Otherwise there are too many repetitive strings for translators to work
with, which is rather unfair for an exception like this during the 1.14
RC phase. It also makes for better code.
Also added an article "The" at the start of the strings for :command
notifications.
(cherry-picked from commit 56e7b01ac4cdfd6cf51c36cc7bf1cac33391cc58)
Storing it in a regular string results in issues with the game getting
stuck with the translation for the locale that was set during GUI2
initialization and not reflecting changes when switching languages later
on.
(cherry-picked from commit eacbc5f6959f57ff05451a2874a8e494ac3cb8db)
campaignd project did not inherit warning supression for simple_wml from project/solution options.
(cherry-picked from commit 8b7eb536ebb34eb8915cd409d8917e1a2398f3f4)
This replaces the caption with something more apropos than the generic
"Save Game" caption. It necessitates a minor API change though.
(cherry-picked from commit b7e08977edd703ad9f146fd81768b2f09c39facd)
There's a gettext call but there was nothing to mark the strings as
translatable in xgettext's view. Additionally, fixed a minor case of
missing the colon before the command name, replaced ASCII apostrophes,
and rewrote a notification with awkward wording.
(cherry-picked from commit ab67b402d1449384c12564e6a6a1d79a4bfb7e14)
I apparently forgot to do this at some point... Fixes one of the issues mentioned in #2732.
(cherry-picked from commit 0a67e9725c02989ed625d527725a5accec4dbdce)
Previously, I had implemented the hint text ("Search)" and image (the magnifying glass)
as a custom text box definition. This caused some problems, though. Since the string was
hard-coded as part of a WFL formula, it couldn't be translated (see #2709 and #2732). It
also wasn't expandable to any other usecase.
Instead, I've added two new hint_text= and hint_image= keys to [text_box], wrapped the
"Search" text and magnifying image path in a helper macro, and refactored the default
definition to display the hint text and image when appropriate.
This also fixes a minor issue where selected text wouldn't remain highlighted when the
box wasn't focused when using the filter definition (it did with the default one).
This should fix the untranslatable "Search" text issue mentioned in both issues above.
The new string is in the wesnoth-lib textdomain.
(cherry-picked from commit db5abb7e637fd87699fce49a9543faafc3f58068)
Using assignment is for 1.14. We can use `boost::optional::emplace` here on master.
(cherry-picked from commit 46598681b61d1c85b665ca902648b9d587903894)
Resolves#2748.
Essentially, all this did was tell users to go use the forum, so it wasn't worth
it to keep it and solve the infinite loading screen issues it was causing.
The server backend still needs to be cleaned up.
Also removed a dead reference to some "Change Username" button in the Login dialog's
code.
(cherry-picked from commit ebec4d6ce8fd8e46ce1d8a4bb4f5d04fddd87c72)
in linger mode.
playmp_controller::play_linger_turn calls play_slice after processing
end_linger/[notify_next_scenario] which would (after 'fix chat in
[delay]' commit) then read more data from the network in particular data
for the next scenario which will then be lost.
(cherry-picked from commit f219b527e4b5b83dade346a2091e45380c0961ef)
with the 'fix chat not working during delay/animation' it could happen
that play_slice_catch would process a incoming controller change in
which case that while loop would end without the code inside that 'if
(player_type_changed_)' being executed, which woudl lead to oos errors
since that client woudl have made moves that other players don't have.
(cherry-picked from commit 94aa24c5a80076feb16018e1e7939622934a3a29)