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Forked from Elyotna #10

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Commits on Aug 14, 2014

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  2. * Remove stats from recipe parts when you complete the recipe

    * Add attack speed item modifier
    * Optimize the logics in Inventory::addItem
    Elyotna committed Aug 14, 2014
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  3. Cleanup..

    Elyotna committed Aug 14, 2014
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Commits on Aug 28, 2014

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  2. ignore *.dll

    psychoC committed Aug 28, 2014
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Commits on Sep 3, 2014

  1. * Added all turrets positions

    * Turrets will now target and attack you, but there still isn't any graphical projectile and the targetting FX doesn't disappear if you run away
    Elyotna committed Sep 3, 2014
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  2. Merge pull request #49 from psychoC/master

    Wireshark dissector
    Elyotna committed Sep 3, 2014
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Commits on Sep 9, 2014

  1. Added kassadin's Q and R.

    EIREXE committed Sep 9, 2014
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Commits on Sep 10, 2014

  1. Merge pull request #51 from EIREXE/master

    Added kassadin's Q and R.
    Elyotna committed Sep 10, 2014
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  3. More work on minions

    Added .tp command
    Elyotna committed Sep 10, 2014
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  5. default values for minion spawn timers

    Minions still go all through midlane, but this will be better once the waypoints are set
    Elyotna committed Sep 10, 2014
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Commits on Sep 11, 2014

  1. * Completed minions waypoints

    * Turret attacks are now displayed
    * Minions will attack their nearest targets
    The whole thing is still (very) very glitchy.
    TODO : Minion death, Turret death, melee auto attacks
    Elyotna committed Sep 11, 2014
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Commits on Sep 12, 2014

  1. Merge pull request #2 from Elyotna/master

    test
    dotdeath committed Sep 12, 2014
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  2. Fixed targeting on objects

    Turrets and units should now update their target display if you go out
    of range
    dotdeath committed Sep 12, 2014
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  3. Merge pull request #56 from dotdeath/master

    Fixed targeting on objects
    Elyotna committed Sep 12, 2014
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Commits on Sep 13, 2014

  1. Added some of my lua progress.

    Now some objects are available in Lua. Also, Damage calculation based on
    Armor and MR. Life steal and spell vamp are taken into account as well.
    leoagomes committed Sep 13, 2014
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Commits on Sep 14, 2014

  1. Merge pull request #58 from leoagomes/lua-progress

    Lua objects, Fieldmaks values and damage
    Elyotna committed Sep 14, 2014
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  2. Added minion's death

    Elyotna committed Sep 14, 2014
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Commits on Sep 15, 2014

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  2. Buff packet, support for passives with events

    Gusor committed Sep 15, 2014
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  3. Merge pull request #59 from joaquin95/master

    More Lua functions documented
    Gusor committed Sep 15, 2014
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  4. Cleanup

    Gusor committed Sep 15, 2014
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  6. lua readme.md

    Gusor committed Sep 15, 2014
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  7. Rename

    oops
    Gusor committed Sep 15, 2014
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Commits on Sep 17, 2014

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  3. Blitzcrank's passive placeholder

    It was needed, otherwise the server's console would be filled with errors
    Joaquin95 committed Sep 17, 2014
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  4. Braum's E

    Joaquin95 committed Sep 17, 2014
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  5. Braum's passive placeholder

    Joaquin95 committed Sep 17, 2014
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  6. Dr. Mundo's R

    Joaquin95 committed Sep 17, 2014
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  8. Evelynn's W

    Joaquin95 committed Sep 17, 2014
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  10. Gangplank's E

    Joaquin95 committed Sep 17, 2014
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  12. Garen's Q

    The server doesn't load Garen's stats
    Joaquin95 committed Sep 17, 2014
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  13. Garen's passive placeholder

    Joaquin95 committed Sep 17, 2014
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  14. Nunu's W

    It only applies the buff to yourself
    Joaquin95 committed Sep 17, 2014
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  15. Nunu's passive placeholder

    Joaquin95 committed Sep 17, 2014
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  16. Poppy's W

    Joaquin95 committed Sep 17, 2014
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  17. Poppy's passive placeholder

    Joaquin95 committed Sep 17, 2014
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  18. Shaco's Q

    Only teleports Shaco, does not make it invisible
    Joaquin95 committed Sep 17, 2014
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  19. Shaco's passive placeholder

    Joaquin95 committed Sep 17, 2014
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  20. Talon's R

    Joaquin95 committed Sep 17, 2014
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  21. Talon's passive placeholder

    Joaquin95 committed Sep 17, 2014
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  22. Udyr's E

    Joaquin95 committed Sep 17, 2014
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  23. Udyr's passive placeholder

    Joaquin95 committed Sep 17, 2014
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  25. Merge pull request #60 from joaquin95/master

    Some champion spells
    Elyotna committed Sep 17, 2014
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Commits on Sep 18, 2014

  1. New buff features

    *Can't stack buffs anymore; if you for example get a movement speed
    boost while already having the same one, it will just get a duration
    refresh
    *Support for buff Lua files, included is teemo E poison(unfinished but
    tested and working)
    *And more that I already forgot
    Gusor committed Sep 18, 2014
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  2. Merge

    Gusor committed Sep 18, 2014
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  3. Minions now give gold to their killer.

    TODO : champion gold gain on kill, depending on streaks etc.
    Elyotna committed Sep 18, 2014
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Commits on Sep 19, 2014

  1. * Auto attacks will now feel much smoother. No more random teleportat…

    …ion/weird movement (almost..)
    
    * Minions will now stop (visually) attacking when not in range
    * Minions will now move towards their target when it's no longer in range
    Elyotna committed Sep 19, 2014
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  2. Fix compiling using make

    molenzwiebel committed Sep 19, 2014
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Commits on Sep 20, 2014

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  2. Fixed some uninitialised memory reported by valgrind which could caus…

    …e undefined behaviour with movement & positions
    Elyotna committed Sep 20, 2014
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  4. Critical Strike Changes

    Also a part of some work I'm doing on LifeSteal (which is not working,
    for some reason).
    leoagomes committed Sep 20, 2014
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  5. Merge pull request #67 from leoagomes/master

    Critical Strike Changes
    Elyotna committed Sep 20, 2014
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  6. Merge pull request #63 from molenzwiebel/master

    Fix compiling using make
    Elyotna committed Sep 20, 2014
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  7. Fix crash with most spell projectiles.

    Added ezreal's passive lua placeholder.
    Elyotna committed Sep 20, 2014
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Commits on Sep 21, 2014

  1. Merge pull request #65 from EIREXE/master

    Added map selection in lua, map spawning based on lua coords and team si...
    Elyotna committed Sep 21, 2014
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  2. Added ".ch" command to change your champion on the fly. Don't forget …

    …to caps the first letter or the lua might not load.
    
    The only glitch is that it doesn't reset your spells levels client-side.
    Elyotna committed Sep 21, 2014
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Commits on Sep 22, 2014

  1. Initial implementation of Experience

    - Minions now give experience to their killer when they die
    - Fixed scaling gold for melee minions
    Michaelcraighoffman committed Sep 22, 2014
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  2. Split exp among champions

    When a minion dies, split its experience among all enemy champions in
    range.
    Michaelcraighoffman committed Sep 22, 2014
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  3. Move the Visual Studio build folder

    - Move the Visual Studio build folder to its own directory to enable
    side-by-side mingw and Visual Studio builds
    Michaelcraighoffman committed Sep 22, 2014
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  5. Merge pull request #70 from Michaelcraighoffman/master

    Add experience from minions and basic turret AI
    Elyotna committed Sep 22, 2014
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  7. Merge pull request #72 from EIREXE/master

    Fixed map selection in lua files
    Elyotna committed Sep 22, 2014
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  8. Read path of RAF-entries

    satan6 committed Sep 22, 2014
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  9. Fix bug preventing movement

    satan6 committed Sep 22, 2014
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  12. Fix crash introduced in cea7f6c

    Elyotna committed Sep 22, 2014
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  13. Merge pull request #74 from satan6/master

    Mac client fix and minor things
    Elyotna committed Sep 22, 2014
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  15. Fixed purple respawn, add minion targeting, ..

    Purple respawns should appear properly now. (Users would respawn and
    teleport back only after moving)
    Added minion target prioritization
    Added new packet ID: 0x47
    Added buff source
    Fixed turret target prioritization (for champions being targeted under
    tower)
    Fixed SynchVersion indentation
    dotdeath committed Sep 22, 2014
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  16. Added gold gain from champion kills (no assits yet)

    Nicolas Spath committed Sep 22, 2014
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  17. Merge pull request #78 from hamma2/master

    Added gold gain from champion kills (no assits yet)
    Elyotna committed Sep 22, 2014
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  18. Unit target should now be lost when out of range

    Minor fix
    dotdeath committed Sep 22, 2014
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  19. Merge pull request #77 from dotdeath/master

    Fixed purple respawn, add minion targeting, ..
    Elyotna committed Sep 22, 2014
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  20. More features between gold and champion kills system. (Gold reduction…

    … the first 2 minutes + death spree reduction with minion gold when farming)
    hamma2 committed Sep 22, 2014
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  21. Add mac instructions

    molenzwiebel committed Sep 22, 2014
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  22. This is a markdown file

    molenzwiebel committed Sep 22, 2014
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Commits on Sep 23, 2014

  1. Removed some changes from the last commit (the second StartClient.bat…

    …, removed -j8 argument, removed second player in config.lua
    hamma2 committed Sep 23, 2014
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  2. Merge pull request #79 from hamma2/master

    More features between gold and champion kills system
    Elyotna committed Sep 23, 2014
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  3. Some fixes for minion spawn times and not generating gold until then

    unknown authored and unknown committed Sep 23, 2014
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  4. ACTUALLY fixed minion spawn time, as well as set a map-specific gold-…

    …generating start-time (so many hyphens) for cases such as Crystal Scar where Minion spawns don't line up with when gold starts generating.
    unknown authored and unknown committed Sep 23, 2014
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  5. Merge pull request #82 from Chrisazy/master

    Some fixes for minion spawn times and not generating gold until then
    Elyotna committed Sep 23, 2014
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Commits on Sep 24, 2014

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  2. Merge pull request #87 from hamma2/master

    Get gold for champions that are executed when hit within 15 seconds.
    Elyotna committed Sep 24, 2014
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  3. Added the CollisionHandler

    First commit to include the handler, still not functional correctly
    Querijn Heijmans committed Sep 24, 2014
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  4. Added missing functions

    Added required onCollision function and getPosition function
    Querijn Heijmans committed Sep 24, 2014
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Commits on Sep 25, 2014

  1. Added AIMesh

    Added AIMesh
    Added reference to it in SummonersRift
    Added load function in it, but commented it out (SummonersRift.cpp:78),
    it crashes when trying to get the RAF file (?)
    Querijn Heijmans committed Sep 25, 2014
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  3. - Fix the hit particle for Ezreal R

    - Remove an unneeded debug printf for Ezreal Q
    - Add the troybin list to the lua folder
    Michaelcraighoffman committed Sep 25, 2014
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  4. Merge pull request #85 from Michaelcraighoffman/master

    Ezreal's Q and R now deal properly scaling damage.
    Elyotna committed Sep 25, 2014
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  5. Collision fixing

    - Removed stretch errors
    - Added support for non-square info for maps
    - Renamed m_Info to m_Heightmap for clarity.
    - I should probably remove the hardcoded 1024 buffer size
    - Fixed the map being flipped
    Querijn Heijmans committed Sep 25, 2014
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  6. Merge pull request #80 from molenzwiebel/master

    Add explanation on how to compile and run on Mac
    Elyotna committed Sep 25, 2014
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  7. Fixed crash

    Thanks Ely :)
    Querijn Heijmans committed Sep 25, 2014
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  8. Changed codestyl

    actually kind of sad, i like mine, but i have to stay consistent.
    Querijn Heijmans committed Sep 25, 2014
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Commits on Sep 26, 2014

  1. LevelProp fixes, spell net ID, autoattack change

    Assigned a net ID to spells, changed autoattack melee packet (it isn't
    actually melee, more like a continuation of an attack), found a new
    debug packet and fixed a typo. The shop shows properly now, although it
    still isn't clickable from the summoner platform. Would be great if
    someone could figure that out.
    dotdeath committed Sep 26, 2014
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  2. Fixed autoattack for 4.17, shop is now clickable!

    Updated version string to 4.17, older clients might break due to the new
    autoattack packet. And the shop is now clickable! (this took really
    really long to find out)
    dotdeath committed Sep 26, 2014
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  3. Merge pull request #89 from dotdeath/master

    LevelProp fixes, spell net ID, autoattack change
    Elyotna committed Sep 26, 2014
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Commits on Sep 27, 2014

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  2. Fix the display of melee & caster minions, still need to fix cannons …

    …displayed as melee minions.
    Elyotna committed Sep 27, 2014
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  3. Added nexus/inhibitor vision and version check

    Documented the unknowns for the object spawns (which causes base
    vision), and added a version check. A message will appear in-game if the
    user has a different client version. Also removed an unused variable and
    made handleClick output hex values.
    dotdeath committed Sep 27, 2014
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Commits on Sep 29, 2014

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  2. * Fixed siege minion skin

    * Made the siege minions spawn before the caster minions
    * Removed .spawn command
    Elyotna committed Sep 29, 2014
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  3. Merge branch 'vision'

    Conflicts:
    	gamed/src/Handlers.cpp
    Elyotna committed Sep 29, 2014
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Commits on Sep 30, 2014

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  2. Fixed some strict compiler issues

    Changed the return value of types that are supposed to not return any
    value. Also removed an unused variable that was re-added when merging
    the vision branch.
    dotdeath committed Sep 30, 2014
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  3. Merge pull request #93 from Michaelcraighoffman/master

    Add scaling health and AD to minions, fix gold scaling
    Elyotna committed Sep 30, 2014
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  4. Implemented logger

    kalouantonis committed Sep 30, 2014
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  6. Added champion vision handling.

    TODO : the code is a bit dirty, make it proper.
    Elyotna committed Sep 30, 2014
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  7. Wooops, lua config stuff...

    Elyotna committed Sep 30, 2014
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  8. Removed mana deduction.

    kalouantonis committed Sep 30, 2014
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  9. Finished pathfinder

    - Added loaded boolean to AIMesh
    - Removed old collision map from the handler, now only handles
    intersection of objects
    - made mesh protected, added a get function to the pointer of it
    - Added oncollision for minion with example functionality
    - Added A-Star pathfinding code
    - Added distanceWith squared function (faster than regular), will
    replace distance checks later on
    - Added new Vector2 operators (divisions, multiplications with constants
    and vectors)
    - Why did I upload debug prints
    - Fixed small codestyle error
    - CollisionHandler now inherits the pathfinder.
    - Optimised Object::collide. Even though nobody probably uses it. I
    probably should.
    Querijn Heijmans committed Sep 30, 2014
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  10. Added collisionsupport for walls

    Because you need to path when you walk into the walls.
    Querijn Heijmans committed Sep 30, 2014
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  12. Removed a break

    Querijn Heijmans committed Sep 30, 2014
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  13. Fixed a crash when there was no target for the object

    Querijn Heijmans committed Sep 30, 2014
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Commits on Oct 1, 2014

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  2. Refined datatypes

    - Cleaning data afterwards
    - Use std::malloc instead of malloc (idk, portability or something)
    Querijn Heijmans committed Oct 1, 2014
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  3. Merge pull request #94 from kalouantonis/master

    Implemented logger system and changed C style arrays in Spell class to C++11 std::array.
    Elyotna committed Oct 1, 2014
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  4. Finished and tested AIMesh

    - Fixed AIMesh and is now tested and working! Could be slightly off due
    to coordinate conversions, but fek it. It works pretty much. I haven't
    run into issues.
    - getY now returns -̶1̶3̶3̶7̶ -99999 when AImesh is not loaded or when
    there's nothing there.
    - Added support for larger AIMesh textures.
    - writeFile now puts the X in red, Y in green, and the height value in
    blue. Note that Our Y goes from down to up ingame, but it's the other
    way around in the heighttexture.
    - Credited my teacher for the line function
    - Added UpwardDisplacement to objects
    Querijn Heijmans committed Oct 1, 2014
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  5. Tested and fixed Object-Wall collision

    - Added a TODO to figure out stuff
    - Objects now have a direction vector based on the last direction they
    walked into.
    - Removed unneeded headers from CollisionHandler.
    - Added an isWalkable function to the map and the AIMesh
    - AIMesh has a TranslateToTextureCoordinate. Don't use this, for real,
    this is for my debug purposes. The translation is done by the system for
    you.
    Querijn Heijmans committed Oct 1, 2014
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Commits on Oct 2, 2014

  1. Fixed vision of dead characters

    - Caused segmentation faults in GDB at some tests, but not when ran
    normally. @Elyotna
    - Units now do not give vision when they're about to be removed or dead.
    - Fixed spelling mistake in bat file
    - Added bat to just spawn the game (when you're debugging)
    Querijn Heijmans committed Oct 2, 2014
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  2. As instructed, removed dynamic cast on this

    Querijn Heijmans committed Oct 2, 2014
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  3. Improved collision by not colliding with dead units

    Querijn Heijmans committed Oct 2, 2014
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  4. Made pathfinding threadsafe

    - Added option to disable optimisation, and disabled it by default.
    Reason: There's functionality that instead of news and deletes fetches
    empty PathNodes from a table. This uses more memory but doubles the
    pathfinding speed. Problem is that I need to add critical sections on
    these probably. Also, we will have to increase the table size, it allows
    for 2<<15 objects, but if there are >200 minions, it will probably try
    to fetch outside of the table. if they all make paths.
    - Moved Pathfinding variables into Path class which is now the new
    return of the getPath.
    - Added error to pathreturn. (Reason why path wasn't created or zero)
    Querijn Heijmans committed Oct 2, 2014
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  5. Enable summoner spells

    satan6 committed Oct 2, 2014
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  6. SetCooldown packet

    satan6 committed Oct 2, 2014
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  7. Merge branch 'collision'

    Also :
    
    - Fixed a bunch of stat masks that were off by 1 bit
    - Added LifeStealMod to items
    - Use the mesh height coordinate in packets
    Elyotna committed Oct 2, 2014
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  8. Merge pull request #92 from satan6/master

    Cooldowns + compiler warnings
    Elyotna committed Oct 2, 2014
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  10. Get collision radius from inibin.

    Activate collisionHandler
    Elyotna committed Oct 2, 2014
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  11. Merge branch 'collision'

    Fixed some warnings.
    
    Conflicts:
    	gamed/include/Object.h
    	gamed/src/Champion.cpp
    	gamed/src/Object.cpp
    Elyotna committed Oct 2, 2014
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  12. Added castRay functionality

    - You can now see if there is something in the way.
    - Moved isPath to public and added a getWaypoints function.
    Querijn Heijmans committed Oct 2, 2014
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Commits on Oct 3, 2014

  1. Fixed error with Sqr function of castRay

    Querijn Heijmans committed Oct 3, 2014
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Commits on Oct 4, 2014

  1. Fixed game time synchronization, and

    Corrected the packet ID for game time synchronization and added proper
    synchronization. Also updated server version string to match latest
    client version, implemented Z coordinate for auto attack packet and
    corrected indentation/code uppercasing. Removed recall button activation
    as it sent no request after enabling summoner spells.
    dotdeath committed Oct 4, 2014
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Commits on Oct 6, 2014

  1. Some new work with pathfinder and activated logger

    - Removed CollisionHandler from Pathfinder.
    - Added getSize function to AIMesh, returning the size of the map.
    - Removed pathfinder travel translation and implemented a bigger map..
    It was buggy.
    - Added base collision response for minions. No pathfinding, but the
    line is there, commented out
    - Added Logger stuff. Made it more readable.
    - Added bugfix that would try to get a location outside of the
    heightmap.
    - Several pathfinder bugs are fixed.
    Querijn Heijmans committed Oct 6, 2014
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  2. Refresh : now sleep a dynamic amount of time depending on how long it…

    … took to refresh the map. This gives more meaning to "REFRESH_RATE" as objects are actually gonna be refreshed at this rate now.
    
    Bumped REFRESH_RATE to 16.666 milliseconds, which mimics a 60fps game.
    Elyotna committed Oct 6, 2014
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  3. Added new requested functionality to AIMesh

    - isAnythingBetween now checks if anything is between two vectors or two
    objects. The object functionality takes in account that it could collide
    with itself.
    - Added cleanPath function to the pathfinder that removes redundant
    positions. (untested)
    Querijn Heijmans committed Oct 6, 2014
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Commits on Oct 7, 2014

  1. Fixed targeting on dead units, teleport collision

    - Fixed targeting on dead units and added a new target packet
    - Added collision to teleport, made it vision specific
    - Exposed lua function: isWalkable(x, y)
    - Fixed Ezreal E when trying to teleport to behind a wall and the
    targeting range wasn't at max range
    dotdeath committed Oct 7, 2014
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  2. AIMesh fixes on isAnythingBetween and castRay(Sqr)

    - the two AIMesh functions did not use texture coordinates, so
    everything would be far out of bounds. That is now fixed.
    - Removed the vector2 isAnythingBetween and just replaced it with a
    castRaySqr. Because I repasted other code, should probably do this
    instead.
    - Committing work to pathfinder.. Nothing interesting, just debug info.
    - Removed undef from PacketHandler that I saw by coincidence. Let's not
    remove/replace definitions guys. Ever.
    - Made direction 0 when Object is not walking
    Querijn Heijmans committed Oct 7, 2014
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  3. Fixed isAnythingBetween and implemented terrain in vision

    - It's not perfect, but hey, it's pretty close http://prntscr.com/4u21g3
    - Added translation to real coordinates in aimesh (don't use this,
    dummies, it's for me 🐹)
    - Why are there emoticons in this 🉑 🍔 🐫
    😘
    Querijn Heijmans committed Oct 7, 2014
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Commits on Oct 8, 2014

  1. Added small explanation

    nothing serious
    Querijn Heijmans committed Oct 8, 2014
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  2. Update RAFManager.cpp

    armandobasha committed Oct 8, 2014
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  3. Update Caitlyn Q

    Added dmg scailing with 1.3 AD
    H3npi committed Oct 8, 2014
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  4. Remove some printf/puts

    Bump version to 0.2.0
    Elyotna committed Oct 8, 2014
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  5. Update Caitlyn E

    added basic code,
    cleaned up a bit
    H3npi committed Oct 8, 2014
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  6. Added announce events and turret range indicator

    - Fixed the announce packet ID
    - Added a basic announce event system (adding a message looks pretty
    trivial right now though)
    - Fixed the turret range (the wiki is incorrect..)
    - Added turret range indicator
    - Fixed the turret health to suppress game errors
    - Fixed SynchVersion, SendGameNumber, and added game features
    - Added getMapId to obtain the existing Map Id
    dotdeath committed Oct 8, 2014
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  7. Merge pull request #102 from H3npi/master

    Caitlyn Update
    Elyotna committed Oct 8, 2014
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  8. Fixed turret death and lifesteal/spellvamp

    - Set some bits to 0 in game features to fix the issue where turrets
    don't die
    - Fixed lifesteal/spellvamp overhealing the attacker
    dotdeath committed Oct 8, 2014
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  9. Merge pull request #101 from armandobasha/patch-1

    Fixed RAFManager checking the wrong registry key directory
    dotdeath committed Oct 8, 2014
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Commits on Oct 9, 2014

  1. Fixed segfault, minion targeting, added attack move

    - Fixed a case where a segfault could occur when a unit target was still
    set on dead units. There's still another case of a segfault in this
    patch at Minion::update which I can't identify. Would be great if
    someone could track this down.
    - Fixed indentation in Unit::update
    - Fixed autoattacks being cancelled when trying to last hit
    - Updated Minion targeting, it should prioritize targets now
    - Added attack move and added isDead check
    - Added std namespace to min/max functions to prevent ambiguity
    - Added some comments to announcer events
    dotdeath committed Oct 9, 2014
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  2. Added new packet "Spell animation"

    Started working on Graves' E and dash movements (not functionnal yet)
    Elyotna committed Oct 9, 2014
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Commits on Oct 10, 2014

  1. Added SetAnimation and semi-fix to Caitlyn E

    - Added SetAnimation to replace an animation. Example: Caitlyn's E
    - Caitlyn E now works as it should, except that the cast time is
    completely ignored. Position change still looks glitchy.
    - Added a dash packet associated to Caitlyn E. Not sure which other
    champions use this.
    - Removed initial time sync in Map as it was irrelevant
    - Updated
    addBuff for Lua
    - Updated config.lua to get rid of formatting issues in Notepad++. Also
    updated the default champion to Caitlyn (for now).
    dotdeath committed Oct 10, 2014
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  2. Added CLASSES_ROOT to the keys to check in the RAFManager getfolder f…

    …unctionality
    
    - Removed duplicate key
    - Added key for my personal location.. Could be there for other users
    - Added location CLASSES_ROOT
    Querijn Heijmans committed Oct 10, 2014
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  3. Changed warning text

    Thanks @dotdeath :)
    Querijn Heijmans committed Oct 10, 2014
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  4. Added getClosestTerrainExit to AIMesh

    - @dotdeath this is for you: getClosestTerrainExit(Object *a, Vector2
    TeleportLocation, bool isDash); Third argument is true by default.
    Haven't tested it yet, but it gives you the closest exit out of terrain.
    If you're dashing, it only gives the one going towards you, but when
    isDash is false, it could teleport over it, like Fiddle's ult.
    - Increased ray direction length to actual coordinates..
    - Added invertRay functionality, it checks if it hits terrain, but now
    can also checks when it stops hitting terrain
    
    ** This is all untested, sorry **
    Querijn Heijmans committed Oct 10, 2014
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  5. More work on dashing, Cait's E starting to look like a real spell [co…

    …ordinates hardcoded at blue base right now]
    
    Cleaned up the header include mess a bit so that the whole project doesn't recompile when you change Packets.h
    Renamed 0x50 packet to "Face Direction" instead of "Dash"
    Elyotna committed Oct 10, 2014
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Commits on Oct 13, 2014

  1. Fixed Dash client-side.

    TODO : handle dash server-side (especially in Object::move)
    add callbacks for spells when the dash is over, so they can remove the animations etc.
    Elyotna committed Oct 13, 2014
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Commits on Oct 14, 2014

  1. Revised AIMesh.. castRay still fails. Working on it.

    - Removed debug info, commented out.
    - Fixed obvious issues in the code
    - Altered 30 Seconds til minion spawn announcer event to occur 30
    seconds before the minion spawn rather than at a fixed timepoint.
    Querijn Heijmans committed Oct 14, 2014
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Commits on Oct 15, 2014

  1. Disabled castRay because of errors.

    Sorreh.
    Querijn Heijmans committed Oct 15, 2014
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  2. Returned wrong values when checking for vision

    Sorry again
    Querijn Heijmans committed Oct 15, 2014
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  3. castRay(Sqr) works now, finally.

    Querijn Heijmans committed Oct 15, 2014
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  4. Removed duplicate key in RAFManager

    Also corrected a bit of formatting. Didn't want to reindent the entire
    file as I only removed one line of code.
    dotdeath committed Oct 15, 2014
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  5. Theoretical implementation of getClosestTerrainExit

    Let's hope it works. It should, I guess. But you know, it never works on
    the first try.
    Querijn Heijmans committed Oct 15, 2014
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Commits on Oct 16, 2014

  1. Updated to support client version 4.18

    - A significant number of packets were changed
    - Also fixed a small indentation error in Unit.h
    Enjoy :)
    dotdeath committed Oct 16, 2014
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  2. Removed error in castRay

    ok wat
    
    where dis come from???
    Querijn Heijmans committed Oct 16, 2014
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Commits on Oct 17, 2014

  1. Removed small flicker error on vision

    Querijn Heijmans committed Oct 17, 2014
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  2. Improved CollisionHandler speed. Yay!

    - Improved CollisionHandler to use division system
    - Added getCollisionHandler function to map
    - Removed duplicate functionality from Object
    - Removed redundant old commented-out code from Vector2
    Querijn Heijmans committed Oct 17, 2014
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  3. Uploading error fixes for CollisionHandler

    It still doesnt work, I am just returning out of update immediately.
    
    Autoattacks dont get removed, need Ely's help on this probably.
    Querijn Heijmans committed Oct 17, 2014
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  4. Fixed movement from fog of war, .help command

    - Enemy champions who walk from the fog of war have their locations
    reported correctly now.
    (Bug) If they stand still when the user acquires vision of them from the
    fog of war, they will remain invisible until they move.
    - Renamed some unknowns
    - Loading screen now shows names of unconnected players (not loading
    progress of others)
    - Added .help command (Thanks @Twizzes)
    - Item purchases no longer broadcast from the fog of war (still doesn't
    show after the champion is revealed)
    - Cleaned up spawn packet to reflect its proper packet name
    - Updated champion death packet
    dotdeath committed Oct 17, 2014
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Commits on Oct 18, 2014

  1. Fixed collision hopefully

    Enabled collision handling again. It's really trippy, so this should
    manage it.
    Querijn Heijmans committed Oct 18, 2014
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  2. Small cleanup

    Querijn Heijmans committed Oct 18, 2014
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  3. Fix uninitialized attribute

    Comment out collision handler as it causes crashes for now (http://pastebin.com/G9XHP72R)
    Elyotna committed Oct 18, 2014
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Commits on Oct 19, 2014

  1. Cleanup initialized member attributes

    - Removed initialization from member variables and moved it to the
    constructor
    dotdeath committed Oct 19, 2014
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Commits on Oct 21, 2014

  1. Fixed chat broadcasting, added disconnect/heartbeat

    - Fixed chat being broadcasted to all/team incorrectly
    - Added basic disconnect and heartbeat handling (not complete)
    - Updated item purchases, swaps and removal to broadcast within vision
    range
    - Clients trying to connect using an existing connected player ID will
    now be ignored
    - Instead of crashing, a message will now be output if ENet couldn't
    initialize properly
    dotdeath committed Oct 21, 2014
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Commits on Oct 22, 2014

  1. Added support for extended packets

    - Added 0xFE packet (Extended Packet) support
    - Increased detect range to temporarily stop minions from skipping
    turrets
    - Added OnAttack, ChampionDeathTimer and fixed NpcDie packet (all
    extended packets)
    - Updated game version
    dotdeath committed Oct 22, 2014
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Commits on Oct 23, 2014

  1. Added selling system

    -Added selling system (added packet, handler, modified a little item and
    inventory class)
    Neekhaulas committed Oct 23, 2014
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  2. Merge pull request #115 from coquinounet/master

    Added selling system
    dotdeath committed Oct 23, 2014
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  3. Fixed summoner spells and heat-seeking minions

    - Summoner spells no longer cast regular spells when clicking them
    - Minions no longer follow you if you are out of vision
    dotdeath committed Oct 23, 2014
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  4. Removed minion exp gain when dead

    -Minions shouldn't provide exp to champs when the champ is dead
    -Added isAlive bool to getChampionsInRanged for future use
    ccerrillos committed Oct 23, 2014
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Commits on Oct 24, 2014

  1. Merge pull request #117 from cacerrillos/master

    Removed minion exp gain when dead
    dotdeath committed Oct 24, 2014
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Commits on Oct 28, 2014

  1. Added Fountain Healing

    2 New Files, Fountain.h and Fountain.cpp (remake makefiles)
    
    config.lua to Ezreal
    
    Changed define macro to match coding style rules
    Twizzes committed Oct 28, 2014
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  2. Merge pull request #119 from Twizzes/Fountain-Heal-v4

    Added fountain healing
    dotdeath committed Oct 28, 2014
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  3. Improved getChampionInRange function

    Added a map of champions to the map class
    
    Removed debug message from fountain healing
    Twizzes committed Oct 28, 2014
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Commits on Nov 1, 2014

  1. Merge pull request #120 from Twizzes/master

    Improved getChampionInRange function
    dotdeath committed Nov 1, 2014
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Commits on Nov 3, 2014

  1. Fixed map width size.

    - AIMesh reported an incorrect width, is now correct.
    - It now converts it correctly to a MovementVector position.
    Querijn Heijmans committed Nov 3, 2014
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  2. Revert "Fixed map width size."

    This reverts commit 0cd74ef.
    Querijn Heijmans committed Nov 3, 2014
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  3. Fixed map width size.

    - Now correct in AIMesh getWidth
    - toMovementVector now no longer hardcoded.
    Querijn Heijmans committed Nov 3, 2014
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  4. Fixed CollisionHandler crash

    - Now much more inefficient, but it works. Adding/Deleting an object
    marks the object array as dirty, forcing a redo on the whole collision
    database.
    - Still disabled until I am 100% sure it doesn't crash. The crashes were
    very inconsistent, so I can't be sure.
    Querijn Heijmans committed Nov 3, 2014
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  5. Fixed CollisionHandler bugs

    - God lord please
    - Replaced vector with array.
    - Should be working now. Still commented out
    Querijn Heijmans committed Nov 3, 2014
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  6. Changed CollisionHandler back to original system

    Tomorrow is the day of testing.
    Querijn Heijmans committed Nov 3, 2014
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Commits on Nov 4, 2014

  1. Removed printfs and replaced them with loggers.

    - It will still output to console, but now to the file as well.
    - The output to file will be in HTML format. This can be changed in
    main.cpp
    - Added a small extra check to CollisionHandler
    -
    Querijn Heijmans committed Nov 4, 2014
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  2. Made MovementVector interchangable with Vector2

    - Which is step one to the removal of this struct
    - Added support to the pathfinder, which didn't work either.
    Querijn Heijmans committed Nov 4, 2014
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  3. Changed X and Y to x and y.

    Querijn Heijmans committed Nov 4, 2014
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  4. Revert "Changed X and Y to x and y."

    This reverts commit bbe0ebb.
    Querijn Heijmans committed Nov 4, 2014
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  5. Removed use of MovementVector in waypoints

    minion positions is now slightly off.. Needs a fix.
    Querijn Heijmans committed Nov 4, 2014
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  6. Fixed user movement.

    Querijn Heijmans committed Nov 4, 2014
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  7. Fixed errorous positioning

    Whoo it looks like the master again
    Querijn Heijmans committed Nov 4, 2014
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Commits on Nov 5, 2014

  1. Fixed small things, getting Pathfinder ready to work

    - Raise a SIGINT instead of __debugbreak() when you're using GCC
    (Debugbreak stops the application, so does SIGINT, gotta find a solution
    for that, but it's closer to what I want.)
    - Increased CollisionHandler max objects per division
    - Removed MovementVector from Pathfinder
    Querijn Heijmans committed Nov 5, 2014
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  3. Merge pull request #121 from Twizzes/rework

    Changed CollisionDivision::objects to a vector
    Querijn Heijmans committed Nov 5, 2014
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Commits on Nov 6, 2014

  1. Added official IDE support for CodeBlocks

    - Development in the IDE CodeBlocks is now supported. A tutorial will be
    put up on the forum soon. A big thank you to @Twizzes for helping me out
    with the initial setup!
    - Removed build optimization and added debug symbols
    - Fixed batch syntax errors
    dotdeath committed Nov 6, 2014
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  2. Reworked Minion code (not done) and small changes.

    Minion-related:
    - Renamed "side" to "team" to indicate multiple teams
    - Moved map-specific code to maps
    
    Other changes:
    - Added CodeBlocks project bat file.
    - Moved header code to cpp file in CollisionHandler
    - Changed DebugBreak back to old
    Querijn Heijmans committed Nov 6, 2014
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Commits on Nov 7, 2014

  1. Reworked Minion completely

    - De-spaghetti-fied the class. Now neatly sorted in functions.
    - Implemented distress system. Untested, need someone who can setup 3
    players. 2 champs on one team, one on the other, attack eachother around
    minions. Report minion behaviour.
    - De-shortened function names. Improved variable name quality.
    - Removed dublicate booleans.
    Querijn Heijmans committed Nov 7, 2014
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  2. Merge branch 'master' of https://github.com/Elyotna/IntWars

    Conflicts:
    	.gitignore
    Querijn Heijmans committed Nov 7, 2014
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  3. Removed duplicate batch files

    Querijn Heijmans committed Nov 7, 2014
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  4. Fixed incorrect merge

    It was missing a function change.
    Querijn Heijmans committed Nov 7, 2014
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  5. Revert "Fixed incorrect merge"

    This reverts commit 7531cff.
    Querijn Heijmans committed Nov 7, 2014
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  6. Revert "Revert "Fixed incorrect merge""

    This reverts commit 9d1913f.
    Querijn Heijmans committed Nov 7, 2014
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Commits on Nov 10, 2014

  1. Fixed Minion bugs, turned on CollisionHandler

    - Added simple collision handler, if the large one fails.
    - Changed the distress signal to a pointer to the cause.
    - Altered classify target to what was written in the wiki about
    targetting.
    - Minions no longer teleport.
    - Collision is now being checked for again.
    - Minions no longer ignore eachother.
    Querijn Heijmans committed Nov 10, 2014
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  2. Cleaned up unit::update() a little

    Also changed .bat files for codeblocks
    Twizzes committed Nov 10, 2014
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  3. Added pathfinding back, fixed some bugs.

    - Minions can now find a path even though their destination is
    unreachable due to there being a minion on top of it (due to the
    destination being the minion it wants to go to)
    - Pathfinder now correctly maps the minions into the grid..
    - Increased mapsize for more precision.
    - Left in debug information for anyone interested in debugging this.
    Querijn Heijmans committed Nov 10, 2014
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  4. Merge pull request #123 from Twizzes/Unit.cpp_Cleanup

    Cleaned up unit::update() a little
    Querijn Heijmans committed Nov 10, 2014
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Commits on Nov 11, 2014

  1. Removed CodeBlocks from normal batch files

    Some users might still compile from command line using GenerateMakefiles
    and CompileServer and not use CodeBlocks.
    dotdeath committed Nov 11, 2014
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  2. Fixed crash when minion dies

    Querijn Heijmans committed Nov 11, 2014
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Commits on Nov 23, 2014

  1. Updated to 4.20

    Elyotna committed Nov 23, 2014
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Commits on Nov 28, 2014

  1. Fixed Crash

    Not sure if clock goes there but it works kappa.
    tr33s committed Nov 28, 2014
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Commits on Nov 29, 2014

  1. Fix LoadName

    tr33s committed Nov 29, 2014
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  2. printPacket: Make Dump Uppercase

    e.g. 0f ==> 0F
    tr33s committed Nov 29, 2014
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  3. Rewrote Vector2.lua and cleaned other Lua files

    About the new Vector2: Everything was rewritten and tested (the exception of testing would be anything commented out). You should really read over all the comments that have three `-`s (as opposed to two) because the information they contain is pretty notable.
    
    A nice thing about the new Vector2 is that you don't have to do `vec1:add(vec2)` but instead you can do `vec1 = vec1 + vec2` thanks to metatables. You can also now do == comparison and `#vec2` to get the length, aka magnitude, of a vector2.
    
    As for "other Lua files," I cleaned up every champion's files to be readable and work with the new Vector2.lua that I wrote.
    Everest authored and Everest committed Nov 29, 2014
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Commits on Dec 1, 2014

  1. Merge pull request #126 from Everesty/master

    Cleaned and Updated lua files
    Elyotna committed Dec 1, 2014
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Commits on Dec 15, 2014

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  3. added very basic blitz pull

    aportner committed Dec 15, 2014
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  4. added cast targets to spells

    aportner committed Dec 15, 2014
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  6. added ability to get units in a range. exposed getTeam/setTeam in use…

    …r and champion. GP's E now buffs in a range
    aportner committed Dec 15, 2014
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  7. added ability to get units in a range. exposed getTeam/setTeam in use…

    …r and champion. GP's E now buffs in a range
    aportner committed Dec 15, 2014
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Commits on Dec 16, 2014

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Commits on Dec 22, 2014

  1. Merge pull request #128 from aportner/master

    fixed crash when blitz uses overdrive, added blitz pull
    Elyotna committed Dec 22, 2014
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  2. Merge pull request #125 from trees-software/master

    Fixed Crash
    Elyotna committed Dec 22, 2014
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Commits on Dec 26, 2014

  1. Update README.md

    Extended setup instructions / troubleshooting section for resolving common problems
    Boreeas committed Dec 26, 2014
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Commits on Jan 5, 2015

  1. Fixed ENet dissector

    Malte Schütze committed Jan 5, 2015
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Commits on Jan 12, 2015

  1. Merge pull request #131 from Boreeas/master

    Fixed ENet dissector
    Elyotna committed Jan 12, 2015
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  2. Merge pull request #129 from Boreeas/patch-1

    Update Wireshark dissector README.md
    Elyotna committed Jan 12, 2015
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