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Fixes map borders drawing over certain editor overlays. Not sure why UMC editor overlays
weren't affected...
Should also preempt other such issues, since we always want borders to draw on top of
everything.
Changed the default probability from 25 to 100, because it looks like a bug when only part of villages of the same kind are lit at night. Restored the original probabilities for elven and coast villages, and fixed column alignment for village macro calls.
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Squash and merge for three carpets terrain PR.
* Initial commit for carpets. WML, alignment, and demo only, images are unshaded place-holders.
* adding basic shading and better corner images
* completed shading for existing images
* refined large corner carpet rules
* got rid of some commented out leftovers
* initial commit for cave rug, Iwd
* regular carpet files, incomplete for now
* completed regular rug
* changed cave-rug underlayer to cave path instead of dark flagstones, and changed all rug terrain codes
* fixing some transition WML filtering for Urc (cave carpet)
* stone tile floor, only very basic transitions so far, not finished
* better transitions for stone floor tiles
* various clean-ups to stone tiles
* chasm transitions for stone tiles
* some more work on stone_floor-chasm transition images
* some corrections to terrain rules, mostly related to one of the I* terrain codes
* work on transitions, introducing new macro dealing with the case of three adjacent terrains
* transition images that use the now existing rules
* using new macro and changing some filters and layering (mostly related to terrain code Irs)
* transitions
* deleted some place-holders that were uploaded by accident
By allowing one frame's worth of random shift to the animation start times, the load of redrawing water hexes is distributed more evenly across frames instead of all water always getting redrawn in the same frame. The visual impact of having animations in adjacent hexes be one frame apart should be practically imperceptible, although visibility in screenshots might be a legitimate problem.
Transition animations are kept synced, because there can be up to six transition images on one hex so it seems safer performance-wise to draw all transitions in the same frame instead of letting them all get individually shifted.
Also increased the frame durations from 100 to 125.
Merged manually for better compression and a more clear filename naming scheme for the added multihex image variations; for example, desert_range2_1_2.png instead of desert_range2_12.png.
This adds optional arguments to NEW:WALL and NEW:WALL2 and makes them the "parent" macros instead of NEW:WALL_PL and NEW:WALL2_P, which are now kept only for compatibility.
This makes both the standard map border as well as the fake map border terrain be drawn using the same WML rules, which allows them to connect seamlessly with each other.
A dummy IPF ~NO_TOD_SHIFT() is added and used as an easy way to prevent the ToD color-shifting of the border images. This can and probably should be implemented differently in the future, but for now it's a very simple and effective workaround.
This does remove themability of the map border, but that feature is currently unused (even in UMC) and it can be re-implemented differently if the feature is needed. There is also other cleanup still needed regarding themes; the off-map background still remains themable, and the WML for specifying the border tiles still remains in the theme .cfg files.
The call to display::draw_border() which was used to draw the hard-coded map borders is now commented out but not yet removed.
Desert mountains left unchanged, as they require a different solution. Also, one subtle glitch still exists between the lower ends of 1x3 mountains and adjacent restricted single mountains, but that is impossible to fix without breaking layering with forests or cutting the tiles differently.
Fixes the hard cut in the middle of horizontal walls between different castle types. This reworks NEW:CASTLEWALL and other related macros quite a bit. Removed NEW:CASTLEWALL_INTERNAL_OPEN_ENDS and moved its contents directly into NEW:CASTLEWALL.
By adding an optional FLAG argument, many of the existing TRANSITION_COMPLETE_LF calls used to place normal transitions with special flags were possible to turn into NEW:TRANSITION calls.
This isn't a perfect solution, since it still results in bridges drawing "over" caslte walls (except Stone Bridges),
which have special bridge <-> castle transitions). That was one of the reasons for 81659462eb, but this at least
prevents transitions from bring cut off. All bridges still draw under non-dwarven castles. In order to properly
get this effect with dwarven castles, the dwarven castle <-> chasm transition images would need to be split into
Castle and Chasm components (currently they're all one image).
This allows almost all castles<->walls combinations to work together visually. The basic idea is to draw cavewalls onto castles, but not draw castle walls onto cavewalls except for specific castle tiles at castle<->wall<->other intersections to fill in the resulting gaps.
Corners where water, sand and anything that sand transitions over (such as roads) exhibited the problem. This fix isn't perfect as the convex and concave shore waves don't completely match, but it's a clear improvement.