Update changelog

This commit is contained in:
Celtic Minstrel 2021-05-11 19:23:48 -04:00
parent 6584302d41
commit e2181215fe

View file

@ -6,6 +6,11 @@
### Multiplayer
### Lua API
* Added `pango_color` to the `wesnoth.colors` table, for easy use in formatted text.
* Add new function `filesystem.resolve_asset` to convert `[binary_path]` relative paths to data-relative paths.
* Add new function `filesystem.have_asset` which can determine if an image or sound exists.
* `wesnoth.have_file`, `wesnoth.read_file`, `wesnoth.image_size` moved to new `filesystem` library
* Add a more advanced way of manipulating version strings via `wesnoth.version` constructor function.
* 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.
### Packaging
* Increased minimum required version of SDL to 2.0.8 (PR #5736).
### Terrain
@ -20,7 +25,8 @@
* The multiplayer "turns over" dialog now uses each team's colors when showing teams' names.
### WML Engine
* 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)
* Add a 'ability_id_active' attribute to [filter]
* Add a `ability_id_active` attribute to `[filter]`
* `[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).
### Miscellaneous and Bug Fixes
* More optimization in the UI drawing code, fixes the crash displaying the full credits (issue #5043).
* Made GUI.pyw compatible with Python 3.9 (issue #5719).