Alphabetical... order...

This commit is contained in:
Ignacio R. Morelle 2016-11-05 13:55:55 -03:00
parent 96034d43a6
commit 6300aa4352
2 changed files with 71 additions and 71 deletions

134
changelog
View file

@ -34,11 +34,6 @@ Version 1.13.5+dev:
* Under the Burning Suns:
* Redesign of all desert elf units (currently optional, selectable through
the difficulty menu).
* Language and i18n:
* Updated translations: Finnish, Polish, Russian
* Music and sound effects:
* Added a preference to pause the music when the game loses focus.
* Now the music fades out between scenarios.
* Graphics:
* Improved or new terrain graphics:
* New wooden floor variation and transitions.
@ -50,6 +45,72 @@ Version 1.13.5+dev:
keeps to be placed adjacent to walls without glitches in most cases.
* New sprite for Tentacle of the Deep.
* Tweaked colors for all time schedules.
* Language and i18n:
* Updated translations: Finnish, Polish, Russian
* Lua API:
* Upgrade to Lua 5.3.3+
Consult http://www.lua.org/ for a full change list and updated documenation.
* bit32 functions removed
* utf8 support added
* Added new function wesnoth.fire_event_by_id to fire an event with a given ID.
* Added new function wesnoth.remove_modifications, which removes applied
modifications of the chosen type from a unit. The most efficient use is to
remove all modifications with a specific duration value.
Also callable as u:remove_modifications.
* The built-in conditionals have_unit, have_location, and variable are now
present in the wesnoth.wml_conditionals table. This means they can be
directly called, extended with new features, or even overridden with custom
implementations.
* New recall_filter field in unit proxy returns the [filter_recall] config
* New variations field in unit_type proxy returns a list of unit variations
Each member is a full unit_type describing that variation.
The table is iterable with pairs().
* Lua side, unit_type, and unit attack proxies can now be compared with ==
with identity semantics. (Previously, each time such a proxy was obtained,
it would produce a new object that did not compare equal to any others.)
* Lua unit_type lists (wesnoth.unit_types and unit_type.variations) are now
countable with the Lua length operator.
* Lua dialog functions now support the stacked widget and the unit preview pane
* New wesnoth.show_menu function shows a dropdown menu at the mouse location
* Lua attack proxy has new read_only field which is true for unit_type attacks
If true, attempts to change the attack will result in an error.
* The name field in Lua attack proxy is now writable
* The attacks field in the Lua unit proxy is now writable
Specifically, attacks may be replaced, appended (by assigning a new ID or
the next valid index), or removed (by setting a field to nil).
* wesnoth.show_message_dialog supports second_portrait and second_mirror keys
in its first argument, which produces a dialog with two portraits.
* The callable userdata returned by wesnoth.textdomain can now be called with
an additional two parameters (a plural string and a count) in order to support
gettext plurals.
* New matches function in team and unit attack metatables, which test if the
side or weapon matches a filter.
* helper.lua metatables are now protected from external access; getmetatable()
will return a descriptive string instead of the metatable.
* ai.aspects.attacks no longer returns a full attacks analysis. Instead it
returns a table with "own" and "enemy" keys containing the valid units
for attackers and targets. The function ai.get_attacks() still returns the
full attack analysis.
* Aspect fetcher functions (eg ai.get_aggression()) are now deprecated in favour
of the ai.aspects table.
* The location_set iter and stable_iter functions can now be called with no argument.
In this case, they return an iterator suitable for use in a for loop.
* New wesnoth.wml_matches_filter function takes a WML table and a WML filter and tests
if the table matches the filter. The filter syntax is as with [filter_wml].
* Music and sound effects:
* Added a preference to pause the music when the game loses focus.
* Now the music fades out between scenarios.
* Networking
* Ported campaignd to use boost.asio instead of SDL_net.
* Removed unit tests for old networking stack. This was the last part that
depended on SDL_net
* Performance:
* When a heuristic determines that it's probably faster, the game predicts
battle
outcome by simulating a few thousand fights instead of calculating exact
probabilities. This method is inexact, but in very complex battles
(extremely high HP, drain, slow, berserk, etc.) it's significantly faster than the
default damage calculation method.
* Units:
* Changed the sound for the melee attack of the
Loyalist Bowman, Orcish Crossbowman and Orcish Slurbow.
@ -135,7 +196,7 @@ Version 1.13.5+dev:
to [choice] (which is more accurate). The old name still works for now.
* ~ADJUST_ALPHA() image path function now takes a WFL formula. It can access
the following variables: x, y, width, height, red, green, blue, alpha.
It no longer accepts a percentage (use ~O() for that).
It no longer accepts a percentage (use ~O() for that).
* Fixed [rule] in [terrain_mask] ignoring use_old=yes
* Fixed filter returning invalid locations if invalid locations were given
in a variable that was used with find_in=
@ -157,67 +218,6 @@ Version 1.13.5+dev:
supported) keys
* Individual [terrain_graphics] rotations can now be skipped entirely by
using "skip" in the rotations= list.
* Lua API:
* Upgrade to Lua 5.3.3+
Consult http://www.lua.org/ for a full change list and updated documenation.
* bit32 functions removed
* utf8 support added
* Added new function wesnoth.fire_event_by_id to fire an event with a given ID.
* Added new function wesnoth.remove_modifications, which removes applied
modifications of the chosen type from a unit. The most efficient use is to
remove all modifications with a specific duration value.
Also callable as u:remove_modifications.
* The built-in conditionals have_unit, have_location, and variable are now
present in the wesnoth.wml_conditionals table. This means they can be
directly called, extended with new features, or even overridden with custom
implementations.
* New recall_filter field in unit proxy returns the [filter_recall] config
* New variations field in unit_type proxy returns a list of unit variations
Each member is a full unit_type describing that variation.
The table is iterable with pairs().
* Lua side, unit_type, and unit attack proxies can now be compared with ==
with identity semantics. (Previously, each time such a proxy was obtained,
it would produce a new object that did not compare equal to any others.)
* Lua unit_type lists (wesnoth.unit_types and unit_type.variations) are now
countable with the Lua length operator.
* Lua dialog functions now support the stacked widget and the unit preview pane
* New wesnoth.show_menu function shows a dropdown menu at the mouse location
* Lua attack proxy has new read_only field which is true for unit_type attacks
If true, attempts to change the attack will result in an error.
* The name field in Lua attack proxy is now writable
* The attacks field in the Lua unit proxy is now writable
Specifically, attacks may be replaced, appended (by assigning a new ID or
the next valid index), or removed (by setting a field to nil).
* wesnoth.show_message_dialog supports second_portrait and second_mirror keys
in its first argument, which produces a dialog with two portraits.
* The callable userdata returned by wesnoth.textdomain can now be called with
an additional two parameters (a plural string and a count) in order to support
gettext plurals.
* New matches function in team and unit attack metatables, which test if the
side or weapon matches a filter.
* helper.lua metatables are now protected from external access; getmetatable()
will return a descriptive string instead of the metatable.
* ai.aspects.attacks no longer returns a full attacks analysis. Instead it
returns a table with "own" and "enemy" keys containing the valid units
for attackers and targets. The function ai.get_attacks() still returns the
full attack analysis.
* Aspect fetcher functions (eg ai.get_aggression()) are now deprecated in favour
of the ai.aspects table.
* The location_set iter and stable_iter functions can now be called with no argument.
In this case, they return an iterator suitable for use in a for loop.
* New wesnoth.wml_matches_filter function takes a WML table and a WML filter and tests
if the table matches the filter. The filter syntax is as with [filter_wml].
* Networking
* Ported campaignd to use boost.asio instead of SDL_net.
* Removed unit tests for old networking stack. This was the last part that
depended on SDL_net
* Performance:
* When a heuristic determines that it's probably faster, the game predicts
battle
outcome by simulating a few thousand fights instead of calculating exact
probabilities. This method is inexact, but in very complex battles
(extremely high HP, drain, slow, berserk, etc.) it's significantly faster than the
default damage calculation method.
* Miscellaneous and bug fixes:
* A new way to make units invulnerable for debugging: select the unit and type
";unit invulnerable=yes". This method operates by decreasing the opponent's hit

View file

@ -44,10 +44,6 @@ Version 1.13.5+dev:
* Added a preference to pause the music when the game loses focus.
* Now the music fades out between scenarios.
* Units:
* Changed the sound for the melee attack of the
Loyalist Bowman, Orcish Crossbowman and Orcish Slurbow.
* Performance:
* When a heuristic determines that it's probably faster, the game predicts
battle outcome by simulating a few thousand fights instead of calculating
@ -56,6 +52,10 @@ Version 1.13.5+dev:
than the default damage calculation method.
* Improved UI responsiveness.
* Units:
* Changed the sound for the melee attack of the
Loyalist Bowman, Orcish Crossbowman and Orcish Slurbow.
* Miscellaneous and bug fixes:
* Fixed a stray ; character appearing pre-entered in the command console.
* Show correct number of attacks in case of swarm weapon special (bug #24978)