Commit graph

1363 commits

Author SHA1 Message Date
Hejnewar
4b6091e8a6
Update changelog.md 2021-06-19 21:16:06 +02:00
Nils Kneuper
aadec0fe88 updated Japanese translation 2021-06-19 11:32:58 +02:00
Nils Kneuper
e64530d802 updated Scottish Gaelic translation 2021-06-19 11:31:19 +02:00
Nils Kneuper
a657fdef5a updated Spanish translation 2021-06-19 11:30:06 +02:00
mattsc
ecc34f0197 Update changelog 2021-06-18 07:26:56 -07:00
doofus-01
a7b556fe6b
Update changelog.md 2021-06-13 20:54:19 -07:00
Nils Kneuper
2df6235efd updated Indonesian translation 2021-06-12 11:36:55 +02:00
Nils Kneuper
8709e0d58e updated Czech translation 2021-06-12 11:32:28 +02:00
loonycyborg
c7d35237f6
Add TLS changes to changelog 2021-06-09 20:04:39 +03:00
doofus-01
957496560b
Update changelog.md 2021-06-06 21:02:57 -07:00
Nils Kneuper
aca2cb679e updated Italian translation 2021-06-04 12:12:15 +02:00
Charles Dang
5d5f62e31e
Merge pull request #5820 from stevecotton/addons_two_panel
Add-ons manager: Fix bugs that return to the title screen with an "Invalid WML" message
2021-06-01 16:49:37 -04:00
doofus-01
48fade652b
Update changelog.md 2021-05-30 13:21:01 -07:00
Steve Cotton
050feb623b Add-ons manager: Fix bugs that return to the title screen with an "Invalid WML" message
This fixes two specific causes of #3059, where code assumes that all parts of
the add-ons manager's UI are accessible, an assumption that fails when the
dialog uses a stacked widget to handle small window sizes.

It would be better to redesign the C++ for this dialog, but a quick workaround
for the observed issues is much easier.

* Fixes #5810, triggered by using the version drop-down in small-screen mode.
* Adds a workaround for keyboard input changing the selected add-on on small screens.
2021-05-30 17:12:56 +02:00
doofus-01
7e15e6d1f5
Update changelog.md 2021-05-29 21:33:23 -07:00
doofus-01
4030dc9a0b
Update changelog.md 2021-05-29 20:47:15 -07:00
newfrenchy83
bf6b09007c
add 'unslowable' and 'unpetrifiable' status (#5788) 2021-05-27 13:35:49 -04:00
Steve Cotton
ecf993174b Include the new-style special notes in the sidebar's unit description 2021-05-26 22:54:24 +02:00
Nils Kneuper
eec7bc7c8f updated Slovak translation 2021-05-24 09:38:25 +02:00
doofus-01
735ba1b8f2
Update changelog.md 2021-05-22 19:27:02 -07:00
Nils Kneuper
cbf8ae8a20 updated British English translation 2021-05-22 20:28:15 +02:00
Pentarctagon
9efd377b9c
1.15.13+dev. 2021-05-15 21:15:25 -05:00
Pentarctagon
f54124eea2
1.15.13. 2021-05-15 21:13:52 -05:00
Steve Cotton
f7f58613f6 Filtering by tags in the add-on manager
The existing PblWML specification includes a comma-separated list of tags.
Until now there are no official tag names, but some of the 1.14 add-ons already
have some unofficial ones. If this feature is included in 1.16 then I assume
many UMC authors will use the newly-official tags.

For a larger add-on list than the dev server has, use port 15014 which will
connect to the 1.14 server instead (in the connect dialog change the address to
addons.wesnoth.org:15014).
2021-05-16 00:53:20 +02:00
Steve Cotton
7f53aa08a5 Add-ons manager: show tags in the details panel
Show the contents of PblWML's "tags" attribute in the add-ons dialog. They're
shown at the bottom of the right-hand panel (only if the window size is large
enough to trigger that dialog's two-panel layout).
2021-05-15 17:18:18 +02:00
Iris Morelle
dd23418d7f Update changelog
[ci skip]
2021-05-15 06:15:42 -04:00
Iris Morelle
8989eb4303 lua/gui2: Restore layout invalidation hack used when hiding widgets
Someone clearly didn't do sufficient testing here. Fixes a regression
from 1.15.5 causing widgets to remain visible after being set to a
hidden state.
2021-05-14 06:45:34 -04:00
Steve Cotton
c560b0efab Add attribute apply_to_vision to [effect]apply_to=movement
When processing [effect]apply_to=movement, if apply_to_vision is 'yes'
(which is the default) then the vision points will change by the same amount.
Previously, it sometimes affected vision and sometimes didn't; for most cases
where it makes a difference, I expect it to be a change from unanticipated
behavior to expected behavior.

Please refer to the new unit test added in this commit for more detailed docs;
that test is also a rough draft for the Wiki update needed when this merges.

The reason it sometimes affected vision was that the special value of -1 vision
points was interpreted as "use the value of the max movement points instead".
The special value of -1 is still supported and frequently used, and refactor that
is out of scope for this commit - it's easy to check when the code path changed
in this commit is used, however it's considerably more complex to find all
routes that create a unit with vision set to -1.

I'm expecting one add-on, Rebirth In Nature, to need a large update for this;
as well as a trivial change needed to the Add Creature Pack.

There are several mods that have their own handling for vision, recalculate the
values frequently, and are expected to continue working as before, as they'll
just overwrite any changes that the engine makes.
* Proper Flying Mod / Proper Vision Mod
* LotI
* Blessed Altar Mod
* Shards Era's `CALCULATE_WEAPONS_ONLY` macro
* Castle of Evil Spirit

Rebirth In Nature is an RPG-style campaign that expects the player's unit to
have vision separated from movement along with right-click menus that change
the character's movement, this will probably need `apply_to_vision=no` in
many places. OTOH, its `item_id=mobility` uses `apply_to=movement` followed by
`apply_to=vision` to implement in 1.14 what this change will make default
behavior in 1.16.

There are a few sharpshooter units which have vision better than their
movement. If given a buff which boosts their movement, this will give
them a buff to vision too; likely a change towards expected behavior.
* Archaic Era's Royal Ranger
* Ageless Era's Royal Ranger and Dwarvish Forest Sniper
* Eastern Europe at War's Yacht and Great Yacht
* Era of More Units's Lone Wolf
* Southernerns has several sharpshooters
* WWII Era has several sharpshooters
* War of Dominions has some guard towers with very low movement

Silver Age has abilities that modify vision based on time-of-day, but unlike
the Proper Flying Mod and LotI these are done by adding and removing objects
that add or subtract one vision point, these should be unaffected by this
change. Unrelated to that, it declares values for `[unit_type]vision=` even
when the value is the same as max moves - like the sharpshooters this means
that buffs to their movement wouldn't have buffed their vision but now do.

There are few units with vision less than movement. Generally these seem to be
missile weapons that are represented as units, and they probably won't meet any
apply_to=movement statements - even if a movement power-up is available, the
player would probably choose a different unit.

The Add Creature Pack has two creatures (the Cactose Elder and Carnivore Fatal
Plant) that have reduced vision, along with AMLAs that increase those units'
movement; these AMLAs will need to use `apply_to_vision=no`. These two
creatures are used in Castle of Evil Spirit, but they won't get enough
experience to get an AMLA there.

Fixes #3356.
2021-05-13 18:02:36 +02:00
Celtic Minstrel
e2181215fe Update changelog 2021-05-11 19:23:48 -04:00
doofus-01
0db6ac37c2
Update changelog.md 2021-05-09 20:42:44 -07:00
Nils Kneuper
dcf3825fae updated Russian translation 2021-05-09 10:45:49 +02:00
Steve Cotton
f282eb7948 Render only a viewport area in pango_text and text_shape
The line-by-line workaround for rendering huge areas of text is dropped, as we
now only expect to be rendering screen-sized or smaller parts of the text.

Rendering huge texts (greater than 64kpixels high) now requires the caller of
pango_text::render() to change to calling pango_text::render(SDL_Rect) instead.
This is used by text_shape, fixing the crash when opening the credits screen.

This should reduce memory usage when rendering text. It doesn't seem to reduce
the amount of work done by Pango, but the drawing will be clipped in the Cairo
library.
2021-05-08 23:01:54 +02:00
Nils Kneuper
44525e56a9 updated Czech translation 2021-05-08 13:31:56 +02:00
Steve Cotton
13bc062975 Remove the old PNG optimisation script
A Python version was added in b3fe980d70, the
main reason for removing the old one is that it's inconsistent to have two
tools where one does almost (but not quite) the same as the other.

Both versions check that the old and new images look the same. However, if any
tool changed the pixels' values then old script would discard the changes from
the other tools too. The new script checks the image after each tool is run, so
that the optimisations from the other tools can still be kept.

The indexed2rgb.sh script had a call to utils/wesnoth-optipng. It's deleted
instead of updated because both wesnoth-optipng itself (since 17c242a9f) and
the new woptipng both do what indexed2rgb.sh did (they all run ImageMagick with
option "png:color-type=6").
2021-05-07 12:01:59 +02:00
newfrenchy83
00452c0187
add 'ability_id_active' attribute to filter (#5739)
Add 'ability_id_active' attribute to filter

Until now, only the type of ability could be filtered with activity, and id only for unit who have ability, same if she's inactive.
2021-05-03 14:38:05 -05:00
Steve Cotton
b2d39d2754 Only render the visible area in canvas.cpp
If a widget is partially hidden or off-screen, this commit makes canvas.cpp
optimise and only draw the visible part.

Many of the asserts in canvas.cpp are removed, as the surface is no longer the
full canvas. The SDL_Render* functions do support the out-of-bounds and
negative values for x and y that are now passed to them, these are tested by
SDL2's testviewport.c.

Scrolling by a single pixel will force canvas::draw to do the full work of
redrawing the canvas. I had considered rendering a few of the off-screen lines
too, however it seems this isn't optimisable because the dirty flag is already
set on each redraw - that can be traced to window.cpp's push_draw_event()
causing canvas::set_is_dirty(true) to be called.

Refactor handling of the x, y, w, h variables with a common rect_bounded_shape
class, so that there are less code paths that might have unnoticed bugs.
2021-04-29 12:35:14 +02:00
Pentarctagon
d7234242d4
Changelog update. 2021-04-28 23:03:27 -05:00
Steve Cotton
8e315683ae Add wesnoth.colors[name].pango_color and use it in the multiplayer turns-over dialog 2021-04-28 10:44:19 +02:00
Iris Morelle
c6c4c81e8e Update changelog
[ci skip]
2021-04-27 04:57:59 -04:00
Nils Kneuper
b103c17fbc updated Dutch translation 2021-04-25 00:55:59 +02:00
Nils Kneuper
b44d15131f Revert "updated Dutch translation"
This reverts commit 7ab3306e1a.
2021-04-25 00:53:32 +02:00
Nils Kneuper
96d60a58d8 updated Italian tranlsation 2021-04-24 11:21:14 +02:00
Nils Kneuper
159ebb2467 updated British English translation 2021-04-24 11:20:02 +02:00
Nils Kneuper
7ab3306e1a updated Dutch translation 2021-04-24 11:18:51 +02:00
newfrenchy83
23b5c05490 add description in changelog 2021-04-20 23:30:23 -05:00
doofus-01
3a14e47e90
Update changelog.md 2021-04-18 18:10:38 -07:00
Elvish_Hunter
002abf5799 Changelog entry 2021-04-18 21:54:37 +02:00
Pentarctagon
bf04973267
1.15.12+dev. 2021-04-17 21:44:28 -05:00
Pentarctagon
a576b0a180
1.15.12. 2021-04-17 21:44:27 -05:00
Iris Morelle
d362861b59 Clarify changelog entry
[ci skip]
2021-04-17 22:28:56 -04:00