1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-08-08 22:26:51 +02:00
Commit Graph

17985 Commits

Author SHA1 Message Date
1f0847660b possibility to delete unsupported saves 2024-10-31 21:57:20 +01:00
e45be3c5e6 Merge pull request #4850 from IvanSavenko/object_descriptions
Implemented optional descriptions for market map objects
2024-10-31 16:58:14 +02:00
44ee6cc573 Merge pull request #4847 from IvanSavenko/isolate_configs
Always load json configs from mod that references it
2024-10-31 16:49:24 +02:00
6056d385ed Always load json configs from mod that references it
This should fix rather common problem with mods, where two unrelated mods
accidentally use same file name for a config file, leading to very unclear
conflict since this result in a file override.

Now all config files referenced in mod.json are loaded specifically from
filesystem of mod that referenced it. In other words, it is no longer
possible for one mod to override config from another mod.

As a side effect, this allows mods to use shorter directory layout, e.g.
`config/modName/xxx.json` can now be safely replaced with `config/
xxx.json` without fear of broken mod if there is another mod with same
path to config. Similarly, now all mods can use `config/translation/
language.json` scheme for translation files

Since this is no longer a problem, I've also simplified directory layout
of our built-in 'vcmi' mod, by moving all files from `config/vcmi`
directory directly to `config` directory.

- Overrides for miscellaneous configs like mainmenu.json should works as
before
- Images / animations (png's or def's) work as before (and may still
result in confict)
- Rebalance mods work as before and can modify another mod via standard
`modName:objectName` syntax
2024-10-31 14:49:11 +00:00
a014023358 Merge pull request #4855 from altiereslima/develop
Update Portuguese Translation
2024-10-31 16:48:39 +02:00
2205f7c7e0 Merge pull request #4856 from GeorgeK1ng/develop
Updated Czech translation
2024-10-31 16:48:32 +02:00
42dcb21e45 Merge pull request #4819 from Laserlicht/mechanical_bonus
added MECHANICAL bonus
2024-10-31 16:48:23 +02:00
0969871835 Merge branch 'develop' into mechanical_bonus 2024-10-31 15:14:51 +02:00
62d0012989 Merge pull request #4851 from IvanSavenko/msvc_upload
Use msvc build for daily Windows builds
2024-10-31 15:08:00 +02:00
11a381ad72 Merge pull request #4853 from Laserlicht/docs
[Docs] fix order
2024-10-31 15:07:53 +02:00
e714a02063 Merge pull request #4849 from IvanSavenko/map_encoding
Better handling of encoding detection for maps and campaigns
2024-10-31 15:07:36 +02:00
a9add59355 Merge pull request #4844 from kodobi/bugfix/fix-ballista-damage-range-display
Fix ballista damage range display
2024-10-31 15:07:12 +02:00
883cc12c94 Updated Czech translation 2024-10-30 23:57:19 +01:00
452762cd78 change datetime format 2024-10-30 23:23:56 +01:00
9dfb6f4233 Update portuguese.json 2024-10-30 19:09:55 -03:00
cb91397688 fix pos 2024-10-30 21:50:03 +01:00
1423951b9e disable selection by empty slot 2024-10-30 21:36:37 +01:00
3beca1bd79 fix order (docs) 2024-10-30 21:25:20 +01:00
a54f4e1bd1 change autosave folder name; align autosave folder 2024-10-30 21:18:55 +01:00
09e2d1a59a Merge pull request #4842 from Olegmods/develop
Fixed some configs
2024-10-30 21:24:05 +02:00
2678665f67 Resolve merge conflict 2024-10-30 18:48:09 +01:00
44f479be89 Merge branch 'vcmi:develop' into bugfix/fix-ballista-damage-range-display 2024-10-30 18:41:29 +01:00
0a0692061d Merge branch 'bugfix/fix-ballista-damage-range-display' of https://github.com/kodobi/vcmi into bugfix/fix-ballista-damage-range-display 2024-10-30 18:39:11 +01:00
b82444ba43 Fix ballista damage range display
- Adjusted the displayed damage range of ballista to reflect the changes in hero/es attack skill like in OH3.
- Added checks to ensure the battle interface and relevant heroes are valid before calculating damage.
2024-10-30 18:35:35 +01:00
d39dad6cb4 Fix build 2024-10-30 17:03:48 +00:00
a39469d165 Add save compatibility 2024-10-30 16:57:03 +00:00
c4481f3797 Remove logic for serialization of VLC entities 2024-10-30 16:48:19 +00:00
01d787fb5a Removed remaining cases of serialization of VLC entities 2024-10-30 16:48:18 +00:00
c1e125b186 Remove CStack::type pointer to VLC entity 2024-10-30 16:47:02 +00:00
d3af9f1c67 Removed pointer to VLC entity from CStackBasicDescriptor 2024-10-30 16:47:02 +00:00
c98ac01e7a Replaced public artType member of ArtifactInstance with getter 2024-10-30 16:47:01 +00:00
04ca8aca9f Update tests 2024-10-30 16:22:12 +00:00
08fbcd5239 TerrainTile now uses identifiers instead of pointers to VLC 2024-10-30 16:22:11 +00:00
7a9875f77b Use msvc build for daily Windows builds 2024-10-30 14:39:56 +00:00
a518b76c79 Merge pull request #4836 from IvanSavenko/changelog_october
Added all 1.6 changes so far to ChangeLog.md
2024-10-30 15:29:09 +02:00
dc2f8d52ee Added all 1.6 changes so far to ChangeLog.md 2024-10-30 13:28:34 +00:00
dd7d190a58 Implemented optional descriptions for market map objects
It is now possible to define description of an object with 'market'
handler that will be shown on right-clicking the object.

Similarly, added description to right-click popup to Hill Fort.
2024-10-30 13:20:21 +00:00
12d618fe17 Merge pull request #4840 from GeorgeK1ng/develop
Various translation fixes
2024-10-30 14:03:07 +02:00
f8b1f40abb Merge pull request #4348 from MichalZr6/hill_fort_changes
Hill Fort unavailable upgrade and status bar new messages
2024-10-30 14:00:35 +02:00
22f517686d Better handling of encoding detection for maps and campaigns
Now VCMI will use either preferred language or install language to load
maps and campaigns that are part of "core" mod, or, in other words -
placed in Maps directory of H3 data (like most of manually downloaded
maps and campaigns are)

If game data is in English, then game can safely use encoding of player-
selected language (such as Chinese) to load maps. After all, both GBK
and all Win-125X encoding are superset of ASCII, so English map will
always load up correctly.

Maps that are part of a mod still use mod language as before - it is up
to mod maker to correctly set up mod language.
2024-10-30 11:54:35 +00:00
f12119f86c Merge pull request #4812 from SoundSSGood/secSkillPlace
[Hota] SeafaringAcademy. Initial PR
2024-10-30 13:33:39 +02:00
88a9890b56 Merge pull request #4837 from godric3/map-editor-set-hero-patrol-radius
Possibility to set hero patrol radius in map editor
2024-10-30 13:32:25 +02:00
c1c9e2e4f0 Merge pull request #4820 from kdmcser/softDenpendency
add support for soft dependencies
2024-10-30 13:31:46 +02:00
e1daf43fb4 Merge pull request #4843 from kdmcser/chinese
update Chinese translation
2024-10-30 13:30:56 +02:00
ea9a59e1f6 Merge pull request #4779 from altiereslima/develop
Update Portuguese Translation
2024-10-30 13:27:15 +02:00
bb73a35412 code review + pause handling 2024-10-30 00:35:50 +01:00
9e9f118b09 another attempt of using CGHeroInstance::NO_PATROLLING in map editor 2024-10-29 21:41:42 +01:00
37f7ce0ad6 improve translation for patrol radius 2024-10-29 21:22:10 +01:00
389f8b678b Fix ballista damage range display
- Adjusted the displayed damage range of ballista to reflect the changes in hero/es attack skill like in OH3.
- Added checks to ensure the battle interface and relevant heroes are valid before calculating damage.
- Correctly retrieve the ballista status from the hero's war machine slot.
2024-10-29 20:44:31 +01:00
ed087b7a5b Use max ui32 value instead of -1 for NO_PATROLLING 2024-10-29 18:34:02 +01:00