b90280855f added an additional label to the bottom of the game setup
page for indicating that a game is started from a saved state. This
reduced the space available for tooltips and looked oddly placed.
This commit changes that, by resizing the `SavedGameLabel` and
`GameSettingWarning` objects dynamically so they only take the space
necessary to display their caption. It also tweaks the vertical margins
of the tooltip to allow more lines to be shown at once.
While this still doesn't allow to show all tooltips on low resolutions,
it's now better than with Alpha 26.
Ideally the AI would try to carry on and recover gracefully but the code is setup in such a way that this seems like it would lead to a lot of different bugs down the line.
With help from @langbart on QA and code.
Fixes#7425
The current code could end up with savegameID being undefined, false, a filename string, or null depending on the code path taken.
Adapt C++ in consequence.
Docks are generic and have all ship entities. This comes to play notably when
they are captured. This is currently not the case for special docks (Crannog and
Cothon). For consistency they are given ship entities that are trainable by
other civilizations.
Also, the Crannog was not updated with the naval overhaul and still had the
trireme and bireme entities. They are now removed.
Fixes#7426
This increases the height StoneButtons and TabButtons, so that a
double-spaced caption does fit on them without significant overflow.
Exempt from that are the StoneButtons resembling lists in the main menu
and the in-game menu, as changing their height didn't feel right and we
don't need double-spaced captions for them anyway, as they're wide
enough.
The height of StoneButtons got increased from 28px to 32px, while the
height of TabButtons got increased from 30px to 34px.
Since 71a61d5f50, formations regularly regroup. However, units already at their correct offset should remain idle. This doesn't happen as we cannot check if we are at destination.
This exposes that and handles things properly... Unfortunately UnitAI has already left the IDLE state at this point, so we still get counted as no-longer idle for a turn.
To fix this, try and detect that particular situation without triggering infinite loops.
- Apply Scale
- Rename mesh from Circle to viking_longship
- Remove useless material
- Add prop-projectile-prop point
Reported by: @Langbart
Fixes#7424
based on a patch by: aeonios
`off` means that the territory visibility cannot be changed
`hidden` means that it's hidden by default but can be enabled
`visible` means it's visible by default
This improves the alignment of the items of the top menu in-game. Icons
are now better centered and don't overflow anymore and the build label
text doesn't stack on low resolutions anymore either.
The intent of this branch was to not change the names when a saved game
is loaded. So that one can see who was where in the saved game.
It was implemented wrong: The names didn't change when no savegame was
loaded and changed when a saved game was loaded.
This commit make the soved game case and no saved game case consistent.
Defect introduced in b90280855f.
There is no way to show the `PlayerColor` as disabled. As the player
color is vilible without this it can simble be hidden when it is
disabled.
Defect introduced in b90280855f.
`PlayerData` didn't contain the playerNames when serialized because they
should not be loaded when a new game is made. This lead to the issue
that client didn't receive the initial player names of saved games.
Now `fromInitAttributes` gets as a second parameter whether the
initAttributus are from persistent settings.
Defect introduced in b90280855f.
`GameSettingsWarning` where only rendered when the settings change. When
a saved game is loaded it's possible this setting is enablet without the
setting being changed.
Defect introduced in b90280855f.
When loading a saved game the user can't change the maps but when
receiving the initAttributes from the host the map is "changed".
Defect introduced in b90280855f.