Currently only loading images and applying IPFs is implemented.
Most code here is copy-pasted from picture.cpp, I'm planning to eventually
remove that file.
Next task is implementing the actual sprite packing.
I also removed USE_GL_RENDERING (OpenGL rendering is now used
unconditionally), moved initialization of gl::context out of the
constructor, and added some light logging about OpenGL (so that, in the
future with hardware-specific issues, we have a way to know which hardware
is affected).
This commit breaks build with anything except Visual Studio due to
requiring OpenGL and GLEW but not linking to them.
* WML: Support [filter_side] in [item].
If [filter_side] is present then "team_name" is ignored.
Fixes#1477.
* WML: Compare [item]team_name to [side]team_name using intersection.
Fixes problems with substrings and when one or the other is a
comma-separated list. See #3533
* WML: Rename [item][filter_side] to [item][filter_team]
* Add changelog entry
unfortunately this adds an annoying const_cast. The old code 'worked around'
this by getting a nonconst reference to the same unit via the unit map,
which i think is not better just hides the issue.
This prevents the animator from holding a strong reference to the target unit, which was keeping the unit object alive and thus preventing the unit halo, if any, from disappearing.
see https://github.com/wesnoth/wesnoth/issues/3240
Just fixing the crash, not sure how the code should behave in this case, it would be nice if someone who knows more about the ai code would either implement that todo or remove the second warning. An alternative fix would be to move the 'calculate_moves' inside the ai_leaders loop.
This happens when the list comes up empty because of a non-matching
filter, e.g. "Elvish Archer222" and the user clicks on one of the gender
options in this state.
Ideally we should clear the preview pane and disable the options and OK
button here, but the former appears impossible and for some reason
changing the pane's visibility in filter_text_changed() doesn't work
reliably.
Now content that is loaded via [load_resource] is placed to the position
where the [load_resource] was. This fixes a problem where previously one could
not use lua variables/functions created by the [resource][lua] because the
engine would put the [lua] tags from the [resource] after the [resource] from the
scenario.
This reverts commit 4f3ce6865c.
This reverts commit 20128ac991.
see issue #3454, there were problems caused by simple_wml when
joining/observing games and this commit is the obvious suspect
so i'm reverting it until we can fix that one.