* Additional unit tests
* Missing import
* Changing stuff solely to avoid an import
* Example of the test, in different orders
* New PromotionTree test
* Add functions to make PromotionTree easier to work with
* Changing values to be lateinit variables
* Defensive Pacts can now be offered.
* Signing a defensive pact now makes the Civs join all defensive wars. Any future defensive wars will force the other civ to join.
* Removed Popup Alert Defensive Pact.
* Defensive pact and Research pact now are only on the trade screen.
* AI now offers defensive pacts.
* Added AI evaluating sending and receiving Defensive Pact offers.
* Reverted some temporary changes
* Reduced the chance an AI offers a defensive pact
* Starting an offensive war now cancels all Defensive Pacts with other civilisations.
* Removed extra requirements before an AI will sign or offer a defensive pact.
* Added Defensive Pacts to the Civilopedia.
* Fixed the AI counter offering with treaties.
* Fixed a test using the old method of checking if a civ is at war.
* Fixed a previous refactor error.
* Deleted commented out Research Agreement button code.
* Fixed some spelling errors and remnant debugging code.
* Removed signing a defensive pact brings both Civ's into each others previous defensive wars.
* Refactored setFriendshipBasedModifier to look better
* Starting an offensive war now removes the defensive pact form both sides.
* Reverted changes to DiplomaticStatus
* Removed extra technology check to sign a defensive pact.
* Removed DiplomacyManager.isAtWar() completely.
* Moved setting defensivePact flags from TradeLogic.transferTrade() to DiplomacyManager.signDefensivePact.
* Changed diplomatic modifiers related to Defensive Pacts to be less extreme.
* Fixed canceling Defensive Pacts when declaring war and notifying other Civs.
* Updated the Defensive Pact entry in the Civilopedia and fixed some spelling.
* Fixed Defensive Pact behavior while attacking and defending.
* Changed a variable to a more readable name.
* Improved readability of setFriendshipBasedModifier().
* Moved the important onWarDeclared functionality to their own functions.
* Added a notification for the attacking Civ when a Civ joins war through a Defensive Pact.
* Refactored setDefensivePactBasedModifier() to be more readable.
* Increased DeclinedDefensivePact time.
* Deleted old commented code that removed the research agreement button.
* Fixed having reverting changes errors in UnitMovementTests.
* Refactored breaking treaties when declaring war.
* Removed unnecessary semicolons.
* Mod Manager - move classes, visibility
* Mod Manager - separate metadata from UI buttons
* Mod Manager - split off info/actions pane and make it scrollable
* Mod Manager - fix bottom button mouseover
* Mod Manager - getRepoSize lint and doc
* Mod Manager - banner for builtin rulesets and hide visual checkbox in obvious-BS cases
* Mod Manager - MB rounded to next instead of down
* Mod Manager - One missed lint
* Post-merge sort imports
* Avatars as fallback for preview
Previously if a promotion could require 2 promotions from branch A but 1 branch B and the branch B also lead to an earlier promotion from branch A, it erroneously consider that a loop. Solved by copying the logic from the ruleset Validator (going child up to parent, rather than parent to child and passing in the hashset rather than using a global one)
* Defensive Tileset loading
* Deleting a mod should do the same cleanup as downloading a new one
* Extensive RulesetValidator checks on Tileset mod integrity
* Fix Mod Manager not displaying some freshly downloaded mods immediately
(and scroll it into view)
* Mod Manager DL-from-URL stays open after invalid link
* Minor lint
* Another lint on an unfortunate lint
* IHasUniques without INamed removed - treat ModOptions same as GlobalUniques in that respect
* Unify uniqueObjects and uniqueMap initialization
* Move and split RulesetValidator
* Split Ruleset file to make it pure single-class
* Minor linting
* Treat remaining untyped Uniques in default rulesets, make unit test catch them
* Change untyped filtering Uniques check to Validation by inclusion in GlobalUniques instead of UniqueType.AircraftMarker
* Wiki for untyped filtering Uniques
* Re-include the "Who knows" of Future Tech on the Tech picker
* Added tests to ensure that resources from buildings behave as expected
* More tests suggested by @SeventhM
* Caught an edge case - if you pillage your own tile improvement, your resources would not have updated!
* Actually every time an improvement changes you could have a resource change
* Update resources eon every improvement change because they could be providing resources via uniques