfg and updated changelog.
Conflicts:
changelog
src/gamestatus.cpp
src/gamestatus.hpp
src/multiplayer_wait.cpp
Without this, the engine may match map borders and send the respawnee
back to the player's recall list as those count as invalid locations
like "recall","recall".
This bit was subject to a particularly bad case of code copy-pasting
when the only real variable is the id of the first respawn hub
candidate.
Added a statement to clear the respawn_hub WML variable after running
the code since it's never used again afterwards.
It allows the user to browse to the cache (using a desktop API call),
copy its path to clipboard, clean the cache contents (deleting stale
files), or purge it entirely.
This is ideal for people sticking to the same cache dir for very long
and thus keeping content that was generated by previous versions of
Wesnoth they might not even use anymore. Purging the cache might also
aid troubleshooting (although there is a --nocache switch for that too).
The dialog also makes Wesnoth slightly more transparent about its own
disk usage, information which may not be readily accessible to people
without the technical know-how to locate a hidden directory.
For now it's accessed by pushing a button in Preferences -> General,
even though this is not ideal since it is actually Advanced Preferences
material given the nature of the cache. Unfortunately, the Advanced
page's layout is currently monopolized by the advanced preferences
options and I'm not interested right now in solving that UI design
puzzle; it will have to wait, much like the Paths dialog has done and
continues to do for 1.12.
Previously, only terrain with C or K in the terrain code passed the
SLF. Now we check whether the hex is a castle instead, independent of
the terrain code.
The dialogue was changed to make it less basic, and the map was altered
to have the player start in the West, with Al'Tar now to the North.
This enables the player to be more actively involved in the battle
earlier on in the scenario.
This replaces the page number slider with a "minimal" variant slider and
an adjacent label widget whose text we enter manually.
The label format is "<PAGE>/<COUNT>" and it's untranslatable. Hopefully
this shouldn't cause any localization issues since it's all numbers and
we currently can't use alternative numeral systems anyway.
I'm leaving the page slider's maximum_value_label attribute intact just
in case this needs to be reverted later, since it's going into the 1.12
branch too.
The default variant's text label is both inflexible in content (can't
customize the format for non-edge values) and layout (reserves way more
space than it needs at a time for its text label, often resulting in
huge horizontal gaps between a slider and an adjacent widget). This
makes it unsuitable for use in gui2::tchat_log.
This new minimal variant will be wired into gui2::tchat_log next.
This is done for cases when the value cannot be read from the unit_info
table, which might happen in some UMC. This fixes a rare bug affecting
the Fast Micro AI attack evaluation