Game controller: process [color_range] and [color_palette] at the WML root
This allows add-ons to use these nodes at top-levels to define custom ranges and palettes for the game engine. I'm not sure yet whether this is the most elegant way to do this -- might consider filtering [game_config] before 1.9.5.
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@ -2,6 +2,9 @@ Version 1.9.4+svn:
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* Language and i18n:
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* Updated translations: British English, Dutch, Finnish, French, Galician,
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Italian, Japanese, Portuguese (Brazil), Spanish, Vietnamese
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* WML engine:
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* Allow [color_range] and [color_palette] nodes to be inserted at top-level
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by add-ons to globally define custom ranges and palettes.
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* Miscellaneous and bugfixes:
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* Fixed: g++ compiler warnings.
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@ -1588,6 +1588,10 @@ void game_controller::load_game_cfg(const bool force)
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extract_preload_scripts(game_config_);
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game_config_.clear_children("lua");
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config colorsys_info;
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colorsys_info.splice_children(game_config_, "color_range");
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colorsys_info.splice_children(game_config_, "color_palette");
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game_config_.merge_children("units");
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game_config_.splice_children(core_terrain_rules, "terrain_graphics");
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@ -1596,6 +1600,8 @@ void game_controller::load_game_cfg(const bool force)
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hashes[ch["id"]] = ch.hash();
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}
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game_config::add_color_info(colorsys_info);
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set_unit_data();
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terrain_builder::set_terrain_rules_cfg(game_config());
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