(temporary location) I wait to see where other future animation switch will go
This stops flags and animated terrains in the first frame, for
simplicity and because the low use of animation prevent to test what
is the best solution
But this choice also allow to choose the default frame.
e.g. a geyser terrain may want to always show the active (or sleeping) state
use a simple "footprint_prefix" key, the rest (in/out, directions, image mods,
and file extension) is added by the code, (like for the ellipses)
restore the possibility to use more than 2 set of images for movement cost
(its ugly hacks didn't like my last cache optimization of default zoom
level)
- add a special image of energy-bar for this gui
- update its url in the "don't scale it" list of make install
- finally use the new WML #ifdef TINY in _main.cfg with it
Currently it will be used only for the movement hint, but I choose a
general name, in case of other uses.
There is 11 colors, each one for each 10 intervals and the last one
for the maximum.
I kept my previous colors: pure yellow for 50% and subtract multiple
of 50 in red or green for other values.
* check game.cfg (currently inside _main.cfg) and preferences.cfg for
server lists instead of using a hard-coded list of official servers.
* added help strings to the View Server List dialog
"_image" suffix and add an apparantly never used hardcoded default
values, even if the cfg doesn't define one
the new keys are grid_image, unreachable_image, void_image, fog_image
and tod_bright_image
when starting the editor
This seems to greatly improve the editor start time
Also use it to skip editor-groups.cfg when starting the game
Adding a GAME tag is probably nicer, but seems a bit more complex