63880 Commits

Author SHA1 Message Date
ln-zookeeper
6b297edfed Added chasm transitions for mine walls, and tweaked a few tiles 2016-03-08 17:26:10 +02:00
ln-zookeeper
f3d5092534 Replaced regular mountains with desert/snowy mountains in a few places 2016-03-08 11:47:58 +02:00
ln-zookeeper
b23e6d7882 Added missing portrait credits 2016-03-08 02:01:20 +02:00
gfgtdf
1efd5c750e Update schema.cfg 2016-03-07 23:16:28 +01:00
gfgtdf
90643a6336 have modifications in campaign dialog visible by default. 2016-03-07 22:39:03 +01:00
gfgtdf
c357d91a43 implement up/down key handlers for treeviews 2016-03-07 22:38:46 +01:00
gfgtdf
33b8d66b34 implement right/left key handlers for treeviews 2016-03-07 22:37:59 +01:00
gfgtdf
d26c2b6043 add unfolded=yes/no key in gui2 treeview node wml
This allows wml to specify whether a node should be unfolded by default.
2016-03-07 22:37:38 +01:00
gfgtdf
21001bcb32 add ttree_view_node::unfolded_ memeber variable
Previously ttree_view_node used toggle_->get_value() to know whether it is
folded or not.

This makes ttree_view_node more robust against cases where people change
the value of toggle_->get_value() manually using c++ or lua code.

This also allows us to have nodes that can only be folded via code and
have no toggle panel to expand.
2016-03-07 22:34:40 +01:00
Celtic Minstrel
c7de7ce9d4 Fix backstab always showing augmented damage in sidebar
Until now, [damage] (and possibly other) specials which relied on filters involving the opponent would display
in the sidebar as if the augmentation were always active (though when attacking, it worked correctly).
This is now fixed - such specials never show the augmentation in the sidebar now.

In addition, some minor code cleanup (initializing the weapon special adjacency filters outside the loop).
2016-03-06 18:29:20 -05:00
Celtic Minstrel
c761a80bd5 Restore the new implementation of the backstab weapon special
This reverts commit e0ac69ce962069de1f04e519db48b58a78e593b4.
2016-03-06 18:29:17 -05:00
ln-zookeeper
d3d63b6a4c Merge branch 'master' of https://github.com/wesnoth/wesnoth 2016-03-07 00:20:06 +02:00
ln-zookeeper
20b5e84413 Applied the new shallow water on sunken ruined castle 2016-03-07 00:19:33 +02:00
Celtic Minstrel
5bd0466069 wmlxgettext: Accept single-quoted textdomains in Lua 2016-03-06 17:05:20 -05:00
ln-zookeeper
72b01c813a Fixed river ford glitches by using generic corner transitions 2016-03-06 23:42:20 +02:00
ln-zookeeper
16b3cd6127 Made NEW:GENERIC_CORNER_TRANSITION take arguments for mask and mask IPF 2016-03-06 23:35:55 +02:00
ln-zookeeper
4b5d0734e8 Renamed the "long" terrain masks 2016-03-06 23:30:39 +02:00
Charles Dang
bf3e5b80bd Slightly increased contrast on Chasms (all variants) 2016-03-07 04:26:28 +11:00
Charles Dang
b92d08ac86 Slightly increased contrast on Cave Floor (Earthy and Regular) and Cave path 2016-03-07 03:47:39 +11:00
ln-zookeeper
2c201d8aad Various credits updates 2016-03-06 18:27:09 +02:00
ln-zookeeper
0c6cdd5d5e Replaced hewn cave walls with doofus-01's new mine walls
Slightly modified versions for wall-chasm transitions still need to be added.

Old definition for earthy hewn cave walls set as hidden but kept for compatibility; gets drawn exactly the same as the normal walls now.
2016-03-06 18:03:51 +02:00
Charles Dang
9d7a55d433 tlabel: align text to top of available space
In most cases, the widget size is the size of the text and looks no different
with this change. However, in cases where the label widget area is larger than
the text (such as in Unit Create), it resulted in text being rendered in the
middle of the available space, which looked weird.
2016-03-07 00:54:41 +11:00
gfgtdf
eeff37237f fix linking of wesnothd with msvc and boost 1.60 2016-03-06 14:51:43 +01:00
gfgtdf
5fbc903f3e Update RELEASE_NOTES
c978954a43
2016-03-06 14:34:38 +01:00
loonycyborg
653a62bc03 Fixed incorrect version strings 2016-03-06 16:20:26 +03:00
ln-zookeeper
0b1ab96b05 Fixed disjoined connections and stray pixels in rough cave walls
For this, I re-created the earthy versions from the normal ones, so their color has very slightly changed. The difference should be subtle enough to not matter.
2016-03-06 15:16:36 +02:00
loonycyborg
c030abea0b Post-release version bump 2016-03-06 16:02:25 +03:00
loonycyborg
a3f5d821e5 Pre-release version bump to 1.13.4 1.13.4 2016-03-06 14:55:58 +03:00
Nils Kneuper
c292f1f1cf updated British English translation 2016-03-06 11:28:22 +01:00
Nils Kneuper
bd305006db updated Russian translation 2016-03-06 11:26:45 +01:00
Charles Dang
ce0d08963c tgame_load: fixed a misplaced border 2016-03-06 20:45:39 +11:00
Ignacio R. Morelle
3159f738e8 Add member variable to initializer list (bug #24498) 2016-03-06 05:56:31 -03:00
Ignacio R. Morelle
4329adf0ec gui2/tunit_attack: Remove trailing newline from unit stats area
Again, not visible on platforms where Pango is broken.
2016-03-06 04:54:56 -03:00
Ignacio R. Morelle
f24db0ae51 gui2/tunit_attack: Remove trailing newline from attack list entries
They mess with the text's alignment (vertically) on platforms where
trailing newlines in Pango contexts aren't broken.
2016-03-06 04:54:56 -03:00
Charles Dang
1dedd10bd6 tgame_load: set initial focus to list not filter textbox 2016-03-06 14:02:16 +11:00
Ignacio R. Morelle
6e19ec731e gui2/tunit_attack: Fix non-deterministic crashes
t_string's implicit conversion to const std::string& returns a reference
to a(n aggregate class) field that gets destroyed as soon as the
t_string is, so binding this to a const reference does not extend the
referenced object's lifetime, resulting in a dangling reference and UB.
2016-03-05 23:19:48 -03:00
gfgtdf
3989199a88 Attempt to fix travis mp tests
For some unknown reason host lua script starts a sp game after mp game is finished. This commit attempts to fix thiy by giving the lua plugins a second chance to call context.exit()
2016-03-05 21:46:18 +01:00
Charles Dang
c266747019 tgame_load, tunit_create: allowed certain labels full column size 2016-03-06 06:51:35 +11:00
Ignacio R. Morelle
54d3319afb gui2/tlobby_main: Keep wmlxgettext from panicking 2016-03-05 16:49:38 -03:00
Charles Dang
30f42b77bf Merge pull request #619 from dreamer-88/fix#24496
Fixed bug #24496: story maps show all markers in journey trails again
2016-03-06 05:23:08 +11:00
dream-88
43b5d86800 Fixed bug #24496: story maps show all markers in journey trails again 2016-03-05 19:00:37 +01:00
loonycyborg
e9594367e7 Post release version bump 2016-03-05 10:24:34 +03:00
Andreas Löf
5b82cb0418 Fix the "skip" button in story screens.
b308df8c7eb3b3c767580f08a454a2967405646a broke the skip button, this
restores the functionality to a working state.
1.13.3
2016-03-05 17:29:37 +13:00
Andreas Löf
62ce4ff5a8 Merge branch 'master' of github.com:wesnoth/wesnoth 2016-03-05 17:18:56 +13:00
Andreas Löf
b308df8c7e Make sure bigmap isn't overdrawn by in-game UI
The storyscreen would trigger a full redraw-cycle partially through
displaying bigmap. Due to the implementation of the storyscreen, this
would cause it to have the background overdrawn and never updated. The
fix implemented here is to remove layered-drawing functionality from
the storyscreen and trigger a full redraw manually at the end of the
story screen functionality.
2016-03-05 17:15:40 +13:00
Charles Dang
5662ba832a Merge pull request #617 from Wedge009/vc9_update
VC9 Project Update
2016-03-05 14:29:37 +11:00
Wedge009
cf37d08288 game_preferences_display.cpp has been removed. 2016-03-05 14:25:11 +11:00
gfgtdf
08715b4229 make sure to send last action before ending the scenario
The travis mp test failed. A possible cause could be that the [init_side] was not sended to the server if the scenario was ended because of a [endlevel] during a new side turn event. This commit attempts to fix that case.
2016-03-05 03:55:52 +01:00
loonycyborg
d410c653f7 Version bump for release 1.13.3 2016-03-05 05:14:39 +03:00
loonycyborg
d09861b7d2 pot-update and regenerate doc files 2016-03-05 05:05:06 +03:00