Cronologia Commit

Autore SHA1 Messaggio Data
  Ivan Savenko 6c0c03d74b Refactoing of pathfinder <-> client/AI interaction to remove dependency on selected hero 11 anni fa
  Ivan Savenko 1157111fcf More bugfixing: 11 anni fa
  DjWarmonger 3ac306f501 Merge pull request #19 from vcmi/feature/mapObjects 11 anni fa
  Ivan Savenko ab475195ac Banks now use new scheme as well 11 anni fa
  Ivan Savenko b2e8c92383 Cleanup: 11 anni fa
  Ivan Savenko 652ceb2bde Finally shattered CObjectHandler.cpp into tiny bits 11 anni fa
  DjWarmonger e54c816c92 Treasure piles can now cover several tiles. 11 anni fa
  Ivan Savenko 0afdfa529c Moved all object-related files to lib/mapObjects directory. 11 anni fa
  DjWarmonger 6658e173f1 - Possible fix for #1769 11 anni fa
  DjWarmonger 30b79588db - Moved gameState::guardingCreaturePosition() to CMap so it doesn't need to be recalculated many times for every player. 11 anni fa
  Ivan Savenko 771c1ce255 - some effords to get rid of bottlenecks in AI code 11 anni fa
  Ivan Savenko 9c0df68cb8 Fixing spelling mistakes. Patch from josch, fixes #1759 11 anni fa
  DjWarmonger d049abe644 Fixed typo #1732. 11 anni fa
  DjWarmonger 1196eb5d81 AI can finally clear Subterranean Gate with guard on the other side :) 11 anni fa
  DjWarmonger a3cad2883f - Restored correct specialty serialization (#1599 and all its children) 11 anni fa
  DjWarmonger e459984897 Cleanup in AI. 11 anni fa
  DjWarmonger e5b011abe0 - Fixed heroes stalling. Locked heroes now try to decompose their goals exhaustively, which FINALLY works as intended. 12 anni fa
  DjWarmonger aec04d920e Endless crusade against AI issues and loopholes! 12 anni fa
  DjWarmonger a6ce282f8a Dramatically reduced exploration complexity. AI will check only nearby objects. 12 anni fa
  DjWarmonger 473250e223 - Removed slow and buggy part of exploration code 12 anni fa
  Ivan Savenko ee6cdbeffe went through the rest of cppcheck warnings, mostly harmless 12 anni fa
  Ivan Savenko 012212698e compile fixes, cmake files update 12 anni fa
  DjWarmonger 9950bc6ec3 First part of AI refactoring. Trying to split AI into three distinct parts: 12 anni fa