initialize() calls useImmersiveMode() internally, which would override the system ui visibility we manually set, leading to setting effectively being ignored on startup
Also, we can use LibGDX's builting function, which is more future-proof :)
* Bump version and create initial changelog entry
* Update Spanish.properties (#10780)
* Even more translations of Malay.properties (#10778)
I plan to finish the UI section this week. Honestly, going through and skimming a bit I've seen things I've never seen in game.
* Update Brazilian_Portuguese.properties (#10775)
* Some German translations (#10772)
* Update French.properties (#10768)
* Update Italian.properties (#10767)
---------
Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: Caballero Arepa <78449553+Caballero-Arepa@users.noreply.github.com>
Co-authored-by: Mikhail <151419244+MetaFBMI@users.noreply.github.com>
Co-authored-by: Vitor Gabriel <59321138+Ranbut@users.noreply.github.com>
Co-authored-by: SomeTroglodyte <63000004+SomeTroglodyte@users.noreply.github.com>
Co-authored-by: Ouaz <Ouaz@users.noreply.github.com>
Co-authored-by: Giuseppe D'Addio <41149920+Smashfanful@users.noreply.github.com>
* Added a new AutoPlay until end button
* Added the new AutoPlay until victory setting to translation
* Reverted some comment fixes to hopefully not have a merge conflict
* Mod compatibility - update declarations
* Mod compatibility - logic and UI changes
* Mod compatibility - flag some invalid use patterns
* RulesetValidator - lint until Studio shuts up
* Fix isBaseRuleset test in ModRequires validation
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Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Add Gold Growth and Production Growth Focus
New Manual Focus doesn't reallocate population
* Use Stat Names (and symbols) for focus
* Missing reassign code
* Clean up table for efficiency
* Table v2
* minor translation changes
* COMPATIBILITY
* v3 table
* Minor fixups
* Refactor Battle damage shadowed Label into reusable WidgetGroup
* Make Politics Overview "Grid header" fixed and some linting
* Add a Legend popup explaining line colors in the Politics Overview Diagram: Click inside
* Missing translation template
* Final decision on background didn't make it in properly
* Remove unused png - those are now in the Construction atlas
* Smaller background image
* Color and shadow choices
* Redo atlas to include both 10505 and this
* Reorganize - restore meaning to existing regions, sort fields into regions, treat warnings
* Reorganize - double-check pure/side-effect regions and move inappropriate placements
* new algo for coast placement
* optimization?
* change default max coast extension
* put spreadcoast in a function
* default change back, nextBoolean() and for loop
Change BattleTable to calulate average damage and show alongside the min
and max for easier calculations when planning to attack with multiple
units such as when sieging a city
Unfortunately for min-maxers the randomness is still turn dependent
for a given defending unit, so the damage randomness will not average
out across multiple attacks on a given turn but they will all be more or
all be less depending on the luck that turn.