0.1.6 :

+ Added function to set an actor position on a given tile (i,j). This
modify the actor tile pos, AND its sprite global floatting position in
game, if it has one.

+ Began work on A* pathfinding. Implemented AStar heuristic with respect
to my isometric map; and a function to add all neighbors node of a node
(if walkable).
0.1.7 :

+ Pathfinding with A* is now fully implemented.
+ Added some temporary interaction to build 'walls' on the map for the
pathfinding (left click to put/remove wall; right click to move player)

? Texts now use vec2i for their positionning. TextArray still use vec2
for rendering/shader.
? A client that time out is now removed accordingly from the running
server when it detect the timeout.
0.1.7 :

? Changed A* heuristic to be the absolute distance between the floatting
global positions of the two nodes.

~ Fixed some errors with modulos.
0.1.7 :

? Fiddled with lighting system. Tweaked light attenuation to be more
realistic. Added light flickering test. Made lights located on tiles.
0.1.8 :

+ Animation system (by frame). Animations are loaded at start from
data/animations/ and are stored in the AnimManager.
+ Sprite textures are now on texture atlases of 2048x2048texels. Sprite
rendering and shaders have been updated to reflect these changes.

? Lights now have a radius, no cst/lin/quad attenuation no more. Simpler
to tweak and to make it feel to my tastes (very dark if no light).
? Sprite don't have Model matrices anymore. Instead, for each sprite, I
pass to the shader a uniform matrix containing several sprite attributes
(its pos, its current anim frame pos on atlas, its depth). Sprite won't
have rotation or scaling for now so its good.

~Fixed pathfinder bug where it would calculate impossible paths if you
clicked on an unwalkable space.
0.1.8 :

~ Fixed a 'bug' in pathfinding where agents would always take a path
based on a sort of pattern. Added some neighbors shuffling to make the
paths created more 'organic'.
0.1.8 :

Forgot a file in previous commit. See previous commit for changelog.
0.1.8 :

+ Removed all networking and client-server stuff. It's gonna be a solo
game.
+ Reorganised file hierarchy and engine to work in solo mode only. Still
some work to do.

? Actors have been removed. Sprite is now a structure being the visual
representation of an Agent(AI entity. not implemented yet).
? Began thinking about static objects. They will all be stuffed into a
unique VBO containing the current scene tile and all 8 around it, and
updated when the player move in the world.
0.1.8 :

+ Introducing Agents. They are the AI interface representing a living entity. They
possess a Sprite representing them visually.
+ Sprites are now loaded by the ResourceManager and stored in the
Renderer. They are considered as a resource.

? Finished refactoring code to include Agents and Sprite and remove old
Actors.
0.1.8 :

+ Added by-frame frame time for animations.

~ Fixed Anim_cpy. It did not really copy the arrays. Destruction of
copied arrays has been added too.
0.1.8 :

+ Added functions to set position or play anim of an agent. Will be
repercuted in scene if agent is currently in it.
+ Added breathing anim for SW and SE.
+ Added functions to add and remove lights to the scene. When used, it
will modify shaders using lights to use the newly added, or not use the
recently removed light anymore.

? WIP : only GAME has event handler, and it propagate them to World and
Scene if necessary and if in suitable game mode.
? Camera speed now is now proportionnal to cam height.
? Camera base speed increased.
? Camera diagonal movement is not quicker than side movement anymore.
Speeds are normalized.

~ Fixed alpha blending for units on the same depth lvl.
0.1.8 :

+ Pathfinding and Map now works with tile edges, and not just tiles'
center. This will allow walls and obstacles between tiles.
+ Added functions to modify attributes on a Light. This changes are
propagated to the light in the scene (if currently present).
0.1.8 :

+ Introduced World and Scene Tiles. Each World tile has its local map,
agents and static objects. At each moment in the game, 3x3 World Tiles
are loaded and displayed as Scene Tiles; as a window following the
player position (not implemented yet).
0.1.8 :

+ World now possess a Active_Map that depict the 3x3 World Tile that is
loaded as the Scene.
+ I removed SceneTiles to replace them by a unique Scene that is the
concatenation of 3x3 WorldTiles.

? Maps can now be of different size. Default size is still lmap_size.

~ Fixed camera speed at initialization
0.1.8 :

~ Agents' sprite are correctly loaded/unloaded from scene when the 3x3
window frame is moved.
0.1.9 :

+ When an agent move in another world tile, he is now stored in the
corresponding world tile's array of agents.
+ The 3x3 World Tile window frame now follow the player when he moves.

? When finding the walkable neighbors of a tile during pathfinding, the
first direction to be looked for is now randomized between the
four.(maybe randomize all four?)

~ Fixed wrong lookup in map tiles when trying to get their walkability.
0.1.9 :

+ Agent('s sprite) now move between tiles with linear translation from
one to another, and not by 'teleportation' anymore.

? Changed the A* path heuristic to float distances between tiles. Much
more realist now imho. I'm waiting to see it work with obstacles though.
0.1.9

+ Made new Code::Blocks project without networking, removed old ones,
changed some of the lib names.
0.1.7 :

+ Window resizing
Merge branch 'master' of https://github.com/Adrian-Revk/Byte into beulard

Conflicts:
	bin/Byte Server.exe
	bin/Byte.exe
	ext/freetype.lib
	ext/glfw.lib
	ext/png.lib
	ext/z.lib
	projects/Codeblocks/Byte.depend
	projects/Codeblocks/Client/Byte_Client.cbp
	projects/Codeblocks/Client/Byte_Client.layout
	projects/Codeblocks/Server/Byte_Server.cbp
	projects/Codeblocks/Server/Byte_Server.depend
	src/client/main.c
	src/client/scene.c
	src/common/common.h
	src/common/net.c
	src/common/net.h
	src/game.c
	src/gui.c
	src/gui.h
	src/render/scene.h