The more correct fix would be to ensure that get_size() on the text
object returns the same thing as the actual rendered size, but i'm
not sure how easy that is to fix.
Using colors to make relevant information stand out at a quick glance.
The six attack type icons are recolored using the six equidistant hues cyan, green, yellow, red, magenta and blue, with the same saturation and lightness as the old icons. The images are optimized with woptipng.
Resistances and movement costs are colored using a gradient from red to green, like the defense values.
The resistance table in the help browser now also shows the attack type icons.
Previously, the resistance table was always ordered alphabetically by their original English names (not their translation, unlike the terrain modifiers). Now, the order is set to blade - pierce - impact - fire - cold - arcane.
These changes are made in all relevant areas, including the help browser, tooltips, the sidebar and dialogs.
Missing icons are handled by replacing them with a blank image scaled to the same size.
Re-created hotkeys file.
Borrows heavily from https://r.wesnoth.org/t41525.
Most of the common commands now have single keystrokes on the keyboard in addition to their currently defined keystrokes. Almost everything remains the same, except the following has changed:
* Continue is now `C` instead of `T`
* Go to Leader is now `K` instead of `L`
* Kill Unit is now `DEL` instead of `X`
* Undo is now `Z` or `CTRL + Z` instead of `U`
* Redo is now `SHIFT + Z` or `CTRL + SHIFT + Z` instead of `R`
* Planning mode is now `ALT + P` instead of `P`
* Delete Action (Planning Mode) is now `BACKSPACE` instead of `H`
* Suppose Dead (Planning Mode) is now `X` instead of `I`
I am not entirely sure the workaround this is necessary for still
applies (setting the mouse button state after the first event pump),
but i'm also not sure how to test that it doesn't.
The work-around is no longer required due to 06b02471 (#6685).
Revert "font: Work around chromatic aberration issue with Windows ClearType"
This reverts commit a56497a561b0f491d686fb396029f98fe94fac72.
Many items where the effect does not make sense (or looks especially
bad) were passed over and will appear on top of water as previously.
This could use more definition by using submerge values other than
0 and 1 (numbers from 0.0 to ~2.5 work as it multiplies the base
unit submerge value) however there is a bug with blitting transparent
textures so it will not appear correct for the submerged part.
It does the same thing as PLACE_IMAGE except the created item may
use the same submerge code as units. If not placed on water there
will be no submersion effect. If placed on water it will be submerged
to the same level a unit would be submerged to. In general physical
items placed into water should use this, whereas items placed on top
of water should use PLACE_IMAGE.
The new macro has been applied to the merfolk cages in the Bay of Pearls
scenario in HttT.
This will usually be determined by the monitor's refresh rate,
but also is rounded down to provide some leeway. It also limits
according to the draw_delay preference.
The loading screen now uses this to limit event calls.