Placing towns according to template.
Somewhat better algorithm for paths, helps balance object distribution.
Add free tiles around unguarded objects.
Merge branch 'RMG' of https://github.com/vcmi/vcmi into RMG
Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG
Trying to sort out project changes and compile issues.
fix Eye of magi, also fix #1608

Conflicts:
	lib/CObjectHandler.cpp
First part of object instance API cleanup

- removed passability() method in favour of passableFor(PlayerColor)
- moved operator < code to map handler
- updated class documentation
Moved FoW management from CGObjectInstance to callback
Refactoring of hoverText from objects:

- removed hoverText field
- split getHoverText() method into 3:
- - getObjectName() for generic name
- - getHoverText(Player) for player-specific text
- - getHoverText(Hero) for hero-specific strings
Minor fix to schema, server will print visited objects in debug log
Ugly workaround for DLL_LINKAGE issue. Should be removed once I figure
out what's triggering it.
Reduced number of #include's in headers. May break compilation on Win
since some net packs now need DLL_LINKAGE
- H3M parser will create objects that don't have data in map file via
object handler.
- Added large number of missing objects to config
build fix for mac os:
1) type_info visibility for CatapultAttack
2) using IObjectInfo::CArmyStructure in min_element : operator< should be const
another build fix:
Undefined symbols for architecture x86_64:
  "operator<<(std::__1::basic_ostream<char, std::__1::char_traits<char> >&, EVictoryLossCheckResult const&)
Merge pull request #20 from Haryaalcar/develop

build fixes for mac os
Fixed path to header in ERM module
Replaced usage of DLL_LINKAGE with ELF_VISIBILITY in netpacks. Please make sure that compilation now works on all platforms
fix mingw build