previously the first image timer would not be cleared when the user restarted
the part, which in particular caused UB if the story_viewer was closed
before all timers have finished.
fixes#3838fixes#3837
The code for flooding in 08_Out_of_the_Frying_Pan uses a list of impassible terrains,
anything not in that list can flood so there's no change needed to that code.
The Sun Sylph's animation code now recognises both types of mushroom, in case the
Quenoth elves are used in UMC campaigns.
The code for flooding in 08_Out_of_the_Frying_Pan uses a list of impassible terrains,
anything not in that list can flood so there's no change needed to that code.
The Sun Sylph's animation code now recognises both types of mushroom, in case the
Quenoth elves are used in UMC campaigns.
Adding this is issue 2 of #4177, changing the behavior when [find_path]
is given a SLF which matches multiple hexes.
The map and tests here should be easy enough for manually editing them. It
duplicates some of the functionality of the existing characterize_pathfinding
tests, however those tests need their expected values to be calculated and
can't be changed by hand.
'''nearest_by''': {DevFeature1.15|2} possible values "movement_cost"
(default), "steps", "hexes". If the [destination] SLF matches multiple hexes,
the one that would need the least movement points to reach may not be the one
that's closest as measured by '''hexes''', or closest as measured by steps,
from the starting point.
Behavior in 1.14 depended on which hex was checked first.
The feature was never added, a deprecation message saying that it's been
removed is the closest option to the situation. While terrain.cpp itself
supports vision_alias, it was never added to the calculations in movetype.cpp,
therefore it never affected units' vision. It's also not shown in the help
about the terrain.
This doesn't affect the features of units having vision costs different to
movement costs, or of units having a different number of vision points to
movement points, both of which are still supported.
While I'd encourage anyone who wants to implement vision_alias to do so, at the
moment I feel that the still-supported features in the same area haven't been
explored yet, and that vision_alias isn't going to developed before 1.16.0 is
released.