- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.

This commit is contained in:
Chris
2012-10-21 11:22:24 +00:00
parent f67fcf59d3
commit 9abdcb8c62

View File

@@ -297,6 +297,60 @@ Fixes/Features:
- passes GameState to phaseHandler, moved player related static calls to player/Player.java
- If player decides to draw, turn is given to his opponent
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
- Added Multiplayer support for unless costs (but not multiple humans yet).
- Added "Any Player" support to unless costs.
- Improved AI dealing with Measure of Wickedness.
- Turn counting removed from GameState (cause phaseHandler already did it)
- Inlined some static methods called from phaseHandler
- PhaseType: index is not a field, yet the order is set by a list initialized statically
- GetLabelForPhase - moved to VField from PhaseUtil
- Game has a method to determine the next player who takes turn/priority after the given one.
- IVDoc parametrized so that getLayoutControl method returns a object or right type, won't have to cast from ICDoc
- Converted Stasis to Keyword
- Simplify Yosei a touch
- Avatars on match UI are somewhat working (will take human's icon for every even-numbered player and ai's for odd ones)
- Converted Eon Hub and Gibbering Descent into Keyword
- remove unused var, type casting
- fixing restart issue and hand crash
- games against several AIs can be started now - yet extra AI players cannot be attacked and don't act (though they recieve turns)
- Fixed getSpellCostChange.
- Phase indicators are properly lit when attack/defend cast instants phase begins
- computer should not recieve priority before mulligan
- Sands of Time needs this update
- Fix ante checking for a match win instead of last game win.
- Moved card and player cleanup routines to repective classes
- renamed isNeedToNextPhase => !mayPlayerHavePriority (would let understand the code better)
- @inputControl: setInputInterrupt and setInput add to resolveStack and common Stack
- @inputControl: updateInput => getActualInput
- Fixed Tarzan Description. Advertised as WR, but really is GR.
- Rollback of 17605 that broke everything
- that borken 17605 + changes to skip mechanism
- nextPhase transition according to priority passes
- Targeting overlay mouseover state preferences and dock button enabled.
- Its mechanics still need some work.
- Targeting overlay isn't maturing as I'd hoped. It's now disabled until further notice. Code will remain in place if someone wants to tackle it.
- Bugfix: Editor card panel looking for color from nonexistent game state.
- Also checkstyle updates to Card.java.
- Checkstyle.
- Fixed description of Flameshot.
- Re-enabled "Add 4", "Remove", "Remove 4" buttons in Limited mode card editors.
- Removed "save" and "print proxies" button in Limited mode card editors.
- Added the quest opponent Nelson Muntz 2 (thanks to edessa).
- Bugfix: "Remove 4" button in Limited deck editor actually removed 8.
- nextphase is private :)
- Player's block interface passes priority when he is done
- merged nightly doublestrike's changes (17610-17617)
- 17605 fixed, 609 617-618
- Draft "save" dialog improvements:
1 Added functionality to "cancel" button
2 Added yes/no confirm to overwrite cases
- A bit o' checkstyle
- Renamed various WinLose screens to better reflect their application.
- Small grammar fix on sealed dialog.
- You may plays against several AI opponents now
- InputControl: human will get only one 'declare blockers' prompt in multiplayer games
- GameAction: fix crash when ai player drew miracle card on 1st turn
- Added the recent commit logs to changes.txt. Preparing for the snapshot build release.
Many people helped with this version. A special thank you goes out to them. (Attempted to list names alphabetically):
@@ -337,6 +391,11 @@ Glittering Lion
Grip of Amnesia
Rotting Giant
Wicked Akuba
Rhystic Tutor
Book Burning
Breaking Point
Browbeat
Sands of Time
end