[ci skip]
Something was screwy about these image's alpha. Normally when I remove an alpha channel in GIMP,
it shows up white. With these images, it showed up black. Maybe they had an embedded palette or
something, I don't know, but the problem is fixed.
Something must have changed in SDL 2.0.6 that caused this issue to appear. Not sure if anything
needs to be patched in our source code, though (but not likely)
Squash and merge for three carpets terrain PR.
* Initial commit for carpets. WML, alignment, and demo only, images are unshaded place-holders.
* adding basic shading and better corner images
* completed shading for existing images
* refined large corner carpet rules
* got rid of some commented out leftovers
* initial commit for cave rug, Iwd
* regular carpet files, incomplete for now
* completed regular rug
* changed cave-rug underlayer to cave path instead of dark flagstones, and changed all rug terrain codes
* fixing some transition WML filtering for Urc (cave carpet)
* moving all chasm transitions to lower layer -290 from -90, not just those next to I* terrain
* adding a couple more stone_tile-chasm transition images
* stone tile floor, only very basic transitions so far, not finished
* better transitions for stone floor tiles
* various clean-ups to stone tiles
* chasm transitions for stone tiles
* some more work on stone_floor-chasm transition images
* some corrections to terrain rules, mostly related to one of the I* terrain codes
* work on transitions, introducing new macro dealing with the case of three adjacent terrains
* transition images that use the now existing rules
* using new macro and changing some filters and layering (mostly related to terrain code Irs)
* transitions
* deleted some place-holders that were uploaded by accident
Merged manually for better compression and a more clear filename naming scheme for the added multihex image variations; for example, desert_range2_1_2.png instead of desert_range2_12.png.
This makes both the standard map border as well as the fake map border terrain be drawn using the same WML rules, which allows them to connect seamlessly with each other.
A dummy IPF ~NO_TOD_SHIFT() is added and used as an easy way to prevent the ToD color-shifting of the border images. This can and probably should be implemented differently in the future, but for now it's a very simple and effective workaround.
This does remove themability of the map border, but that feature is currently unused (even in UMC) and it can be re-implemented differently if the feature is needed. There is also other cleanup still needed regarding themes; the off-map background still remains themable, and the WML for specifying the border tiles still remains in the theme .cfg files.
The call to display::draw_border() which was used to draw the hard-coded map borders is now commented out but not yet removed.
This removes the need for custom corner images (flat/shore*), and instead uses NEW:GENERIC_CORNER_TRANSITION to create the tiles by masking a single image (water/bottom.png). This results in a pretty subtle visual change.
The n,ne,se,s,sw,nw-style transitions don't work well with transparency, so this makes the transitions corner-based which allows the fade to be longer and smoother.
* some variations and better cropping for aquatic castle walls
* more castle wall variations and cropping
* uncommented the line disabling the default brown bank images for castle-water transition, to cut down on image-per-hex count