First of all SDL2 trying to use dbus and this conflict with Qt. Check mantis#2704.
And there no reason to use SDL2 in launcher when Qt can do the same thing as well.
When hero with one move point make dimension doors then he can have on
graphics full move points. Caused by substraction that make unsigned
variable < 0.
- Implement support for BundleUtilities when Vcpkg is used
- Add some hacky code to copy Qt plugins install directory
- Use same icon for launcher as used for VCMI, launcher one is ugly
- MinGW: restore DLL deploy for MXE builds
- MinGW: restore linking options for: dbghelp, mswsock, iconv, etc
- MinGW: build with -Og when Debug is used to avoid crashes / freezes
- Cotire: when ENABLE_PCH is OFF we won't include Cotire at all
- FuzzyLite: enable FORCE_BUNDLED_FL by default for Linux to avoid FL5 usage
- Remove Version.cpp from lib source list so it's won't appear in projects
- Add option ENABLE_GITVERSION to disable Version.cpp usage
- macOS: RPATH-related code all removed or disabled
- macOS: new osx/CMakeLists.txt to run some install-code running after all subdirectories
- Assets copying into the runtime output directory implemented for Mac and Linux development
- Change default build output directory name from "build" to "bin"
- Implement new function vcmi_get_cmake_debug_info
- Link client with SDL2main on Windows and disable debug console
- Remove all old MinGW-specific options since they outdated and MXE work fine
- Set AUTOGEN_TARGETS_FOLDER for better Xcode and Visual Studio projects
- Remove useless vcmitestFiles custom target for less garbage in project files
- Most of outdated CMakeLists code removed.
- All Mac-specific code is removed include Sparkle support and vcmibuilder app.
- DMG buidling reimplemented using macdeployqt command.
- Use EXCLUDE_FROM_ALL for FuzzyLite and GoogleTest to avoid inclusion of unneded headers and libraries into installers.
- Set minimum CMake version only in main CMakeLists.txt
- Set project name only in main CMakeLists.txt
- Visual Studio: add assign_source_group function to generate proper filesystem tree
- Visual Studio: set PROJECT_LABEL so generated projects have same names binaries on Windows
- Visual Studio: enabled USE_FOLDERS for projects grouping. This also possibly affect other IDEs.
- Added add_subdirectory_with_folder function to make sure 3rd-party libraries are affected by USE_FOLDERS.
I thought we could use AppVeyor due to it's higher timeout of 1 hour, but it's stuck on lib compilation.
I'll still keep scripts in place so we can use them in future in case something changed
Currently server stable enough and only crash on shutdown.
It's certainly more annoying to crash on end of game than get freeze.
Unfortunately it's crash on shutdown almost every time on macOS.