updated changelog
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@ -1,11 +1,14 @@
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CVS HEAD:
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* added new help strings
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* new attack dialog
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* new load game dialog
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* made 'end turn for active unit' (pressing <space>) recoverable
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* tip of the day
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* load game
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* gamma correction
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* skip AI moves option
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* show haloing effects option
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* continue no save
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* more halo effects
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* decreased size of saved games
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* improved and added new graphics: units, attacks animations, healing animations, attack icons, encampment, castle
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@ -19,6 +22,7 @@ CVS HEAD:
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* Ford of Abezz
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* Dwarven Doors
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* Northern Winter
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* Valley of Statues
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* new units
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* Cavalier
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* Drake Burner
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@ -31,8 +35,10 @@ CVS HEAD:
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* Drake Warrior
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* Dwarvish Dragonguard
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* Dwarvish Runemaster
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* Sergeant
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* Silver Mage
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* Vampire Lady
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* Young Ogre
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* removed 'Dark Apprentice' and 'Evil Necromancer' as they are no longer used (replaced by Initiate and Deathmaster)
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* Yeti's race changed to monster
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* Renamed 'Cavalry' to 'Cavalryman'
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@ -99,6 +105,7 @@ CVS HEAD:
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* fixed a problem where the palettes in the editor would not refresh correctly after the windows was resized
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* fixed editor handing different color depths incorrectly
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* names for Nagas
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* item: trapdoor
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* added WML feature to append an element to another using [+element] syntax
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* made userdata/data/utils loaded in early in game.cfg to allow scenario designers to define utility files
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* fixed multiline text box not wrapping lines at word boundaries
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@ -114,11 +121,13 @@ CVS HEAD:
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* fixed crash when undoing moves
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* fixed crash in wesnothd
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* made intro.cpp use the unicode routines in language.cpp to split UTF-8 sequences in character
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* added support for animated on-map items
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* added support for different colour depths
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* added a cut_surface function in sdl_utils, that extracts a surface "subset" from another surface
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* improved terrain transition code
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* updated terrain-graphics.cfg file to use modules in sub-directory to reduce bloat in the main file
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* terrain builder code optimizations
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* added macros so that keep graphics are now selected according to the adjacent castle tiles
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* added XCF source files and some tools for castle building, these can be found in tools/
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* moved weapon icons to their own hierarchy: images/attacks/
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* moved projectiles/missiles to their own hierarchy: images/projectiles/
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