This makes it so arrow keys/numpad can control screen shift when it's available.
When this preference is enabled, #482 will not be an issue (Fix#482). But the player will also miss out on cases where adjacent targeting would be a good thing. I haven't done anything smart to determine whether one mode or the other is better on a case-by-case basis.
This fixes#489.
I considered an alternate solution of adding a case for every 1-sq-target spell, but there are so many of them. Targeting 1 square is a sensible default, not something that should have to be specified, and this warning would only really be useful when adding new spells to avoid forgetting to specify their shape. I say we don't need it.
* scons follow reference to c++ compiler
* don't worry about testing C compiler
* on failure, compile test program
* fix windows DEBUG definition flag
* add source file to win-scons SConscript
This fixes#514
parseColor() was doing a big if-else with string comparisons,
and returning values that differed from our Colours constants.
Since I couldn't find an instance of the colour attribute in our
existing xml, it should be safe to do away with those conflicting
values and refactor parseColor() to match the constants
and use cleaner code.
Fixing text buffer texture/font corruption (#479)
* #479 demonstrates that the contents of the text buffer are NOT irrelevant for reproducing bugs. So I set up recording/replay for the burma shave easter egg. This also makes an easy way to mess with the buffer state when debugging (just mash &/\*/&/\*/&/\* n times)
* When a replay throws an error, it puts up a showError() dialog. If the next action is a control_click, the system will try to click that control on the error dialog--which is totally divergent from the replay's intended behavior. So we should just stop replaying when an error happens.
* If you have a long replay and want to run it very fast, but then slow down when you get to the sequence that reproduces your bug, now you can add a `<change_fps>` to your replay to achieve that.
* Fixes for the 2 legacy replay errors that I opened recently
Fix#479Fix#532Fix#533