<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)
 +	Increased max terrain brush size to 32
 +	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 +	Block sending chat during reconnection to prevent messages being lost or causing errors (when fMyIndexOnServer is out of date)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
	Armour smithy has shields as 2nd ouput, 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
	Replays sometimes end up with a mismatch while watching them, cause unknown
	AI attacks make the game lag (by using too much CPU in pathfinding ?). Vortamic is especially bad.
	Remake may be too random at battle results, too much depends on luck (test battle map outcomes with various RandSeed)
	Players that have intentionally quit (not just disconnected) should count as defeated
	Screen resolution selecting is not enabled (see resolution_selector_not_available.jpg). Win lists all resolutions 800x600 .. 1366x768
	Due to archers being less powerful many campaign missions cannot be won (e.g. first battle in TSK 2, TSK 8)
	Rare stack overflow with flattening terrain recursively during stone mining near a house (which cannot be elevated) See example stonebug.jpg
	Stonemason could stuck on a mountain after flattening (stonebug2.jpg)
	Market cart should be an overlay like flagshtok to prevent duplication of its shadow (rendered when there are no wares)
	Few terrain tiles (4th, 14th) have noticeable seams on their side when looked closely at
	Using F11->File->Open/Edit Mission during an MP game will not unlock the mutex, and thus you can't enter the MP area after that until restarting the game (F11->Stop could cause the same problem?)
	If just one player cannot run the game smoothly MP will lag for everyone in his game. For example if you zoom out a lot you will get a poor frame rate and your game will run at < 10 ticks per second forcing other players down to that speed. The lagger's ping will not look any different. Maybe have a way to indicate to that player and the others on the server that he is causing the lag? Our planned 2x speed in MP will make this much worse as some computers will lag more.
	There's no message in MP when you defeat AI opponent (if you defeat human opponent it shows one)
	TSK15 - AI does not build because stone is too far away (AI builder is incomplete)
	Woodcutter would cut a missing tree on a corn field (replaced with corn while he is chopping)
	Towers attack range is uneven (should be measured from towers middle, not the recruit location in BR corner)
	AIAttacks bug (AI attacks mulfunction after 12min.rar)
	TSK 5: ally sometimes sends his troops to the enemy base causing you to lose (after the enemy attacks?)
	Wood/Stone on building sites render on top of trees in front of them

	Water looks ugly brown when you zoom out too far due to water tiles having brown checkerboard pattern (anti-aliasing won't help)
	Wooden house frames flicking on Onboard Intel HD Family Chipset (see images "Hidden House Frame Intel Onboard 1.jpg")
	Colored rectangle below cursor


Improvements:
 +	M	Noticeably improved render performance when zoomed out
 +	M	Noticeably improved render performance when there are many houses on the screen
 +	L	Serfs check for a better delivery destination when arriving at the From house (due to state of village changing)
 +	M	MapEd: Copy/paste works between multiple instances of the editor using Windows clipboard
 +	L	Allow to specify localized player names for the missions
 +	L	Game will flash on task bar when new chat message arrives
 +	L	Set random seed on game start (for MP it needs to be decided by host and synced before the game starts)
 +	L	A way to order +100 weapons at weapon makers and other places (shift + left-click)
 +	L	MapEd: Allow custom map sizes
 +	L	Shortcuts for all soldier buttons: , & . to rotate, + & - to add/withdraw lines, x to charge, f for food
 +	L	MapEd: Randomize terrain tiles when creating a new map
 +	L	Allow cinematics in dynamic scripts
 +	M	File transfers in multiplayer lobby
 +	L	Master server use MySQL for storage rather than .txt files
 +	L	Shift+3 joins the selected warrior group to the group assigned to hotkey 3 (Starcraft style)
 +	L	The host can ban players from the lobby (only from this lobby, it is not a permanent ban)
 +	L	MapEd and script let you add out wares to houses (e.g. stone to stonemason)
 +	M	New column in load/replays menus: Date/time (stored internally in save format since file modified date is not very trustworthy)
 +	L	Keyboard shortcuts to zoom for people without a scrollwheel (page up/page down)
 +	L	Distribution of wares is viewable during replays
 +	L	Rally point for the barracks
 +	L	Warriors leaving the barracks will form a square formation rather than a long snake like in TSK/TPR
 +	L	Multiplayer spectating
 +	L	MapEd option to enable the AI to retaliate against allies' assets being attacked like they do for themselves
 +	L	Multiplayer in-game player list ordered by teams
 +	L	When archers are ordered to attack by right clicking enemy unit, they will walk into range in formation not spread out
 +	L	Add script command to allow to add recruits into the Barracks in MapEd (only Barracks for simplicity, other houses dont need it)
 +	L	Pressing spacebar will center the screen on the latest alert (beacon or under attack)
 +	L	Save screenshots into own folder called "screenshots"
		Dismiss button to make units walk into the school and disappear (gold is not refunded)
	L	Simple dedicated server form which lets you set the properties of the INI for the server and start it [gemGreg]
	L	Placing houses in MP should put a temp/fake visual markup until the real one can be added to make it appear responsive
	L	Ctrl+C/V to copy chat messages with e.g. links or quotes
	L	The story message on campaign map should fade when you move mouse over it, without jumping
	L	256x256 icons for EXE (for vista/7/8 users)
	L	Chat logs
	L	Evacuate wares from barracks
	L	Some way to delete multiplayer saves from within the KaM Remake
	L	Allow chat over multiplayer results screen
	L	Add support for 1024x600 (1280x720) resolution in the map editor
	L	Pack textures into atlases with regard to GPU max supported texture resolution (512 or 1024 px)
	L	Clicking and holding on the add/subtract buttons in weapons workshops could increase the number to save repeated clicking
	L	New command !SKIP_HOUSE. If I want a map with no stone, then after building the inn the woodcutter and tower should become available (skips the stonemason)
	M	Pause in multiplayer (pause by everyone and unpause by at least 2 other players)
	L	"Checkpoints" in replays every 20 minutes or so to allow skipping forwards/backwards (zips entire game state which can be loaded)
			Krom: Not sure how this will cope with 29hour games
			Lewin: We can delete save points as the game goes longer. By the time we reach 29 hours we only keep save points from every 1-2 hours. For 90 minute games we keep one every 10 minutes.
	L	Way to place roads/fields/destroyed buildings belonging to no player (for maps like Battle In The Ruined City where currently the roads don't always show depending on which locations are played) (maybe through special player like animals?
	L	The close door button in a house also stops a new occupant from taking it, so you can make recruits go to the barracks instead of walking to watchtowers, and so you can prioritize for example which mines get occupied first. It should also block the "house not occupied" message.
	LM	Place all the roads for all players, then all the houses for all players, then all the units for all players from the script, repositioning units that are on houses and do floodfill for houses once at the end rather than for each house
	L	Changing teams in multiplayer
			Lewin: When joining a team the team members must "accept" you before it occurs. Leaving a team must also require acceptance I guess, otherwise you can walk into an ally's village and become his enemy, and some people would surely do this. We might also need a "lock teams" option in the lobby for this to work.
	L	Ability to mark maps as a favourite (gold star) so they appear at the top of the list (find your favourite maps without scrolling through whole list)
	L	Add an option to give hosting rights to another player in lobby
	L	Option in the lobby to select starting with a small village, everything up to sawmill (placed automatically by city builder?)
				Andreus: What about adding some village planning modes, like in KAM MissionEditor (Nothing, Buildings, Buildings and troops)?
	L	House not occupied message should mention which house it is ("This farm is not occupied"). Hard to work around plurals and fem/masc forms
	L	Allow dedicated servers to optionally specify their IP in the INI file (some servers have multiple IP addresses, the external one the master server sees might not be the correct one)
	L	Icon before the server name: Swords/house/floppy for battle/build/save (save icon only shown while in lobby)
	L	Maplist takes too long to load on first run, scrollbar moves irritatingly while maps are being added
	L	Save last selected item in lists (load game, mp, maped list, savegames, etc)
	L	Right-click on a unit in Schools queue to move that unit to the front of the queue (currently RMB is "remove to here")
	M	Archers should not change formations when group members get killed while under attack
	L	Allow to block wares delivery into armor workshop, so that player could focus each on certain task (shields or armors)
	L	Keep road bends when neighbour road is destroyed (e.g. house entrances)
	L	Allow fish to swim under the ice (as well render it between sand and water terrain layers)
	L	Message when weaponmaker has complete his order
	L	Allow to copy opponents nikname into buffer (through players menu > Copy?)
	L	Save wares distribution ratios between games
	L	Shortcut key to jump to point where ally has made a beacon
	L	Allow to customize and save hotkeys settings

	L	MapEd: Allow to toggle trees/objects opacity (make them partially visible) [Marcin]<commit_msg>Moving completed todo items up<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)
 +	Increased max terrain brush size to 32
 +	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
	Armour smithy has shields as 2nd ouput, 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
	Replays sometimes end up with a mismatch while watching them, cause unknown
	AI attacks make the game lag (by using too much CPU in pathfinding ?). Vortamic is especially bad.
	Remake may be too random at battle results, too much depends on luck (test battle map outcomes with various RandSeed)
	Players that have intentionally quit (not just disconnected) should count as defeated
	Screen resolution selecting is not enabled (see resolution_selector_not_available.jpg). Win lists all resolutions 800x600 .. 1366x768
	Due to archers being less powerful many campaign missions cannot be won (e.g. first battle in TSK 2, TSK 8)
	Rare stack overflow with flattening terrain recursively during stone mining near a house (which cannot be elevated) See example stonebug.jpg
	Stonemason could stuck on a mountain after flattening (stonebug2.jpg)
	Market cart should be an overlay like flagshtok to prevent duplication of its shadow (rendered when there are no wares)
	Few terrain tiles (4th, 14th) have noticeable seams on their side when looked closely at
	Using F11->File->Open/Edit Mission during an MP game will not unlock the mutex, and thus you can't enter the MP area after that until restarting the game (F11->Stop could cause the same problem?)
	If just one player cannot run the game smoothly MP will lag for everyone in his game. For example if you zoom out a lot you will get a poor frame rate and your game will run at < 10 ticks per second forcing other players down to that speed. The lagger's ping will not look any different. Maybe have a way to indicate to that player and the others on the server that he is causing the lag? Our planned 2x speed in MP will make this much worse as some computers will lag more.
	There's no message in MP when you defeat AI opponent (if you defeat human opponent it shows one)
	TSK15 - AI does not build because stone is too far away (AI builder is incomplete)
	Woodcutter would cut a missing tree on a corn field (replaced with corn while he is chopping)
	Towers attack range is uneven (should be measured from towers middle, not the recruit location in BR corner)
	AIAttacks bug (AI attacks mulfunction after 12min.rar)
	TSK 5: ally sometimes sends his troops to the enemy base causing you to lose (after the enemy attacks?)
	Wood/Stone on building sites render on top of trees in front of them

	Water looks ugly brown when you zoom out too far due to water tiles having brown checkerboard pattern (anti-aliasing won't help)
	Wooden house frames flicking on Onboard Intel HD Family Chipset (see images "Hidden House Frame Intel Onboard 1.jpg")
	Colored rectangle below cursor


Improvements:
 +	M	Noticeably improved render performance when zoomed out
 +	M	Noticeably improved render performance when there are many houses on the screen
 +	L	Serfs check for a better delivery destination when arriving at the From house (due to state of village changing)
 +	M	MapEd: Copy/paste works between multiple instances of the editor using Windows clipboard
 +	L	Allow to specify localized player names for the missions
 +	L	Game will flash on task bar when new chat message arrives
 +	L	Set random seed on game start (for MP it needs to be decided by host and synced before the game starts)
 +	L	A way to order +100 weapons at weapon makers and other places (shift + left-click)
 +	L	MapEd: Allow custom map sizes
 +	L	Shortcuts for all soldier buttons: , & . to rotate, + & - to add/withdraw lines, x to charge, f for food
 +	L	MapEd: Randomize terrain tiles when creating a new map
 +	L	Allow cinematics in dynamic scripts
 +	M	File transfers in multiplayer lobby
 +	L	Master server use MySQL for storage rather than .txt files
 +	L	Shift+3 joins the selected warrior group to the group assigned to hotkey 3 (Starcraft style)
 +	L	The host can ban players from the lobby (only from this lobby, it is not a permanent ban)
 +	L	MapEd and script let you add out wares to houses (e.g. stone to stonemason)
 +	M	New column in load/replays menus: Date/time (stored internally in save format since file modified date is not very trustworthy)
 +	L	Keyboard shortcuts to zoom for people without a scrollwheel (page up/page down)
 +	L	Distribution of wares is viewable during replays
 +	L	Rally point for the barracks
 +	L	Warriors leaving the barracks will form a square formation rather than a long snake like in TSK/TPR
 +	L	Multiplayer spectating
 +	L	MapEd option to enable the AI to retaliate against allies' assets being attacked like they do for themselves
 +	L	Multiplayer in-game player list ordered by teams
 +	L	When archers are ordered to attack by right clicking enemy unit, they will walk into range in formation not spread out
 +	L	Add script command to allow to add recruits into the Barracks in MapEd (only Barracks for simplicity, other houses dont need it)
 +	L	Pressing spacebar will center the screen on the latest alert (beacon or under attack)
 +	L	Save screenshots into own folder called "screenshots"
 +	L	Add an option to give hosting rights to another player in lobby
		Dismiss button to make units walk into the school and disappear (gold is not refunded)
	L	Simple dedicated server form which lets you set the properties of the INI for the server and start it [gemGreg]
	L	Placing houses in MP should put a temp/fake visual markup until the real one can be added to make it appear responsive
	L	Ctrl+C/V to copy chat messages with e.g. links or quotes
	L	The story message on campaign map should fade when you move mouse over it, without jumping
	L	256x256 icons for EXE (for vista/7/8 users)
	L	Chat logs
	L	Evacuate wares from barracks
	L	Some way to delete multiplayer saves from within the KaM Remake
	L	Allow chat over multiplayer results screen
	L	Add support for 1024x600 (1280x720) resolution in the map editor
	L	Pack textures into atlases with regard to GPU max supported texture resolution (512 or 1024 px)
	L	Clicking and holding on the add/subtract buttons in weapons workshops could increase the number to save repeated clicking
	L	New command !SKIP_HOUSE. If I want a map with no stone, then after building the inn the woodcutter and tower should become available (skips the stonemason)
	M	Pause in multiplayer (pause by everyone and unpause by at least 2 other players)
	L	"Checkpoints" in replays every 20 minutes or so to allow skipping forwards/backwards (zips entire game state which can be loaded)
			Krom: Not sure how this will cope with 29hour games
			Lewin: We can delete save points as the game goes longer. By the time we reach 29 hours we only keep save points from every 1-2 hours. For 90 minute games we keep one every 10 minutes.
	L	Way to place roads/fields/destroyed buildings belonging to no player (for maps like Battle In The Ruined City where currently the roads don't always show depending on which locations are played) (maybe through special player like animals?
	L	The close door button in a house also stops a new occupant from taking it, so you can make recruits go to the barracks instead of walking to watchtowers, and so you can prioritize for example which mines get occupied first. It should also block the "house not occupied" message.
	LM	Place all the roads for all players, then all the houses for all players, then all the units for all players from the script, repositioning units that are on houses and do floodfill for houses once at the end rather than for each house
	L	Changing teams in multiplayer
			Lewin: When joining a team the team members must "accept" you before it occurs. Leaving a team must also require acceptance I guess, otherwise you can walk into an ally's village and become his enemy, and some people would surely do this. We might also need a "lock teams" option in the lobby for this to work.
	L	Ability to mark maps as a favourite (gold star) so they appear at the top of the list (find your favourite maps without scrolling through whole list)
	L	Option in the lobby to select starting with a small village, everything up to sawmill (placed automatically by city builder?)
				Andreus: What about adding some village planning modes, like in KAM MissionEditor (Nothing, Buildings, Buildings and troops)?
	L	House not occupied message should mention which house it is ("This farm is not occupied"). Hard to work around plurals and fem/masc forms
	L	Allow dedicated servers to optionally specify their IP in the INI file (some servers have multiple IP addresses, the external one the master server sees might not be the correct one)
	L	Icon before the server name: Swords/house/floppy for battle/build/save (save icon only shown while in lobby)
	L	Maplist takes too long to load on first run, scrollbar moves irritatingly while maps are being added
	L	Save last selected item in lists (load game, mp, maped list, savegames, etc)
	L	Right-click on a unit in Schools queue to move that unit to the front of the queue (currently RMB is "remove to here")
	M	Archers should not change formations when group members get killed while under attack
	L	Allow to block wares delivery into armor workshop, so that player could focus each on certain task (shields or armors)
	L	Keep road bends when neighbour road is destroyed (e.g. house entrances)
	L	Allow fish to swim under the ice (as well render it between sand and water terrain layers)
	L	Message when weaponmaker has complete his order
	L	Allow to copy opponents nikname into buffer (through players menu > Copy?)
	L	Save wares distribution ratios between games
	L	Allow to customize and save hotkeys settings

	L	MapEd: Allow to toggle trees/objects opacity (make them partially visible) [Marcin]
{'fraction_non_alphanumeric': 0.03564379426448392, 'fraction_numerical': 0.006966213862765587, 'mean_word_length': 4.352112676056338, 'pattern_counts': {'":': 0, '<': 7, '<?xml version=': 0, '>': 13, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '6462764', 'n_tokens_mistral': 6739, 'n_tokens_neox': 6337, 'n_words': 4246}