Fixes: https://forums.wesnoth.org/viewtopic.php?f=21&t=48370
In the tutorial when we occupy the first village the message tells us the
village count got incremented, but in the old version it was incremented
only afterwards. Non-narrator messages were updated properly. By adding the
redraw, narrator messages triggered by capture event produce the same
result as other speakers.
We're going to be using NN scaling for the map, and that's already handled automatically
by SDL (and in the future, OGL). We don't need these settings for surface SCALED_TO_ZOOM
and SCALED_TO_HEX scaling. In any case, if we want to scale a surface to zoom or hex, it
will almost certainly be for map rendering (such scaling methods don't make sense in the
UI, for example), so just defaulting to NN is simplest.
As for why I've decided to stick with nearest-neighbor scaling for zoom, it happens to look
a lot better when done on the GPU than on the CPU for some reason (perhaps having to do with
the old rendering pipeline in which we were doing surface scaling), and it's better to have
a consistent scaling look as you zoom in, especially if we wanted to do animated zoom-ins.
This change drops the option to use Linear or xBRZ scaling for map zooming. This was already
the practical case due to me converting map rendering to use textures. NN was used for all
zoom levels, and it's fast and looks good.
This commit excludes changes to S05 Tirigaz, I think changing the dialogue
there is going to be more complicated, and it's better for that to have a
separate PR.
The problem was introduced by commit 0f511e8 due to the [modify_unit] tag apparently causing prisoners to disappear because technically they were duplicates as they had merely been unstored and still existed on the recall list as well.
DW 5 Tirigaz - Changes to orc leader death event
Fixes#3092 - Updates objectives if orc leader is killed first, and gives additional dialogue
Fixes#3903 - Gold event doesn't fire if ghosts kill the orc leader
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[ci skip]
Makes it easier for translators to do something specific with this label if needs
be. I remember the reason the count (NUMx) label was moved prior to the name had
to do with language conventions too, so this should alleviate any other such issues.
Also made the name label default size instead of small.
* UtBS 5: changes to scenario locations
Fixes#3077:
* Moved AI leader spawns to keeps
* Changed spawn of trolls that were spawning in walls
* Sanity-checked village ownership in cavern
Fixes#3078:
* Changed spawn of Eastern Troll Flamecaster
* Fixed entry routes of Troll Flamecasters
From author notes:
* Made 'Wounded Dwarf' a wounded unit
There were two overlapping problems: 1) the branching was written incorrectly (due to combining top-level and [if] filters) and 2) the first [defend] tag getting merged with the base WC/Soulless defense animation.
Another efficiency improvement. This ensures that the side of the unit
is checked first before the potentially complex rest of the filter is
evaluated.