diff --git a/changelog b/changelog index ee8ffd76345a..a0c064e3495d 100644 --- a/changelog +++ b/changelog @@ -436,6 +436,7 @@ Version 1.13.0-dev: * Multiplayer server can now handle scenarios with more than 9 sides * [modify_side] controller= now works in networked mp. If a null-controlled side becomes alive by [modify_side] controller=ai/human then the currently active client will be assiged controll + * Fixed a stingstream syntax error that caused the build to fail in Visual Studio 13 Version 1.11.11: * Add-ons server: diff --git a/data/core/about.cfg b/data/core/about.cfg index 78ca6a14802c..122a90453f9a 100644 --- a/data/core/about.cfg +++ b/data/core/about.cfg @@ -904,6 +904,9 @@ [entry] name = "Aaron Keisch-Walter (Exasperation)" [/entry] + [entry] + name = "Adam Leffew" + [/entry] [entry] name = "Adrian Iosif (Zappaman)" [/entry] diff --git a/src/game_initialization/configure_engine.cpp b/src/game_initialization/configure_engine.cpp index fd66864fabf7..7044343f844b 100644 --- a/src/game_initialization/configure_engine.cpp +++ b/src/game_initialization/configure_engine.cpp @@ -20,7 +20,7 @@ configure_engine::configure_engine(saved_game& state) : if (sides_.first == sides_.second) { std::stringstream msg; msg << "Configure Engine: No sides found in scenario, aborting."; - std::cerr << msg; + std::cerr << msg.str(); std::cerr << "Full scenario config:\n"; std::cerr << state_.to_config().debug(); throw game::error(msg.str()); diff --git a/src/scripting/application_lua_kernel.cpp b/src/scripting/application_lua_kernel.cpp index 3b234c9c68a1..f42636378295 100644 --- a/src/scripting/application_lua_kernel.cpp +++ b/src/scripting/application_lua_kernel.cpp @@ -82,7 +82,7 @@ static int intf_describe_plugins(lua_State * L) << plugins_manager::get()->get_name(i) << "\n"; - DBG_LUA << line; + DBG_LUA << line.str(); lua_pushstring(L, line.str().c_str()); lua_call(L, 1, 0);