Updated Debian changelog and made some spelling fixes

This commit is contained in:
Andrettin 2015-12-02 13:33:57 +01:00
parent 889cecc674
commit e518509305
13 changed files with 22 additions and 21 deletions

3
debian/changelog vendored
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@ -1,13 +1,14 @@
stratagus (2.3.9-1) unstable; urgency=low
* Introduced OpenGL shaders for pixel scaling
* Add support for semi-transparent unit shadows
* Add support for semi-transparent building shadows
* Many cleanups ported from Wyrmgus
* Support individual unit upgrades
* Fix multiplayer out-of-sync issue
* Fix multiplayer race selection
* Fix unit sight not being symmetrical
* Fix build restriction on top not being symmetrical
* Added support for map-specific unit stats and changing them through the map editor
-- Tim Felgentreff <timfelgentreff@gmail.com> Wed, 2 Dec 2015 12:41:01 +0100

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@ -129,7 +129,7 @@
** @param transporter
** @param unit Unit to unload.
** @param startPos Original search position
** @param maxrange maximal range to unload.
** @param maxrange maximum range to unload.
** @param res Unload position.
**
** @return True if a position was found, False otherwise.

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@ -321,7 +321,7 @@ public:
/**
** AI Helper.
**
** Contains informations needed for the AI. If the AI needs an unit or
** Contains information needed for the AI. If the AI needs an unit or
** building or upgrade or spell, it could lookup in this tables to find
** where it could be trained, built or researched.
*/

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@ -1055,7 +1055,7 @@ static int CclAiSetBuildDepots(lua_State *l)
}
/**
** Dump some AI debug informations.
** Dump some AI debug information.
**
** @param l Lua state.
*/

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@ -41,7 +41,7 @@
**
** \#include "cursor.h"
**
** This structure contains all informations about a cursor.
** This structure contains all information about a cursor.
** The cursor changes depending of the current user input state.
** A cursor can have transparent areas and color cycle animated.
**

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@ -44,7 +44,7 @@
**
** \#include "icons.h"
**
** This structure contains all informations about an icon.
** This structure contains all information about an icon.
**
** The icon structure members:
**
@ -70,7 +70,7 @@
**
** \#include "icons.h"
**
** This structure contains all configuration informations about an icon.
** This structure contains all configuration information about an icon.
**
** IconConfig::Name
**

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@ -102,7 +102,7 @@
**
** Class of the missile-type, defines the basic effects of the
** missile. Look at the different class identifiers for more
** informations (::MissileClassNone, ...).
** information (::MissileClassNone, ...).
**
** MissileType::NumBounces
**
@ -209,7 +209,7 @@
** Missile::Type
**
** ::MissileType pointer of the missile, contains the shared
** informations of all missiles of the same type.
** information of all missiles of the same type.
**
** Missile::SpriteFrame
**

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@ -41,9 +41,9 @@ class CHost;
/// Network protocol major version
#define NetworkProtocolMajorVersion StratagusMajorVersion
/// Network protocol minor version (maximal 99)
/// Network protocol minor version (maximum 99)
#define NetworkProtocolMinorVersion StratagusMinorVersion
/// Network protocol patch level (maximal 99)
/// Network protocol patch level (maximum 99)
#define NetworkProtocolPatchLevel StratagusPatchLevel
/// Network protocol version (1,2,3) -> 10203
#define NetworkProtocolVersion \

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@ -370,7 +370,7 @@ extern void PlayersEachSecond(int player);
/// Change current color set to new player of the sprite
extern void GraphicPlayerPixels(CPlayer &player, const CGraphic &sprite);
/// Output debug informations for players
/// Output debug information for players
extern void DebugPlayers();
#ifdef DEBUG

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@ -165,7 +165,7 @@ public:
};
/**
** Informations about the autocasting mode.
** information about the autocasting mode.
*/
class AutoCastInfo
{
@ -227,7 +227,7 @@ public:
int DependencyId; /// Id of upgrade, -1 if no upgrade needed for cast the spell.
ConditionInfo *Condition; /// Conditions to cast the spell. (generic (no test for each target))
// Autocast informations. No AICast means the AI use AutoCast.
// Autocast information. No AICast means the AI use AutoCast.
AutoCastInfo *AutoCast; /// AutoCast information for your own units
AutoCastInfo *AICast; /// AutoCast information for ai. More detalied.

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@ -64,7 +64,7 @@
**
** \#include "player.h"
**
** This structure contains all informations about a player in game.
** This structure contains all information about a player in game.
**
** The player structure members:
**
@ -195,7 +195,7 @@
** CPlayer::Ai
**
** AI structure pointer. Please look at #PlayerAi for more
** informations.
** information.
**
** CPlayer::Units
**
@ -1229,7 +1229,7 @@ void SetPlayersPalette()
}
/**
** Output debug informations for players.
** Output debug information for players.
*/
void DebugPlayers()
{

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@ -42,10 +42,10 @@
** understand something or you found an error or a wrong spelling
** or wrong grammar please write an email (including a patch :).
**
** @section Informations Informations
** @section Information Information
**
** Visit the https://github.com/Wargus/stratagus web page for the latest news and
** <A HREF="../index.html">Stratagus Info</A> for other documentations.
** <A HREF="../index.html">Stratagus Info</A> for other documentation.
**
** @section Modules Modules
**

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@ -151,7 +151,7 @@
** CUnit::Type
**
** Pointer to the unit-type (::UnitType). The unit-type contains
** all informations that all units of the same type shares.
** all information that all units of the same type shares.
** (Animations, Name, Stats, ...)
**
** CUnit::SeenType
@ -239,7 +239,7 @@
** CUnit::Destroyed
**
** @todo docu.
** If you need more informations, please send me an email or write it self.
** If you need more information, please send me an email or write it self.
**
** CUnit::Removed
**