It is now possible to change resolution and toggle fullscreen in the editor.
Refactoring:
The palettes now inherit from the widget class.
The events are handled by the palettes themselves.
The terrain palette controls the scroll buttons by itself.
...(and single-player games, via the scenario cfg file). It causes all
allied players to be able to see the same fog and shroud.
Notable changes by file:
* data/translations/english.cfg = added a "Shared Vision" string
* src/multiplayer.[ch]pp = added a "Shared Vision" checkbox
* src/multiplayer_connect.[ch]pp = added a shared_vision parameter to
load_game
* src/playlevel.cpp = clear shroud for each team once up front, before
the first player's turn
* src/replay.cpp = fixed several commands not clearing fog/shroud
or refreshing the minimap properly
* src/team.[ch]pp = changed shrouded(x,y) and fogged(x,y) methods to
return true only if the square is shrouded/fogged for every allied
player, if and only if shared vision is turned on for this team.
if you click end turn immediately after your turn is started. It
triggers if you haven't made any interative actions between the start
of your turn and clicking 'end turn'
* Added a message to the "units sighted" message telling the player
which hotkey to press to continue their move
* Made a minor change to the "search string not found" message so it
uses config::interpolate_variables_into_string (the standard way to
replace variables in a translatable message)
* Added a "search" action, which searches labels and unit names
(unit::description()) for the string you type. Case sensitive. Triggered by the
"/" key. Hitting enter at the enter-search-term dialog repeats the
previous search. Searches labels first, then units.
* Fixed a problem with the conditions for displaying the "continue move" action
in the context menu (it was checking things properly in
turn_info::continue_move(), but not in can_execute_command(...)). This caused
"Continue Move" to appear to be a valid option, but clicking it would have no
affect.
There are four parts to this patch:
1) add the action to the usual places 2) add a gamemap::location to class unit,
which stores the location we were trying to move to, 3) clear this
location on end-of-turn, or if the unit moves again this turn, and 4)
if a move is interrupted, reslect the unit's hex.
The new hotkey is 't'. To use this feature, select a unit that had its
move interrupted by seeing allies/enemies, and right click >> "Continue
Move", or press the 't' key.
* Added toggleable action support to hotkey.[c|h]pp & playturn.[c|h]pp.
* Actions can now have images associated with them.
* Toggleable menu items use the checkbox graphics.
* Fixed some of the trivial warnings (newlines, double 0.0 constants where integer 0 required)