* Updated MSVC project files
* Filesystem: My version of .SND archive does not have \0 after WAV extension. Fixed (though hardcoded 3-char extension length).
* New bonus types: BLOCK_MAGIC_ABOVE for blocking casting spells above given level and BLOCK_ALL_MAGIC for blocking all magic.
* Heavy rewrite of battle callbacks. Fixed some minor bugs. Code reusage between lib/client/server (removed proxy calls). Better access control and support for various perspectives.
* Fixed#1031
* Fixed Orb of Inhibition and Recanter's Cloak (they were incorrectly implemented). Fixed#97.
* Fleeing hero won't lose artifacts. Spellbook won't be captured. Fixed#980.
* Fixed crash when attacking stack dies before counterattack (ie. because of Fire Shield)
* Server does some basic checks if action requests during battle are valid
* Minor stuff.
- New creature window - visit forum for package with necessary graphics: http://forum.vcmi.eu/viewtopic.php?p=6908#6908
- More AI optimizations - heroes will be processed starting from the fastest one.
- AI will check is GATHER_ARMY object is reachable
* #785 and parts of #760
* first aid tent can heal only creatures that suffered damage
* war machines can't be healed by tent
* creatures casting spells won't try to cast them during tactic phase
* console tooltips for first aid tent
* console tooltips for teleport spell
* cursor is reset to pointer when action is requested
* fixed a few other missing or wrong tooltips/cursors
Implemented opening creature window by l-clicking on stack. Master Genie's spell is picked by server, not client.
Minor changes.
* Hackish solution allowing AI undertaking actions from event-handling thread
* Fixed crash when death stare or acid breath activated on stack that was just killed
* minor fixes
* fixed crash when creature is casting Hypnosis (ie. exped Vampire Lords)
* fixed crash when creature is casting Cure before attack (ie. exped Unicorns)
* fixed crash when creature is summoning elemental (TODO fix it)
* fixed crash when doing a bonus system operation with a hero liberated from prison (ie. entering town or battle)
* fixed deadlock when StupidAI tried to assault the turrets
* fixed never ending siege when StupidAI has to use catapult (no more deadlocks on AI-AI siege)
* fixed deadlock when a hero received a level during another player's turn (ie. when he successfully defended)
* AI can win the game by defeating all enemies if there is a specific victory condition applying only to human players
* added options to help testing adventure map AI (--onlyAI, --autoSkip and --oneGoodAI).
* many minor changes
* Renamed color constants
* Renamed class AdventureMapButton to CAdventureMapButton
* Moved basic controls like CTextBox from GuiClasses to CIntObjectClasses
* Moved new creature window from GuiClasses to CCreatureWindow
* CHexFieldControl renamed to CClickableHex
* CCreatureAnimation.cpp/.h moved to BattleInterface/CCreatureAnimation.cpp/.h
* Removed unused project files
* Added VCMI_client filters file for VS 2010
* Gathered common parts of StdInc.h in Global.h
* Boost.Spirit has been included in PCH for ERM project
* StopWatch renamed to CStopWatch
* GuiBase.cpp split up in UIFramework/...
* crash on +5 growth week
* crash on spawning wandering creatures on double growth months
(how come that has not been found in previous build?)
More logging for #729-like issues.
* lib/ERMScriptModule.cpp
* lib/ERMScriptModule.h
* lib/CObstacleInstance.h
More jugglery with callbacks. Moving stuff from CGameState to CGameInfoCallback. Work on unified game events interface for player (AI or GUI) and script module. Directing events to ERM interpretetr, first attempts of calling some triggers. Crashy, if there any scripts.
Some other changes, including fighting amount of includes in includes and tracking of hero visits (need further work).