Commit graph

7360 commits

Author SHA1 Message Date
Celtic Minstrel
f71031d8fd Update changelog 2016-08-23 17:48:14 -04:00
Jyrki Vesterinen
8816dc9cd9 Fix icons of buttons under the minimap disappearing on closing a menu 2016-08-21 21:30:48 +03:00
doofus-01
6a27d1ca30 update changelog 2016-08-20 16:15:08 -07:00
Celtic Minstrel
d5a78dfcd0 Redesign gamestate inspector window 2016-08-20 02:52:11 -04:00
Gregory A Lundberg
15c761ec75 HAS_NO_TURN_LIMIT objectives macro
A convenience macro to add a standardized note to the objectives pointing out there is no turn limit.
2016-08-19 20:06:13 -05:00
Wedge009
5ed288d635 Update change logs. 2016-08-16 14:43:50 +10:00
Gregory A Lundberg
f0ad540001 Add result variable to [message] tag
If [message] includes one or more [option] choices, store the choice index in the result variable.
2016-08-14 00:19:11 -05:00
Wedge009
7b7eb81081 Update change log. 2016-08-12 22:52:00 +10:00
Wedge009
f1be140bb4 Change WML condition equals=true to boolean_equals=true (bug #24951) 2016-08-12 19:14:50 +10:00
Jyrki Vesterinen
3d8c29bc29 Fix a stray ; character appearing in the command console
The GUI1 textbox widget had a mechanism to reject input until it has
received an SDL_KEYDOWN event, but it didn't do any good. I suspect this
regressed in commit 61ccf2fc, which changed the type of the event handler
container from std::vector to std::list. Apparently, starting from that
commit, an event (say, an SDL_KEYDOWN event) will also be delivered to
any event listeners which are registered by existing event handlers.

In other words:
1. the player presses ;
2. SDL generates an SDL_KEYDOWN event
3. a handler for that event creates the command console
4. the command console registers a handler for SDL events
5. the original keypress event is delivered to the command console
6. the console starts listening for input as a result of that event
7. SDL generates an SDL_TEXTINPUT event, still for the same keypress
8. the console inserts the ; character

I made the textbox loop through all the keys in construction, and store a
set of all pressed keys. The box will ignore all input until all the keys
which were down at the time it was created have been released. The fix
stops the stray ; character from appearing.
2016-08-11 22:17:29 +03:00
ln-zookeeper
087a2822d1 Fixed broken bandits code 2016-08-11 18:21:21 +03:00
ln-zookeeper
642323ff45 Cropped the Spectre baseframe to fix hitpoint bar positioning bug 2016-08-10 01:46:31 +03:00
Elvish_Hunter
ca557c7221 changelog entry 2016-08-08 20:17:39 +02:00
Celtic Minstrel
f4ac23a3c5 Allow [endlevel] to be used in victory or defeat events 2016-08-08 04:09:32 -04:00
Charles Dang
bd189c5e15 Changelog entry for c91b200b7a 2016-08-08 05:23:34 +11:00
Jyrki Vesterinen
f87f09a341 Fade out previous music on playing new storyscreen music
Also disable victory music on scenarios which have the carryover report
disabled, mainly cutscene scenarios and final scenarios of each campaign.
This avoids an unfortunate "abruptly play the winning music, then
immediately switch to the next music" situation that would break
fade-out otherwise.

Finally, I also removed an unreachable code line that triggers a warning
in Visual Studio.
2016-08-07 20:49:50 +03:00
Jyrki Vesterinen
d4e6d0bf2b Fade out music on scenario start and on disabling it 2016-08-07 18:54:33 +03:00
Spixi
d0d3b1fbca Fixed name generation in map generator 2016-08-07 00:44:24 +02:00
fendrin
b9d2ec4409 Renamed [foreach] variable= to array= and item_var= to variable= 2016-08-06 06:20:41 +02:00
Andreas Löf
e24115088a Add fix of bug #24553 to changelog 2016-08-05 23:27:19 +12:00
loonycyborg
059de7266a Update changelog 2016-08-04 12:42:38 +03:00
Celtic Minstrel
44d171ab58 Include builtin conditions in wesnoth.wml_conditions
This excludes the [true] and [false] ConditionalWML tags,
which are still hard-coded. (People shouldn't be trying to
override or extend these anyway.)
2016-08-02 16:57:46 -04:00
Celtic Minstrel
53828a01b9 New [remove_object] WML tag 2016-08-02 00:52:52 -04:00
Celtic Minstrel
6dab777f66 Accept [effect] in [modify_unit] 2016-08-02 00:01:48 -04:00
Andreas Löf
2360fb6260 Merge branch 'monte-carlo-damage-calculation' of https://github.com/jyrkive/wesnoth into jyrkive-monte-carlo-damage-calculation 2016-08-01 22:04:06 +12:00
Bär Halberkamp
51ebabae4d fix last commit 2016-07-31 13:23:04 -04:00
Bär Halberkamp
fd1a776997 Change attack sounds for short swords 2016-07-31 13:10:00 -04:00
Jyrki Vesterinen
ed8a9c223b Mention the 'mute music in background' preference in changelog 2016-07-30 09:19:58 +03:00
Celtic Minstrel
0b313e8dda Fix changelog for #710 2016-07-30 02:16:40 -04:00
Celtic Minstrel
dc3d22a5e4 Merge pull request #710 from spixi/call_events_by_id
Allow firing an event by id instead of name.
2016-07-30 01:21:12 -04:00
Gregory A Lundberg
2a3a3fdd7b Update changelog 2016-07-29 18:28:03 -05:00
Bär Halberkamp
4e71bbe448 Generate trait help instead of hardcoding
Introduces a new key "help_text=" in [trait]
2016-07-29 18:44:10 -04:00
loonycyborg
b55fc012df Post-release version bump 2016-07-29 19:44:22 +03:00
loonycyborg
38306057f9 Pre-release version bump 2016-07-29 17:38:53 +03:00
Charles Dang
4c259e4a1d Post-release version bump 2016-07-29 16:30:12 +11:00
Charles Dang
33f33eade1 Pre-release version bump 2016-07-29 16:19:15 +11:00
Bär Halberkamp
0d823eba1f Update changelog for the OTHER UI commit 2016-07-27 14:49:09 -04:00
Bär Halberkamp
a3f7274f28 Update changelog for the UI commit 2016-07-27 14:39:49 -04:00
Spixi
5588642c81 Allow firing an event by id instead of name. 2016-07-23 12:23:19 +02:00
Celtic Minstrel
681322bf29 Update changelog 2016-07-21 18:04:04 -04:00
Jyrki Vesterinen
0e7305017e Enabled Monte Carlo simulation mode by default 2016-07-21 20:41:04 +03:00
Jyrki Vesterinen
6766e05747 Put the Monte Carlo mode behind an advanced preference and update changelog 2016-07-21 20:13:24 +03:00
Lari Nieminen
b02e084064 Merge pull request #690 from GregoryLundberg/GL_AOI_recruit_mages
AOI Linaera should recruit Mages, not Elves
2016-07-19 16:30:53 +03:00
Gregory A Lundberg
4e75868bf6 AOI Update changelog 2016-07-19 07:19:58 -05:00
Celtic Minstrel
7286ea8e0f Merge pull request #661 from spixi/name_and_map_generator
Improvements in the name and map generators
2016-07-18 01:10:46 -04:00
Spixi
f96f86245e Improvements in the map and name generators
- Implement a way to escape special characters {|} in the CFG generator
- Eliminate null pointers to name generators
- Invalid generators now throw exceptions
- Name generating rules for different terrain elements can now be specified
  (The defaults in english.cfg are still used)
2016-07-17 23:42:19 -04:00
Andreas Löf
14c0c4487d Update changelog 2016-07-16 19:08:48 +12:00
Celtic Minstrel
6abd7a6941 Add [message]image_pos=left|right
This is meant to replace ~RIGHT() and also the newer ~LEFT(),
with one exception: ~RIGHT() will still be the standard way to
make a unit's portrait go on the right by default.
2016-07-15 17:35:51 -04:00
Celtic Minstrel
39037a7154 Correct changelog 2016-07-15 17:13:57 -04:00
Celtic Minstrel
232709ea57 A few Micro AI tweaks
- For MAIs using aspects, make the facet ID more unique
- Only shallow-preparse the [micro_ai], rather than fully preparsing it
  (This is so that filters in Micro AIs can use $this_unit if needed)
2016-07-15 16:15:44 -04:00