Commit graph

7360 commits

Author SHA1 Message Date
Celtic Minstrel
78cfd7e05b Update changelog 2016-10-31 18:27:55 -04:00
ln-zookeeper
4b4135ae8b Allow skipping of terrain graphics rotations with a magic value "skip" 2016-11-01 00:26:10 +02:00
Celtic Minstrel
8e992d04d1 Update changelog and release notes 2016-10-26 15:32:13 -04:00
Elvish_Hunter
2ab52fdb36 changelog entry 2016-10-26 20:48:34 +02:00
Charles Dang
707621ebb4 Updated changelogs 2016-10-27 04:06:21 +11:00
Lari Nieminen
83e6150a79 Updated changelogs 2016-10-26 12:09:38 +03:00
Charles Dang
d825832145 Updated changelog 2016-10-25 16:59:49 +11:00
mattsc
6a96e88c9a Update changelog 2016-10-24 06:33:57 -07:00
Wedge009
6701854a2c Update change log. 2016-10-19 15:34:34 +11:00
Charles Dang
e8a499fcec Merge pull request #822 from GregoryLundberg/GL_Upgrade_Lua
Upgrade to Lua 5.3.3+
2016-10-18 12:58:12 +11:00
Nils Kneuper
48325a2b46 updated Finnish and Russian translation 2016-10-17 23:59:24 +02:00
Gregory A Lundberg
3f22ff8adf changelog 2016-10-17 10:34:42 -05:00
Charles Dang
7bb37d9b92 Updated changelog 2016-10-17 17:28:30 +11:00
Ignacio R. Morelle
00f6417515 Changelog items for stuff 2016-10-12 03:21:14 -03:00
mattsc
413ae2c568 Update the various changelogs 2016-10-09 14:25:15 -07:00
Wedge009
4600614f6d Avoid rare cases of mini-map producing a divide-by-zero error (bug #25155) 2016-10-07 19:59:39 +11:00
Charles Dang
dfd9bf12df Update changelog 2016-10-07 07:21:06 +11:00
ln-zookeeper
5d347bb61b Added a "Draw Number of Bitmaps" option to the editor
This is similar to "Draw Hex Coordinates" and "Draw Terrain Codes", and displays the number of terrain graphics surfaces draw for each hex. It is useful for spotting mistakes such as overlay images having non-transparent pixels in adjacent hexes where they shouldn't, or for comparing the efficiency of different kinds of terrain graphics rules.
2016-10-05 18:20:19 +03:00
Ignacio R. Morelle
b1fe37b90b gui2/ttext_box: Restore selection highlight lost in version 1.13.3
It was unexplainedly dropped by commit
67cf95a5af.
2016-10-03 20:01:31 -03:00
Celtic Minstrel
57ff44316e Update changelog 2016-09-29 11:25:12 -04:00
mattsc
f6da072685 Update changelog with AI bug fixes 2016-09-26 08:34:26 -07:00
Bär Halberkamp
99a0819ff0 Merge branch 'master' of github.com:wesnoth/wesnoth 2016-09-24 15:22:42 +02:00
Celtic Minstrel
9d27ff45c5 Merge pull request #496 from Wedge009/bug_20071_fix
Resolve crash on unit killed before planned actions are completed (bug #20071)
2016-09-24 09:14:20 -04:00
Bär Halberkamp
d228bd5c1d Change colors of ToDs 2016-09-24 15:02:30 +02:00
Wedge009
43802d2d77 Update change log. 2016-09-24 19:31:25 +10:00
Matthias Krüger
c9a3c0a767 tips: add tip to recall units instead of recruiting them if costs > 20 2016-09-22 16:12:04 +02:00
Wedge009
ad9e5e022a Update change log. 2016-09-21 11:29:06 +10:00
mattsc
c90294215a Update changelog and release notes with new tunnel functionality 2016-09-20 07:27:52 -07:00
Ignacio R. Morelle
f2efa155c9 gui2/tpreferences: Restore combobox adv. preferences option descriptions
These were lost with the original port and somehow they never got fixed
despite my repeated insistence.
2016-09-20 07:11:43 -03:00
doofus-01
376d45a292 new terrain: Merfolk or aquatic camp (#773)
* adding aquatic encampment terrain

* Update changelog

* remove hardwired terrain codes and image-path from aquatic.cfg

* removed wood.png images

* touch-up to stone-posts in Kme-Cme transition
2016-09-18 13:23:38 +03:00
gfgtdf
f2635e5ad6 Update changelog 2016-09-18 11:29:11 +02:00
Celtic Minstrel
946be0c02c ~ADJUST_ALPHA() now takes formula 2016-09-16 19:56:49 -04:00
Bär Halberkamp
6df17b37f4 EI: Rebalance S2 2016-09-16 19:10:23 +02:00
Wedge009
1a25d297b8 Don't duplicate recall count decrement when undoing a recall (bug #25060)
Looks like un_recall_unit_cost() is used to retrieve the unit cost of the recalled unit but it also decrements the recall count, duplicating the decrement in un_recall_unit().
2016-09-16 21:53:59 +10:00
Gregory A Lundberg
8be428e946 Honor special locations in terrain mask
A [terrain_mask] is simply a map. It can be smaller than the map, and can be offset. As a map, it can give special locations which can be used to position units, and queried by WML. With this change the names are properly applied to the underlying map, offset relative to the [terrain_mask]. A name given in the [terrain_mask] replaces that name in the underlying map, regardless of the original location. A map file can define only one name per location. A name can have only one location; but a location can have any number of names. To define additional names for a location, stack [terrain_mask] maps giving each. Once placed on the map, a name cannot be removed.
2016-09-15 16:00:36 -05:00
loonycyborg
d81e426ac5 Update changelog 2016-09-14 14:21:42 +03:00
mattsc
862fd5f93b Update changelog and release notes 2016-09-12 07:48:31 -07:00
Celtic Minstrel
905e1a00a3 Update changelog 2016-09-11 17:11:42 -04:00
Celtic Minstrel
208a43cff1 Update changelog 2016-09-08 03:16:12 -04:00
mattsc
e7bd4bc4ef Default AI: fix bug causing units with max_moves=0 not to attack
The support parameter in the attack evaluation quantifies how much
power the AI can bring to an attack hex. This is supposed to include
the attacking unit itself. However, in some circumstances (such as when
the unit cannot move for one reason or another) this unit is not
accounted for. If no other units can get to this hex either, support is
(erroneously) set to zero, resulting in an attack score of zero, which
in turn results in no attack. Skipping the multiplication of the score
by support in this case does not affect comparison with other attacks
here, as this is by definition the only attack possible on the given
hex.

Note that the '!is_surrounded' conditional is also covered by 'support
!= 0' and can therefore be deleted.

This fixes bug #23720.
2016-09-06 16:45:50 -07:00
mattsc
6950ee1dd0 New high_xp_attack candidate action for default AI
This CA performs attacks on enemy units so close to leveling that the
default AI's combat CA would not attack them (with some exceptions).
This is meant to keep players from being able to exploit this known
weakness of the default AI.
2016-09-02 20:22:17 -07:00
Celtic Minstrel
cc01b38f00 Update changelog 2016-09-01 17:48:58 -04:00
mattsc
f7d9d747c0 New Micro AI: Assassin Squad AI 2016-09-01 14:41:17 -07:00
Celtic Minstrel
b24fdbcbe1 Merge pull request #759 from GregoryLundberg/GL_modify_unit_mode
Add mode=replace to [modify_unit]
2016-08-30 12:31:23 -04:00
ln-zookeeper
c0c696a8d0 New Tentacle of the Deep sprite with animated ripples, by Blarumyrran
Old animation frames left in for compatibility.
2016-08-30 18:55:44 +03:00
Celtic Minstrel
f376bbc2c1 Update changelog 2016-08-28 00:38:06 -04:00
Jyrki Vesterinen
dae453fe43 A new way to make units invulnerable for debugging
With debug features enabled (the --debug command line switch), select the
unit and type ";unit invulnerable=yes".

This method operates by reducing the opponent's hit chance to zero. As a
result, it doesn't slow down damage calculation unlike the "increase HP
to ridiculous levels" method.
2016-08-25 20:21:10 +03:00
Celtic Minstrel
22763798c7 New type_tree key in SUF - matches the unit type or its advancements 2016-08-24 23:48:39 -04:00
Gregory A Lundberg
82c3b0114d Add mode=replace to [modify_unit]
When specified, replace rather than merge the [unit] sub-tags. Does not effect [object], [trait], [effect] or [advancement].

For example:
    [modify_unit]
        [filter]
            id=Deoran
        [/filter]
        mode=replace

        [filter_recall]
            [not]
                id="Sir Gerrick"
            [/not]
        [/filter_recall]
    [/modify_unit]

will replace the current contents of [filter_recall] with the given contents. Without mode=replace, the contents would be appended to the previous contents.
2016-08-24 19:35:06 -05:00
Celtic Minstrel
6b623147c8 Neaten changelog 2016-08-23 17:48:14 -04:00