Start-of-scenario saves are recognized again when compressed.
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4 changed files with 8 additions and 1 deletions
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@ -20,3 +20,7 @@ work again.
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***
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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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@ -58,6 +58,8 @@ Version 1.5.6+svn:
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respectively, in [endlevel] or [campaign] tags. end_text_duration
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is measured in milliseconds. (feature #10449)
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* Miscellaneous and bug fixes:
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* Compressed start-of-scenario saves are properly recognized by the
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load-game dialog again.
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* Fixed replays for single-player campaigns (bug #12005).
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* Fixed the restart-replay button causing an assertion failure.
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* New memory allocator introduced to the engine. It should
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@ -35,6 +35,7 @@ Version 1.5.6+svn:
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* Increased the cost of the Goblin Spearman from 8 to 9.
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* Miscellaneous and bugfixes
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* Compressed start-of-scenario saved games are recognized again.
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* Fixed single-player campaign scenario replays.
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* Fixed random memory corruption/assertion failure/massive memory leak
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due to story screens.
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@ -1057,7 +1057,7 @@ void extract_summary_from_config(config& cfg_save, config& cfg_summary)
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const config* cfg_snapshot = cfg_save.child("snapshot");
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const config* cfg_replay_start = cfg_save.child("replay_start");
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const bool has_replay = cfg_save.child("replay") != NULL;
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const bool has_replay = (cfg_save.child("replay") != NULL && !cfg_save.child("replay")->empty());
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const bool has_snapshot = (cfg_snapshot != NULL) && (cfg_snapshot->child("side") != NULL);
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cfg_summary["replay"] = has_replay ? "yes" : "no";
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