The horse units are another whole can of worms, I'll leave them for a different PR.
* units - dunefolk - touch-up to burner line base sprites
* units - dunefolk - Burner defense animations
* units - dunefolk - warmaster leading animation
* units - dunefolk soldier defense animations
* units - dunefolk captain leading animation
* units - dunefolk swordsman defense animation
* units - dunefolk captain defense animation
* units - dunefolk burner ranged attack animation, though only male variation for now
* units - dunefolk burner ranged attack animation for female variation
* units - dunefolk explorer defense animation
* units - dunefolk herbalist defense animations
* units - dunefolk Luminary defense animation
* units - Dunefolk Apothecary defense anim
* units - Dunefolk alchemist defense anim
* units - Dunefolk Wayfarer defense anim
* Units - Dunefolk - first draft at Falconer branch of skirmisher
* Dunefolk - revision to Falconer line
* Units - dunefolk - some progress on falconer standing animation
* Units - dunefolk - attack animations for falconer
* Units - dunefolk - defense and melee (partial) attack anims
* units - dunefolk - WIP lvl3 falconer
* units - dunefolk - revise falconer
* units - dunefolk - animation work on Falconer line
* units - dunefolk - falconer ability diversion revised to affect enemy chance-to-hit. Animation filter/trigger not yet resolved
* units/abilities - dunefolk falconer diversion ability-related animations mechanism
* units - dunefolk - sky_hunter animation frames
* dunefolk/abilities - fix diversion animations to work on die event
* abilities - schema validation induced correction
* abilities - diversion animations - attempt to fix case of undo movement
* units - dunefolk - finish some cosmetic issues for Falconer line
* units - dunefolk - wmlindent
* use on_undo over select in diversionability
undoing can only change the 'diversion' state if the original action also did,
so there is no reason to check it in all 'select' events.
* fixup
* minor clean-up
Co-authored-by: gfgtdf <daniel.gfgtdf@gmail.com>
this converts the optional grand marsal advancement to the
[modify_unit_type] syntax.
Also with this the core cfg files no longer depend on other
macros except EDITOR and the difficulty macros so we could
(if we wanted) optmize it to not load this part of the cfg
again for each campaign.
See issue #3955
the intention is to deprecate [advancefrom] in
favour of [modify_unit_type], because it was a
common source of OOS errors, and it is less flexible.
As a secondary effect this also fixes issue #4402 :
"changing units via extra_defines sometimes not working
because extra_defines had bugs".
Now we no longer use extra_defines for that.
Addon authors should now no longer use these extra_defines,
instead put the new core marcos with the same name directly
into [campaign].