* Linting
* Fix potential crash when having a multiplayer notification sound configured that is no longer available
* New media finder architecture
* Unit tests for new media finder architecture
* Apply new media finder architecture to solve "allow all mod sounds as multiplayer notifications" request
* Make DeveloperConsole callable from WorldScreenMenuPopup
* Better WorldScreenMenuPopup single/dual-column logic
* Allow developer console to stay open and persist history
* Fix console tab key closing onscreen keyboard
* Give the now persisted console history an upper size limit
* Ensure "up" always gives the new entry
* Fix merge leftovers
* Reviews
* Bump version and create initial changelog entry
* Create Zulu.properties (#11634)
zulu language translation for unciv, very early, will continue transcribing.
* Updates + Fixes to Belarusian, Russian, Italian (#11633)
* Updates + Fixes to Belarusian
Even more content
* Russian Update
* Revert "Russian Update"
This reverts commit 0b44358510.
* Italian + Russian + BelarusianUpdate
Update for Belarusian
* Update Indonesian.properties (#11632)
Corrected the mistranslation.
* Add a few translations to Ukrainian (#11629)
Co-authored-by: Kostiantyn Ko <mormat.iam@gmail.com>
---------
Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: graycloud0 <151023736+graycloud0@users.noreply.github.com>
Co-authored-by: GameBoyNoob <94763659+GameBoyNoob@users.noreply.github.com>
Co-authored-by: X2003 <158255876+Xenia2003@users.noreply.github.com>
Co-authored-by: Kostiantyn Ko <test9@mormat.name>
Co-authored-by: Kostiantyn Ko <mormat.iam@gmail.com>
* Barbarian encampments are no longer a HashMap since #9374 so that old compat code is unreachable
* Rename SerializationTests to GameSerializationTests and add a barb camp to the game
* Add SerializationTests (roundtrip tests for classes with custom serialization)
* Convert setSerializer to implement Json.Serializable where possible
* Changed building construction priority to consider more possibilities
* Fixed addBuildingChoices taking into account non-buildable buildings
* Reduced first worker priority
* Fixed negative value buildings and changed the values of some buildings
* Aggressive personality wants to build experience buildings more
* Removed the unnecessary parameter in each of the apply.* methods
* Reverted spy button to show the spy white icon
* Changed the docs credits
* Espionage button now uses a separate path
* Reverted changing Icons.png
* Changed Espionage.png to the new sprite
* Some UI architecture changes
* Some UI architecture changes - merge Kdoc update from another PR
* Remove experimental status of the key bindings UI
* Minor update to keyboard tutorials
* Minor readability linting: A few color names instead of hex codes
* Fix links from Options not working when called from MainMenuScreen
* Added behaviours
* Added the behaviours to the docs
* Fixed spelling
* Fixed references to PersonalityValue.Military
* Commented out Personality Behaviours docs and added a message
* Changed the names of some of the new personality behaviours
getCapital() already allows null values so all in all a pretty minor change
What this means is from a practical perspective is that
- getCapital() returns first city
- isCapital() returns false for all (for conditionals, UI indicators, etc)
This was a result of going through all the getCapital() references and adding 'false' to them until I saw the folly of my ways
* Reworked how city connection is calculated
* Fixed neighboringCities being saved
* Improved the A* road finding to work!
* Fixed railroad upgrading incorrectly
* Workers will now try to swap with lazy units blocking them
* Improved support for military worker units
* Worker checks if they can swap with the unit before trying to swap