Commit graph

352 commits

Author SHA1 Message Date
Severin Glöckner
3bdf4e494a help: remove invalid link to illuminated terrain
[ci skip]
2019-09-16 04:01:56 +02:00
josteph
cce1e5da96 help: Fix broken link
Reported in #2963
2018-10-21 23:40:31 +00:00
josteph
63c972f6c2 Revert "Make the fire terrains actually illuminate their hex"
This reverts commit 71de6da099.

Will cause OOS: https://github.com/wesnoth/wesnoth/pull/3457#issuecomment-431617634
2018-10-20 23:58:33 +00:00
Celtic Minstrel
71de6da099
Make the fire terrains actually illuminate their hex
This covers the wall torch, the campfire, and the brazier.
2018-10-20 15:37:08 -05:00
Jyrki Vesterinen
05550e23b1 Help: Hide "Lit Stone Wall" terrain (#2966)
The terrain was deprecated in commit 64493b256f.
@Vultraz has said in comments of #2966 that deprecated terrains aren't
supposed to be shown in help.

Fixes #2966.

[ci skip]
2018-07-14 16:57:34 +03:00
Iris Morelle
fee407ee04 Remove door terrains that were supposed to be removed by 1.14
If someone was using these despite being hidden and everything they were
really asking to get shot in the foot at some point.
2018-05-20 23:08:15 -04:00
Iris Morelle
bf41826aa7 Replace a few instances of "mermen" with "merfolk" in core descriptions
These are only the ones were it's sufficiently unambiguous that the
description is referring to the merfolk race at whole. There are a few
instances I didn't touch were it's possible that the text refers
exclusively to mermen fighters (e.g. "the mermen armies").

See issue #2940.

[ci skip]
2018-05-02 04:49:01 -03:00
Matthias Krüger
b11d3fdcbe fix a bunch of typos found by codespell in data directory.
https://github.com/lucasdemarchi/codespell
2018-02-06 23:03:06 +11:00
josteph
a2be9c8f86 Hide 'Rails' and 'Fake Shroud' terrains in the unit help pages when impassable.
Fixes #1399. Supersedes #536.
2018-01-22 11:54:09 +11:00
Charles Dang
fa6df6d664 Core: wmlindent run
[ci skip]
2018-01-19 12:34:36 +11:00
Charles Dang
624cc3b851 Replaced shroud terrain with fake shroud overlay
[ci skip]

Credit to @shikadilord for the idea. The old terrain was kept (hidden) for compatibility.
2017-12-07 19:36:40 +11:00
doofus-01
75a52bd9c6
Three carpet terrains (#2114)
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)
2017-11-11 18:15:22 -08:00
Charles Dang
64493b256f Hide Lit Stone Walls terrain
[ci skip]

People should use the Sconce embellishment overlay now.
2017-10-17 03:23:04 +11:00
doofus-01
2a79475448 New Sconce/Torches overlay terrain by doofus-01 2017-10-17 02:45:54 +11:00
jostephd
b83a3b3d1d terrain.cfg: Fix grammar in Rockbound Cave (#2082) 2017-10-14 12:06:02 -04:00
doofus-01
94f3a4c2de new terrain variation - Elf castle ruins (#2064)
* elvish castle ruins terrain

* fixed some file names

* some revisions and greater variation

* revisions
2017-10-08 00:29:04 -07:00
doofus-01
a6774d9406 Troll (or rough stone?) encampment terrain variation (#2038)
* troll encampment, using same graphics rules as aquatic camp for now

* progress on troll castle

* completed image set for troll encampment
2017-09-30 17:00:21 -07:00
doofus-01
563d080fec adding hide_help key to gates terrains (#2036)
This should address the multiple gate terrain listing in issue #1990 .  Whether gates are an embellishment (not worthy of a help entry) or not could be a different discussion.  The overlay issue mentioned in the same issue is probably also best addressed specifically, not tied to the gate-terrain-help question.
2017-09-23 19:37:45 -07:00
doofus-01
1523b09e77 fixes to sone tiles Irs and addition of basic clean walls variation Xoc (#2014) 2017-09-20 19:24:47 -07:00
doofus-01
d63fe4a96e stone tile floor terrain (#1939)
* 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
2017-09-17 22:06:46 +03:00
doofus-01
299414e385 ruined version of encampment terrain 2017-08-28 10:40:29 +11:00
ln-zookeeper
20e6ee7190 Added a terrain description for oasis, and other tweaks to the entry
Removed it from the forest editor group since it doesn't really belong there even if the images have some palm trees, and changed the way the aliasing is defined to allow it to show up in the sands terrain help group.
2017-08-20 23:31:43 +03:00
ln-zookeeper
f818745c72 Revisions to gate/door terrains by doofus-01 (manual merge of PR #1839)
Merged manually for slightly different compatibility code and for better image compression.
2017-07-30 20:07:43 +03:00
ln-zookeeper
b827908cd5 Moved (and optimized) images from cave/stone_walls/ to walls/stone/ 2017-03-16 12:00:10 +02:00
ln-zookeeper
1c93e10451 Fixed the fake map border not appearing as black on the minimap 2017-03-11 23:52:57 +02:00
ln-zookeeper
781276709d Moves drawing of map borders to WML and improves the fake map border
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.
2017-03-11 20:27:08 +02:00
doofus-01
d0d5204130 Wooden and White wall terrain variations by doofus-01 2017-02-17 14:36:43 +11:00
Celtic Minstrel
a53ba5a1c2 wmllint: fix minor issue in terrain alias replacements
Also ran wmllint on data/core
2017-02-11 20:18:57 -05:00
ln-zookeeper
f5f78216bf Added submerge=0 to bridges which were missing it 2017-02-03 11:08:58 +02:00
gfgtdf
d98525d951 replace true/false with yes/no in mainline 2016-12-09 02:55:59 +01:00
ln-zookeeper
8986732a8f Updated lava symbol_images 2016-12-06 03:19:26 +02:00
ln-zookeeper
7ff816f71d New animated lava 2016-12-06 02:35:04 +02:00
Charles Dang
6cba21bd03 Core: wmlindent run 2016-11-05 20:07:04 +11:00
Severin Glöckner
07aea40091 changed submerge to 0.4 in aquatic castles
wolfrider do use their standard sprite on terrain with 0.3 sumberge, and the water sprite on deeper
However, the wolf (it's the same sprite, just without rider) uses  on any water terrain the water sprite
2016-10-26 21:53:45 +02:00
doofus-01
bc46b9c2a2 Revised stone walls and added rusty and wooden gate terrains 2016-10-24 13:03:29 +11:00
ln-zookeeper
6eb6220360 Reverted the addition of submerge for Aquatic Encampment Keep 2016-10-13 12:02:43 +03:00
ln-zookeeper
b24477b233 Tweaked submerge and unit_height_adjust values for aquatic castle/camp 2016-10-13 11:55:23 +03:00
doofus-01
955b5b4bec New aquatic castles terrain 2016-10-07 07:18:28 +11:00
doofus-01
36f3d47e8c clean up wooden floor terrain transitions 2016-09-24 11:00:05 -07:00
doofus-01
376d45a292 new terrain: Merfolk or aquatic camp (#773)
* adding aquatic encampment terrain

* Update changelog

* remove hardwired terrain codes and image-path from aquatic.cfg

* removed wood.png images

* touch-up to stone-posts in Kme-Cme transition
2016-09-18 13:23:38 +03:00
Bär Halberkamp
ce05a573cf Run wmlindent 2016-09-15 18:04:37 +02:00
doofus-01
d24990dc85 wooden floor variation and new transitions to chasm, water, and lava 2016-08-20 16:09:11 -07:00
Espreon
e5888160d0 No more 'dwarfs'! 2016-08-14 02:20:57 -04:00
Charles Dang
a6dd6c668c Ran wmlindent and fixed badly formatted code 2016-08-05 13:46:39 +11:00
ln-zookeeper
0eed39ff23 Changed terrain code of desert mountains from Mdy to Mdd
This is because 'y' is reserved for UMC use.
2016-03-29 14:48:25 +03:00
ln-zookeeper
6026780539 Fixed wmllint mistake in 2cd4298f 2016-03-28 16:21:58 +03:00
Elvish_Hunter
2cd4298f7b wmllint run on core, campaigns and multiplayer directories 2016-03-24 20:26:44 +01:00
ln-zookeeper
0c6cdd5d5e Replaced hewn cave walls with doofus-01's new mine walls
Slightly modified versions for wall-chasm transitions still need to be added.

Old definition for earthy hewn cave walls set as hidden but kept for compatibility; gets drawn exactly the same as the normal walls now.
2016-03-06 18:03:51 +02:00
ln-zookeeper
807d7f3a12 Added new desert mountains terrain, by doofus-01
For now, the extra overlay peaks are not included.
2016-01-31 00:41:31 +02:00
ln-zookeeper
597ca071c4 Updated Adobe Village and new Ruined Adobe Village, from doofus-01 2016-01-24 14:04:08 +02:00