Map/Scenario Editor
* Rename Load Map to Load Map/Scenario (since it can load both), Edit Scenario to Edit Scenario Settings, Save Map to just Save.
* Rearrange menu order
* Add icon for the preferences menu item (used the preexisting settings.png icon)
* Open folder correctly at Add-on's scenario directory instead of editor/scenarios. (#8910)
* Show Save Scenario As only for Scenarios
* Use the settings.png icon for Preferences menu item
* Add functionality to "Loyal" checkbox (Unit tool -> Place unit -> Right click menu) (#8445)
* Show warning when maps are saved in scenarios folder or vice versa (#8911)
* Unit List moved to Units menu from File menu to reduce some pressure from the latter.
* Status Table menu item disabled since it does nothing. (Should be reenabled once the functionality has been added.)
* Improve reload functionality in Editor (F5). Reload happens directly from memory and no temp files are needed. Also, the undo/redo stacks will be preserved. (#9024)
Time Schedule Editor
* Browse buttons now set wesnoth style paths instead of just pasting the absolute path returned by the file dialog
* Change text boxes from inactive to uneditable.
* Code generation improvements
* Add copyright notice to tod_new_schedule
* Confirmation messages
* Preview buttons for image and sound files and new icons for the preview button (2 sets : preview image and preview sound)
Unit Type Editor
* Confirmation messages
* New icons for the preview button (2 sets : preview image and preview sound)
Add-on menu
* Two new menu entries for (1) opening the Add-on selection dialog, (2) opening the folder corresponding to the Add-on
The open add-on folder option shows a GUI2 file dialog at the add-on's folder which can be used to open any file. If it is a loadable map/scenario it will be opened in the editor, otherwise the OS's default application for that file will be opened.
File Dialog
* Redesigned with new icons
* New Open External button that opens selected file/folder in the platform's default application (independently of what pressing Open would do). This could be used to quickly open a folder or preview the file before actually selecting it.
* Extension checking and filename validation. (See #8911)
Just removing transparency from all images on the top bar and side bar causes other issues, particularly with the unit sprite and the clock icon alignment.
Fixes#8335
It can be used to draw rectangles and lines, particularly when
passed via drawing_buffer_add as this only supports rendering
textures, not other drawing operations.
It can be loaded as "misc/single-pixel.png".
As the disengaged state is part-way between the "partial" and "moved" states,
the orb has parts in each color. On the minimap these units are shown in the
partial color (which is also the color that would be used before this change).
This will match the mounted Quenoth units' "disengage" skill, when they
can still move but can't attack. It should also trigger for some UMC abilities
that get extra moves after a character attacks.
During testing, I found that TSG allows some of the bandits to attack on the
first turn of the bandit branch. There's no gameplay change there, but the orbs
make it much clearer that some units can still attack.
I think there are already too many preferences for orbs, so reused the existing
settings for the colors. A new "show disengaged orb" preference is added, which
when disabled shows the old partial orb instead.
Update the orb and ellipse sections of doc/manual/.
Notes about how I created the new orb image:
* create a color range to_ellipse_red with rgb=FF0000,FF0000,000000,FF0000
* wesnoth --render-image 'misc/orb.png~RC(magenta>to_ellipse_red)' images/misc/orb-ellipse-red.png
* open the orb.png and orb-ellipse-red.png images as layers in Gimp, add a layer mask to both of them
* use the layer mask to get each pixel from exactly one of the layers
It has been a while since the last optipng run (it was in 2015),
and many non-optimized PNG files have accumulated in the repository.
288 of 1666 files optimized, 258992 bytes reduced to 156258 bytes; -102734 bytes, -39.66%
To avoid unnecessarily increasing the size of Git repository for minor
size reductions, we skip images that weren't reduced by at least 15%.
The bookmarks bar holds predefined bookmarks (as in the stuff
src/desktop/paths.hpp exposes) and allows users to easily browse to them
in a single click. It will eventually be possible for the user to add or
remove custom bookmarks as well.
I might add a method to disable specific irrelevant bookmarks later, not
sure (e.g. nobody cares about the preferences dir when trying to find
wesnothd).
The background is kept in a separate image and the two layers will be blitted together at runtime.
This is to simplify any future needs regarding changes to the text or the background logo, without
having to re-render the whole thing.
Overall statistics (only for files with a smaller recompressed size):
Original size: 14370 KiB on 172 files
Optimized size: 12855 KiB
Total saving: 1514 KiB = 10% decrease
I had to rename these ellipses to make them compatible with the IS_HERO macro as well. This way, a user can assign a ellipse with the usual ellipse=misc/ellipse-hero, and when a unit loses its ZoC, it'll be updated accordingly. Leaving the file names as they were wasn't a good solution, because it required a way to split the ellipse-hero string to insert the nozoc- part.
With this solution, no WML change is required; however, we may want to add a wmllint rule to warn UMC authors if they have a ellipse= key in their unit cfgs.
Overall statistics (only for files with a smaller recompressed size):
Original size: 16720 KiB on 404 files
Optimized size: 15237 KiB
Total saving: 1482 KiB = 8% decrease
The icon bases are meant for use with the terrain type icons and unit profile icons.
Team color-able hexes offer a flexible alternative to single-color cursor components.
A set of color ranges specifically tailored for terrain type icons has been added to team-colors.cfg. Each color range is named after the base terrain type it corresponds to.