Update changelog
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### Multiplayer
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### Lua API
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* Added `pango_color` to the `wesnoth.colors` table, for easy use in formatted text.
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* Add new function `filesystem.resolve_asset` to convert `[binary_path]` relative paths to data-relative paths.
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* Add new function `filesystem.have_asset` which can determine if an image or sound exists.
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* `wesnoth.have_file`, `wesnoth.read_file`, `wesnoth.image_size` moved to new `filesystem` library
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* Add a more advanced way of manipulating version strings via `wesnoth.version` constructor function.
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* Add a `wesnoth.scenario` data module that consolidates everything there is to know about the current scenario. Much of this information was previously available through `wesnoth.game_config`, but there are some new details too.
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### Packaging
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* Increased minimum required version of SDL to 2.0.8 (PR #5736).
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### Terrain
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* The multiplayer "turns over" dialog now uses each team's colors when showing teams' names.
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### WML Engine
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* Modify implementation of overwrite_specials attribute for replace yes/no parameter by none/one_side/both_sides and select abilities used like weapons and specials who must be overwrited(owned by fighter where special applied or both)
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* Add a 'ability_id_active' attribute to [filter]
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* Add a `ability_id_active` attribute to `[filter]`
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* `[terrain_mask]` now accepts `mask_file` as an alternative to an inline mask. The file is loaded from the same place as `map_file` in the `[scenario]` tag (ie, a maps/ subdirectory of your binary path). Anyone who prefers to keep masks separate from regular maps is free to make a subdirectory for their masks (or just keep all their masks inline).
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### Miscellaneous and Bug Fixes
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* More optimization in the UI drawing code, fixes the crash displaying the full credits (issue #5043).
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* Made GUI.pyw compatible with Python 3.9 (issue #5719).
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