* Basic spectator functionality.
Added as a separate nation with full visibility.
* Robots not allowed to spectate :(
* Allow multiple human spectators
* Multiple spectators allowed.
Fix crash when max players in map editor.
* At least one active (not spectator) human player needed
* - Invisible tiles vision for spectators.
- Minimum 1 active player (Human or AI) to start the game.
- temporary only 1 spectator in game
* Revert "At least one active (not spectator) human player needed"
This reverts commit d843bebe
* Add all tech to spectators for resource view
* Spectators couldn't be rolled out from "Random" civ
* Spectator is not a MajorCiv.
corrected random pick
* Small refactor
* No diplomacy button for Specators
* Add fixes from yair210 review.
* Remove ruleset from GameSetupInfo class
* Remove dependency from Gdx for file IO:
- load Ruleset
- save/init in GameSettings
- get settings in GameSaver
* Remove simulation logging from GameInfo class
* MapGenerator: add switch for RNG seed verbose
* PlayerPickerTable small refactor
* Basic console mode
* Add multithreading to console mode and refactoring.
* Merge branch 'master' into console
* Small refactor
* Translate notification strings before they are shown. Fixes#2703
* Respect translations from active mods for placeholder translations
* Revert translation call to avoid issues in multiplayer. Still works without it.
* Unnecessary line.
* First part of changes
* All features required for basic functionality were implemented.
Additional features:
- Sync between player adding/deleting and it's unit on map editor
- Sync between player's nation change and all it's units
Final prototype ready for beta-test.
* Second part of commits
* Small fix of TileMap.stripAllUnits
* Small post fixes.
Bring back deleting rivers, accidentally removed during merging.
* Fixes by your comments
* reverse if statement for "Random" chosenCiv
* tileEditorOptions take updated this.gameParameters from constructors
* updated unit placement.
Check validity by unit.canMoveTo()
Correct airunit placement in carriers.
* tileMap.stripAllUnits() refactor
* Switch to schedule instead of schedulefixedrate to prevent floodgate of requests after long delays
* Move everything possible off of main thread so user can have smoother interaction with game during poll