updated changelog

This commit is contained in:
Pauli Manninen 2004-06-11 07:22:27 +00:00
parent 4441667b59
commit 5119ad564a

View file

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