Update nsis script for the new higher quality videos.
Thanks to forum member Ezio for redoing the videos.
German / Dutch / Russian translations are needed.
This should also make NSIS scripts in both 2.3 & master pretty much equivalentThis should fix the problems with scripts being broken due to differe…
…nt interpretations of the bool size. And should make debugging script save issues somewhat easier. The savegame format itself is not very pretty, but it is not meant to last. This breaks all existing savegames. Closes ticket:2923.
Also do some general cleanup of the script.
Javascript improvements to prepare for AI porting. The two types of r…
…epeating timers now unified and functionality of setObjectTimer() implemented as an extra parameter to setGlobalTimer(). Also added a new one-shot timer called queue().
Javascript code now uses tile coordinates. Also, queue() now takes tw…
…o optional parameters, one for mandatory delay, then one for target object.
javascript: Add map labels for refering to objects and locations on a…
… map without needing to hard-code values into the script itself.
javascript: Add support for dead man's hand type triggers. You bind a…
… function to a game object, and the function is called when that game object dies. Useful particularly for campaign scripting.
Change the way the xcode project runs moc to not require additional files.
Make texture compression optional.
Two variants: 1. Use the --notexturecompression command line option. 2. Put "notexturecompression=1" into the config file. Can be overridden with the --texturecompression command line option. Closes #2864.
Add ETA to production and research progress bars.
Should make it easier to answer, when people ask you “How long until ripples are ready?”. Clarity-enhancing suggestions by cybersphinx.
Fix bug in label code. Add possibility of negative object IDs in game…
… data that force the game to create a new ID, used to avoid ID collisions in campaigns.
Remove dead Pumpkin code related to cleaning up wreckage. There is no…
… wreckage in the game.
power: Implement a power queue in power.cpp.
Structures now need to be rewritten to request all required power at the start of construction.
power: Also calculate the construction ETA.
This ETA of course depends on the number of trucks helping with construction.
Use automake's builtin lex/yacc handling.
Original patch by cazfi (http://forums.wz2100.net/viewtopic.php?p=88749#p88749). Refs #2936.
Make the src/autorevision.h target phony.
Else "make dist" from a clean source tree fails. Refs #2936.
Fix radar modes bug, where old radar mode 1 would not work properly d…
…ue to new radar visibility rules. Also reduce darkness a bit.
Fix for ticket:2928 - commanders unliked when loading game. Not fixed…
… unit stuck in terrain.