Enable the new dialogs and update changelogs.
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4 changed files with 17 additions and 1 deletions
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@ -24,3 +24,17 @@ Compressed start of scenario saves are recognized
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again by the load-game dialog.
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***
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The drawing engine for the new widgets is rewritten, the engine does show
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scrollbars too often, which will be fixed later.
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***
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The game now has two ingame dialogs, the old one and a new one. The new one
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shows a transparent portait which will be scaled to fit nicely on the screen.
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This might need some tuning. This means all portraits made by Kitty and the new
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portraits of LordBob can now be shown in their full glory.
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(Note the WML part of it is not documented since the API is not stable yet,
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this will be done before 1.6.)
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***
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@ -77,6 +77,7 @@ Version 1.5.6+svn:
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* ~BL(radius): blur an image by the given radius.
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* Added the transparent version of Kitty's portraits.
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* Rewrote the drawing engine for the new widgets.
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* Enabled the new dialogs when a new portrait is available.
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* Language and i18n:
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* Renamed the --dummylocales parameter to --dummy-locales.
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* Fixed the po extraction tool to also include the id field.
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@ -56,6 +56,7 @@ Version 1.5.6+svn:
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Revenant, Naga Warrior.
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* New tile variations for Oasis.
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* New portraits for Peasant, Swordsman, Spearman.
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* The game now shows an transparent image in the new dialog when available.
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* Language and translations
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* updated translations: Chinese /Simplified), Czech, Danish, Dutch, Finnish,
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@ -2928,7 +2928,7 @@ namespace {
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if (side_for_show && !get_replay_source().is_skipping())
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{
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// We whether we can show the new dialog.
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if(gui2::new_widgets && options.empty() && speaker != units->end()) {
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if(options.empty() && speaker != units->end()) {
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// Get the portrait and if found proceed to use the new dialog.
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const tportrait* portrait =
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