Many items where the effect does not make sense (or looks especially
bad) were passed over and will appear on top of water as previously.
This could use more definition by using submerge values other than
0 and 1 (numbers from 0.0 to ~2.5 work as it multiplies the base
unit submerge value) however there is a bug with blitting transparent
textures so it will not appear correct for the submerged part.
data/core/editor/items.cfg defines the names for the items. The file is
included by data/core/editor/_main.cfg, which has a #textdomain binding
to wesnoth-editor at the top. The strings end up bound to that
textdomain by the game, but wmlxgettext doesn’t have any way to see this
so it binds them to the default textdomain instead, which is wesnoth,
not wesnoth-editor. The game ends up looking for the strings in
wesnoth-editor instead.
The easiest solution right now is to explicitly bind items.cfg to the
wesnoth textdomain so as to not require moving catalogue entries in the
po files around to wesnoth-editor. It really should've been
wesnoth-editor in the first place but it's too late to fix that now
without giving translators a migraine. It's a pity either way given how
useless the scenario editor is in practice.
[ci skip]
- Load group icons from the binary path
This was already half supported due to moving to GUI2.
- [editor_group] deprecated in favour of [terrain_group]
- Don't force a prefix on the icon path (still forces a suffix though)
- [race]editor_icon allows setting the icons for race groups
- Mark the core [item_group]s as core