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
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
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