While those intructions to build the dependencies are no longer very
accurate, they are the only description of how to build the windows
dependencies given in a wesnoth context, removing them is a bad idea.
Add extra braces.
Substitute for loop with BOOST_FOREACH.
Update CMakeLists.txt and VC9/wesnoth.vcproj.
Split some long lines.
Change pass by value to pass by reference.
Fix formatting of some comments.
Introduced enums for load_game_cfg().
As part of a GSoC proposal I added a new aspect so a scenario editor can control advancements in two ways:
1. Define a aspect with a string-value like "Swordsman, Knight", so the units of interesst will always advance to this
2. Use the LUA-Engine and return a function of the form advance(x, y) which will itself return a string-value
like "Swordsman, Knight". Everytime a ai-unit advances advance(x, y) will be called.
The corresponding wikipage (http://wiki.wesnoth.org/AiWML) is going to be updated soon.
Most references to and dependencies on Subversion have been removed.
"+svn" is now "+dev". Files that can't be fixed yet have a FIXME-GIT
comment in them; most of these are in the website tests.
This caused the visual studio release builds to crash instantly
upon startup. Apparently due to it being buggy.
timotei: Please check whether it works for you now.
gabba: Please be careful with such experiments.
- add new files
- remove HAS_ITERATOR_DEBUGGING=0 define, since the functionality is
too useful and it should be _HAS_ITERATOR_DEBUGGING with a leading _
-fix object output path for added files for all configurations
-extend gabba's attempt for making MSVC compile and debug faster in
2012-05-06T14:49:37Z!gabrielmorin@gmail.com from debug to the other configurations