[maven-release-plugin] prepare for next development iteration
[maven-release-plugin] prepare release momime-parent-1.7.0
Typo in key name making unit test fail
Change list for 1.7.0
Allow targeting city enchantments using the cities list
Include columns for upscaled images in the server XML editor
Update to release versions of parent and dependencies
Make client JMX capable so can see if any repaint triggers are not being cleaned up properly
Upscaled civilians
Update mod XSD which had become really out of date
Use new JDK 25 parent pom
[maven-release-plugin] prepare for next development iteration
[maven-release-plugin] prepare release ndgmultiplayer-parent-0.8.0
Update to release versions of parent and dependencies
Use new JDK 25 parent pom
[maven-release-plugin] prepare for next development iteration
[maven-release-plugin] prepare release xmleditor-0.8.0
Update to release versions of parent and dependencies
Was opening stream that wasn't being used (fix compiler warnings)
Use new JDK 25 parent pom
[maven-release-plugin] prepare for next development iteration
[maven-release-plugin] prepare release ndgmap-0.8.0
Update to release versions of parent and dependencies
Use new JDK 25 parent pom
[maven-release-plugin] prepare for next development iteration
[maven-release-plugin] prepare release ndgaudio-0.8.0
Update to release versions of parent and dependencies
0.8.0-SNAPSHOT
[maven-release-plugin] prepare for next development iteration
[maven-release-plugin] prepare release ndgutils-0.8.0
Update to release version of parent
Use new JDK 25 parent pom
[maven-release-plugin] prepare for next development iteration
[maven-release-plugin] prepare release parent-0.8.0
Latest JAXB plugin gives errors
Update to JDK 25 and newer versions of many dependencies
Allow wrapping on diamond maps
Make checking all the animations on startup optional
Rewrite markContinent to not recursively call itself, so it doesn't blow up with a StackOverflowError on giant maps
If you have overland spells queued, but not enough mana at the start of your turn to match your casting skill, you gain some mana during your turn (e.g. via Alchemy), then more mana will be spent at the end of your turn. The client wouldn't get updated, so then if you were attacked during other players' turns, the client would go into the combat thinking you had more mana than you did and allow you to try to cast more expensive spells than you are allowed to.
Generate shadowless versions of all the upscaled combat figures
No point trying to make upscaled shadow images when they'd be squashed back down 50% vertically anyway
Write new pgm to look for ununsed image files, use this to tidy up units and flags
There's a 4th colour green pixel used for flags which I did not know about; fix up flag images to take this into account
Write new UI to check the right pixels vary colour with the wizard's flag
Give line up shadows the ability to show upscaled unit images
Make a new package for resource conversion UIs
Fix hole in Draconian combat flag numbering (part 3)
Fix hole in Draconian combat flag numbering (part 2)
Fix hole in Draconian combat flag numbering
Fix incorrectly named flag image file
Generate flag images for upscaled combat units
Code changes to support upscaled combat units
Fix up a bunch of duplicated and empty combat images for Floating Islands (the combat images are still used for things like the unit info screen)
Import all Simbey's unit combat images (no shadows or flags yet)
Upscaled overland image for Nomad Magicians
More UI updates needed for CTP
Add several new methods for reskinning menus (for CTP)
Add an image based JToggleButton
CTP shadowed labels are opposite to MoM
Use upscaled combat terrain when its available, same for the building layer
Regenerate combat tiles when upscale setting is changed
Calculate coordinates of combat tiles taking into account whether the combat terrain is upscaled or not
Import Simbey's upscaled combat terrain tiles; reference them from the XML (many are missing, such as roads and city walls)
Options for upscaled combat graphics
Fix broken unit test
Merge branch 'develop' into simbey
Increase chance of successful fleeing so units aren't running around combat in circles
Server side processing for fleeing
Enable/disable the flee button and send the flee request to the server
UI for showing players which units can and cannot flee from combat
Method to determine which units can flee combat and which can't
Show mana+gold stored on cities list
Allow opening hero items screen without going to army list first
Block unit spell effects that are already negated by a skill the unit naturally has, so Chaos Channels on Draconians can't roll CC flight
Use 3 types of houses for combat graphics
Move the standard house combat graphics into a folder named standard
Split upscaling overland terrain and units into 2 separate options
Set poms on Simbey branch to 1.7.0
Fix broken unit tests
Move Simbey's upscaled graphics into its own section on the options UI to make a bit more space
Flags for upscaled overland unit images
Upscaled overland unit images (no flags yet)
Upscaled unit background
Upscaled encouter pics
Sort out issues with map zoom, centring and panning around the map now the bitmaps may be double size, and so swapping between normal and upscaled tiles doesn't muck up the zoom or scroll location
Upscaled corruption and node auras
Upscaled map features
Upscale terrain and city images
Import Simbey's upscaled overland terrain tiles; reference them from the XML; make them pass the tile set consistency checks
Wizards' Fortress generates magic power according to the number of books the wizard has now, not restricted to only the books they had at the start of the game
Fix exception in diplomacy AI if human player requests a spell, but the AI player makes an unreasonable request in return so the human player then rejects it
[maven-release-plugin] prepare for next development iteration
[maven-release-plugin] prepare release momime-parent-1.6.8