<commit_before>﻿Since r5503:
<===================================================================================>
Bugs:
 +	Actions.GroupOrderSplit returned the original group ID, not the new one
 +	Delivery importance would be ignored in cases where you have more available serfs than available deliveries
 +	Storm attacking soldiers would sometimes pass by enemies instead of stopping to fight them
 +	Citizens would not step out of a house onto a tile which was not road
 +	Wares icons went off by few pixels to the left-top on the wares rows, reverted back
 +	MapEd should not allow to set active player type to nor human nor AI
 +	Script command IsFieldAt checked winefields by mistake (same as IsWineFieldAt)
 +	Script could order to attack allied assets. Check alliance settings when executing attack commands from script
 +	Script would not allow to play WAV files with anything except lower case letters and digits
 +	Random seed should be different before each game
 +	Attacking an animal through script command would crash a game
 +	AIs should retaliate when the arrows are in the air, not while the archer is just aiming
 +	Limit save name length (long names can cause crash)
 +	Fixed winefield bug (MapEd did not save grapes objects)
 +	Scripts should not allow to link players warriors to other players group
 +	In-house enable/disable ware delivery in script worked in reverse
 +	Actions.PlayerWareDistribution did not update house orders, so houses didn't notice that the distribution has changed
 +	Integer overflow in stats caused by counting stone/wood as consumed twice when an incomplete house was destroyed
 +	Crash during delivery if ToHouse was destroyed while the serf was inside FromHouse
 +	Network system messages are now translated
 +	Player alliance towards self is inconsistent, especially in MP and when accessing from script (should be Ally always!)
 +	Block sending chat during reconnection to prevent messages being lost or causing errors (when fMyIndexOnServer is out of date)
 +	Beacons did not render on unrevealed areas
 +	Singleplayer replays ended at the last player command rather than when they were saved (use gic_GameSave in SP too)
 +	Actions.GiveHouse failed when there was a worker building a field or road next to the house
 +	Strange AI behaviour in campaign missions due to AI attack values not carrying over like they do in KaM
 +	AI warriors should attack enemies when they are within 4 tiles, to prevent sneaking into AI village (can be set in MapEd)
 +	Terrain brushes in MapEd erase corn/wine fields (should preserve them)
 +	When citizen walks into a house he should be deselected
 +	Make wood to be delivered first to building sites
 +	Changing game options resets all players' ready status so host can't change at the last moment without player agreement
 +	Hotkeys (0..9) are now stored in multiplayer saves too
 +	Replays show the scripted overlay text for the selected player
 +	Message log is no longer lost when saving in multiplayer, and messages no longer show in replays
 +	Arrows shot over longer distances would be invisible for the last ~10% of their flight (units die when no one appears to be shooting them)
 +	Rare stack overflow with flattening terrain recursively during stone mining near a house (which cannot be elevated) See example stonebug.jpg
 +	Dynamic scripts should not allow to give houses/units to disabled player
	Armour smithy has shields as 2nd output, armour workshop has shields as 1st output. Would make sense to match them (note: simply swapping in KM_ResourceHouses causes game logic to be swapped with GUI)
	Armour smithy has iron as 1st input, weapon smithy has iron as 2nd input (iron/coal swapped). Would make sense to match them (note: simpply swapping in KM_ResourceHouses causes game logic to be swapped with GUI)
	Deliveries should use the actual walking route length (opposed to Radius)
	Archers should step backwards when too close to attack target<commit_msg>Buglist<commit_after>﻿Since r5503:
<===================================================================================>
Bugs:
 +	Actions.GroupOrderSplit returned the original group ID, not the new one
 +	Delivery importance would be ignored in cases where you have more available serfs than available deliveries
 +	Storm attacking soldiers would sometimes pass by enemies instead of stopping to fight them
 +	Citizens would not step out of a house onto a tile which was not road
 +	Wares icons went off by few pixels to the left-top on the wares rows, reverted back
 +	MapEd should not allow to set active player type to nor human nor AI
 +	Script command IsFieldAt checked winefields by mistake (same as IsWineFieldAt)
 +	Script could order to attack allied assets. Check alliance settings when executing attack commands from script
 +	Script would not allow to play WAV files with anything except lower case letters and digits
 +	Random seed should be different before each game
 +	Attacking an animal through script command would crash a game
 +	AIs should retaliate when the arrows are in the air, not while the archer is just aiming
 +	Limit save name length (long names can cause crash)
 +	Fixed winefield bug (MapEd did not save grapes objects)
 +	Scripts should not allow to link players warriors to other players group
 +	In-house enable/disable ware delivery in script worked in reverse
 +	Actions.PlayerWareDistribution did not update house orders, so houses didn't notice that the distribution has changed
 +	Integer overflow in stats caused by counting stone/wood as consumed twice when an incomplete house was destroyed
 +	Crash during delivery if ToHouse was destroyed while the serf was inside FromHouse
 +	Network system messages are now translated
 +	Player alliance towards self is inconsistent, especially in MP and when accessing from script (should be Ally always!)
 +	Block sending chat during reconnection to prevent messages being lost or causing errors (when fMyIndexOnServer is out of date)
 +	Beacons did not render on unrevealed areas
 +	Singleplayer replays ended at the last player command rather than when they were saved (use gic_GameSave in SP too)
 +	Actions.GiveHouse failed when there was a worker building a field or road next to the house
 +	Strange AI behaviour in campaign missions due to AI attack values not carrying over like they do in KaM
 +	AI warriors should attack enemies when they are within 4 tiles, to prevent sneaking into AI village (can be set in MapEd)
 +	Terrain brushes in MapEd erase corn/wine fields (should preserve them)
 +	When citizen walks into a house he should be deselected
 +	Make wood to be delivered first to building sites
 +	Changing game options resets all players' ready status so host can't change at the last moment without player agreement
 +	Hotkeys (0..9) are now stored in multiplayer saves too
 +	Replays show the scripted overlay text for the selected player
 +	Message log is no longer lost when saving in multiplayer, and messages no longer show in replays
 +	Arrows shot over longer distances would be invisible for the last ~10% of their flight (units die when no one appears to be shooting them)
 +	Rare stack overflow with flattening terrain recursively during stone mining near a house (which cannot be elevated) See example stonebug.jpg
 +	Dynamic scripts should not allow to give houses/units to disabled player
 +      Script should not allow to place houses on top of fields
	Armour smithy has shields as 2nd output, armour workshop has shields as 1st output. Would make sense to match them (note: simply swapping in KM_ResourceHouses causes game logic to be swapped with GUI)
	Armour smithy has iron as 1st input, weapon smithy has iron as 2nd input (iron/coal swapped). Would make sense to match them (note: simpply swapping in KM_ResourceHouses causes game logic to be swapped with GUI)
	Deliveries should use the actual walking route length (opposed to Radius)
	Archers should step backwards when too close to attack target
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