- Fixed empty ActionStack "interrupt" messages
- If no attackers are declared, go straight to Combat end phase
- Once First strike damage is declared, attacking player needs to "actively" request a next phase event to go to the next damage step
- Second Damage step is called "Combat Damage (2)"
- UserRequestNextPhase is to be used knowing that it might not succeed
- Step change for GuiCombat is now computed at GameObserver::nextGamePhase
Note: Combat damage to creatures is not assigned when AI attacks. As this seems to be a problem with the previous SVN version, I4m still committing this change
-fixed problem with lifelink+wither, although combat damages are not entirely correct. Once combat damages actually deal the correct amount of damage, let's put test "armadillo_cloak" back in the suite
Example: all creature gets +1/+1
auto=lord(creature) 1/1
Example2: pay {2} all other creatures get +2/+2 and flying until end of turn.
auto={2}:lord(creature) 2/2 other ueot && lord(creature) flying other ueot.
Example3: Whenever a player put a creature onto the battlefield, all creature that player controllers attack this turn if able.
auto=@movedTo(creature|battlefield):lord(creature|XYZ player) mustattack ueot
* Cache now tracks missing textures for RetrieveQuad, not just RetrieveCard/RetrieveTexture.
* Profile options are no longer overwritten when switching profiles.
* Main menu notifies of alternate profile- "Database: X" becomes "Profile: Y of X cards."
* Boosters iterates through cards, replacing duplicates. Stops after 15 tries to prevent infinite loops on small sets.
* Very simplistic theme switcher, only displays when alternate themes are present.
* F3 font had an issue where the j and y dangled into the characters below them. I fixed this by shifting all characters one pixel up, but this does change the way f3 fits when rendered. The alternative would be just to clip the dangling pixels off entirely.
* Add the Trash facility and use it for CardViews.
* Fix a graphical bug with card shadows.
* Fix a graphical bug with limitors.
* Enhance the graphical appearance of cards going to graveyard.