Fix the weird stat issue where health could randomly drop to 0 - Don't ask me why
Fixed game time synchronization, and

Corrected the packet ID for game time synchronization and added proper
synchronization. Also updated server version string to match latest
client version, implemented Z coordinate for auto attack packet and
corrected indentation/code uppercasing. Removed recall button activation
as it sent no request after enabling summoner spells.
Some new work with pathfinder and activated logger

- Removed CollisionHandler from Pathfinder.
- Added getSize function to AIMesh, returning the size of the map.
- Removed pathfinder travel translation and implemented a bigger map..
It was buggy.
- Added base collision response for minions. No pathfinding, but the
line is there, commented out
- Added Logger stuff. Made it more readable.
- Added bugfix that would try to get a location outside of the
heightmap.
- Several pathfinder bugs are fixed.
Refresh : now sleep a dynamic amount of time depending on how long it took to refresh the map. This gives more meaning to "REFRESH_RATE" as objects are actually gonna be refreshed at this rate now.
Bumped REFRESH_RATE to 16.666 milliseconds, which mimics a 60fps game.
Added new requested functionality to AIMesh

- isAnythingBetween now checks if anything is between two vectors or two
objects. The object functionality takes in account that it could collide
with itself.
- Added cleanPath function to the pathfinder that removes redundant
positions. (untested)
Fixed targeting on dead units, teleport collision

- Fixed targeting on dead units and added a new target packet
- Added collision to teleport, made it vision specific
- Exposed lua function: isWalkable(x, y)
- Fixed Ezreal E when trying to teleport to behind a wall and the
targeting range wasn't at max range
AIMesh fixes on isAnythingBetween and castRay(Sqr)

- the two AIMesh functions did not use texture coordinates, so
everything would be far out of bounds. That is now fixed.
- Removed the vector2 isAnythingBetween and just replaced it with a
castRaySqr. Because I repasted other code, should probably do this
instead.
- Committing work to pathfinder.. Nothing interesting, just debug info.
- Removed undef from PacketHandler that I saw by coincidence. Let's not
remove/replace definitions guys. Ever.
- Made direction 0 when Object is not walking
Fixed isAnythingBetween and implemented terrain in vision

- It's not perfect, but hey, it's pretty close http://prntscr.com/4u21g3
- Added translation to real coordinates in aimesh (don't use this,
dummies, it's for me :hamster:)
- Why are there emoticons in this :accept: :hamburger: :camel:
:kissing_heart:
Added small explanation

nothing serious
Update RAFManager.cpp
Update Caitlyn Q

Added dmg scailing with 1.3 AD
Remove some printf/puts
Bump version to 0.2.0
Update Caitlyn E

added basic code,
cleaned up a bit
Added announce events and turret range indicator

- Fixed the announce packet ID
- Added a basic announce event system (adding a message looks pretty
trivial right now though)
- Fixed the turret range (the wiki is incorrect..)
- Added turret range indicator
- Fixed the turret health to suppress game errors
- Fixed SynchVersion, SendGameNumber, and added game features
- Added getMapId to obtain the existing Map Id
Merge pull request #102 from H3npi/master

Caitlyn Update
Fixed turret death and lifesteal/spellvamp

- Set some bits to 0 in game features to fix the issue where turrets
don't die
- Fixed lifesteal/spellvamp overhealing the attacker
Merge pull request #101 from armandobasha/patch-1

Fixed RAFManager checking the wrong registry key directory
Fixed segfault, minion targeting, added attack move

- Fixed a case where a segfault could occur when a unit target was still
set on dead units. There's still another case of a segfault in this
patch at Minion::update which I can't identify. Would be great if
someone could track this down.
- Fixed indentation in Unit::update
- Fixed autoattacks being cancelled when trying to last hit
- Updated Minion targeting, it should prioritize targets now
- Added attack move and added isDead check
- Added std namespace to min/max functions to prevent ambiguity
- Added some comments to announcer events
Added new packet "Spell animation"
Started working on Graves' E and dash movements (not functionnal yet)