- removed assert in Fonts.cpp (can be triggered a lot by old pregame\battles code)
- fixed battle console text positioning
- fixed some new compiler warnings
- filesystem initialization works in conjuction with modHandler
- (config) split buildings.json in multiple files in "factions" directory
- (mods) merged filesystem.json and config/mod.json into mod.json
* It is possible to set the battle ai that'll be used by neutrals by typing in VCMI console:
setBattleAI <AIName>
VCAI also respects that setting and uses given AI as its battle back-end.
- config folder with all json files is used via new FS API
- fixed campaigns loading. Replaced "detect h3m starts" heuristics with CCompessedStream::getNextBlock()
- completely replaced CLodHandler, removed bitmaph and spriteh
- replaced CLodStream in favour of CCompressedStream (2 new files)
- renamed CResourceLoaderFactory and ResourceIndetifier to shorter names
NOTES:
- campaign loading is currently broken. Will fix.
- I am going to remove several unused files in several days (e.g. LodHandler)
- - mostly remove usage of (de)activateSomething functions
- - CIntObject's can be safely deleted in active state or without removing from parent first
- - Added CWindowObject to use as base of all windows (will be required for such features as shadows)
Report any crashes or glitches - it should not cause any issues apart from more console output.
TODO:
- remove redundant (de)activate and show(All) calls
- decrease usage of blitAtLoc\printAtLoc methods
- switch all windows to new base
- disabled most of now unused code for changing resolution
- added missing spell effect sounds
- adventure map spells sounds
- remaining fixes for big endian systems
* Save game screen and returning to main menu will work if game was started with --start option
* GUI controls can selectively capture keyboard events. CTextInput won't capture Enter. Fixes#654.
* all lock/unlock and unlock/lock pairs are done by RAII guards now
* fixed two possible crashes at the end of battle when last stack was killed by spell. That should fix#749 and #752.
* fixed a very nasty race condition, eliminating possible deadlock at the start of battle when human hero has tactics
* fixed#422
- gcc set to c++0x mode
- most of gcc warnings fixed
- replaced boost::assign with initialization lists (if available in compiler)
- new cheat code: vcmiarmenelos - build everything
- updated linux readme
- minor fixes, applied patch for #98
* 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/...