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PostPosted: Wed Sep 07, 2016 11:18 am 
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Code:
Update en.txt                                                                             
Update fr.txt
Update de.txt                                                                             
Set default monster frequency to "low"                                                     
Set default AI aggression to "BEGINNER"
Reduce default font sizes to 15 (text) and 16 (window titles)                             
Add new default font Roboto ver. 2.001101.                                                 
Add **--version** command line parameter freeorion executables and enabled                 
    **copy** popup menu on version label in main menu to easily access version             
    (#875).                                                                               
When running a single player game the loopback network interfaces is used by
    the server.  This prevents desktop firewall popups (#878).
(Linux) Add support for freedesktop XDG Base Directory Specification (#584).               
(Build) Use CMake `GNUInstallDirs` module to determine correct directories (#333).         
(Build) Bump required CMake version to 2.8.5.                                             
(Build) Added boost locale to the list of required boost libraries.   


And a commit log file of all commits between v0.4.5 and release-v0.4.6 with removed 'noise':

https://gist.github.com/adrianbroher/27 ... 379a3b1261

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PostPosted: Wed Sep 07, 2016 12:42 pm 
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I meant stuff for the "Key Changes" section... technical details, changing a default option setting, or updating stringtables are not the sort of thing that would go in that part.


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PostPosted: Wed Sep 07, 2016 4:27 pm 
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Here's the changelog I cobbled together this afternoon while waiting for other things to run...

Not sure what else to add for Key Changes.

Code:
## [v0.4.6] - 2016-09-10


### Key Changes

- GUI responsiveness / FPS improvements
- Turn processing time improvements
- AI improvements
- Reworked supply mechanics
- Made GUI more configurable


### Detailed Changelog


#### Graphics / GUI

- New default font Roboto ver. 2.001101 (2014) (with a few extra
missing glyphs needed used in the GUI)
- Fixed layout of production / research info panel
- Reworked rendering of various GUI windows to improve performance
- Improved functionality of pedia search box
 - Get a list of results instead of jumping to the first matching entry found
- Added mousewheel cycling through items in droplists
- Improved window layout in response to game window resizing
- Made queue and info windows resizable / movable
- Increased default tooltip delay
- Increased default sitrep icon size
- Added a tooltip for when the in-game save button is disabled.
- Added messages when gave save is started.
- Improved blending between empires' visibility radii colours
- Added various hotkey commands, including mapping the map or tech view
- Suppressed rendering of ridiculously huge visibility circles, such
as from super testers
- Added menu button to open freeorion.org
- Tweaked appearance of colour picker indicator in HS square to have a
hole/outline where the lines meet
- Add the distance scale circle to the MapWnd right-click menu
- Added separate option for FPS limit when the game window doesn't
have OS input focus
- Added 3D starfield effect on map
- Add an entry on the right-click menu to add to top of build queue
- When left-clicking production queue items, open the system and
select the planet instead of just jumping to the system on the map.
- Made ctrl-left click remove an item from build queue.
- Made ctrl-double click add entries to the top of the build queue
- Pedia articles can now have images in them
- New icons for auto and manual turn cycling button
- Tweaked Sidepanel plant pole tilt angle
- Tweaked Sitrep layout
- Reworked rotating selection indicator rendering to be smoother
- Re-enabled sitreps for winning / losing the game
 - Add an icon to the PlayerListWnd when an empire wins/loses
- Made Pedia ship design detail page show troop stats reflecting
racial bonus/malus
- Clicking a sitrep planet handle will select the planet for production
- Tweaks to rendering techs on tech screen when zooming
- Positioned cursor at end of historical input from pressing up/down
in messages window
- Added current turn expected progress to research and production
progress meters
- Added specialized tooltip for resource icons
- Made encyclopedia detail panel of production and research screens closable
- Switched a few objects list columns from showing object ids to object names
- Added nearest system column and number of specials column to objects list
- Production and research queue items show max spendable PP or RP per turn
- Added ship rally point tracking / setting to production queue. New
fleets are grouped by rally point on the turn they are produced. Ship
production items can be right clicked to set their rally point to the
selected system.
- Added tooltips to production selector items explaining failed
production location conditions
- Fixed issues navigating the directory structure in the save/load
file dialog on Windows when accented / non-Latin characters were
present in path names.
- Stripped selected Wnd text of tags before passing to clipboard
- Implemented selecting or moving cursor to next word edge when
holding CTRL when a text GUI widget has input focus
- Hid map screen pedia when opening the production screen
- Tweaked tech tree layout
- Added icons to tech tree panels showing unlocked or affected other content
- Added button to show partially unlocked techs on tech tree, which
are now shown by default, and are techs that have at least one prereq
researched.
- Allowed wide/tall windows to spam multiple monitors
- Added option to disable effect accounting in client, which could
speed up GUI responses to things that would normally cause an
accounting update, such as focus changes
- Made spin controls on Options screen wider
- Improved layout of various UI windows / popups for variable font sizes
- Added "Update Design" and "Add New Design" commands to Design Screen
- Added drop position indicator for completed designs list
- Improved format and detail of combat log, including calculations for
each attack and attackers being revealed by attacking
- Added right-click Cut-Copy-Paste popup menus to text entry boxes
- Made shift-delete cut and shift-insert paste in text entry boxes
- Expanded set of allowed hotkey combinations
- In SidePanel confine planet rename context menu item inside planet name
- Moved Infrastructure indicator to population panel.
- Moved supply meter from military to resources panel.
- Options screen widgets to set objects list column widths
- Tweaked how panels in fleets and planets lists resize with or
without a scrollbar present
- Added right-click popup menu command to copy text in most GUI text
- Fixed issues where characters font textures weren't loaded even when
using a suitable stringtable, making it impossible to use those
characters in game
- Added a right-click command to dismiss sensor ghosts on the fleets
window, which causes an empire to forget a fleet existed, removing it
from the map.
- Disabled sound system init when sound and music are disabled
- Fix crash when OpenAL device does not initialize
- Added message box at startup informing player in case of audio
system init failiure
- Added message box at startup informing player in case of
insufficient OpenGL version
- Made pressing escape close more GUI windows
- Added tech turn and RP requirements to tech panels on tech tree
- Modified autogenerated fleet names to better reflect fleet contents
- Increase fleet drop target width and add an icon to it
- Modified how client and server communicate in a single player game
to avoid firewall popups about network access
- Added scanlines over fleets when not currently visible
- Added nearly-accurate estimate of meter changes on the next turn to
meter tooltips
- Made MultiMeterStatusBar rescale to show largest value


#### Content

- Translation updates: French, Russian
- Removed / updated various missing, unused, or incorrect stringtable entries
- Adjusted AI priorities for various buildings
- Adjusted AI colonization planning
- Made AI more cautious of hidden threats after losing fleets in a
system it can't detect into
- Made AI adjust priorities based on costs of ship parts and hulls
- Adjusted AI priorities for research time
- Adjusted AI industry modifiers
- Adjusted AI weapon upgrade calculations
- Updated pedia descriptions of various content and UI windows,
including adding more links
- Reworked intro sitrep to be less immersion-breaking
- Moved start-of-game unlocking sitreps to before-the-first turn to
avoid spamming the player
- Removed "Average X" descriptions of species, leaving these only for
the all-average humans
- Made collapsing nebulae create various coloured stars
- Added a "Rough Military Strength Estimate" empire statistic
- Added Spinal Antimatter Cannon
- Improved cross-platform consistency of random results in universe
generation and in-game effects
- Added Starlane Nexus and Starlane Bore buildings that can be used to
create starlanes
- Reworked Spatial Distortion Generator to push ships back along their
approach starlane
- Added Black Hole Collapser and Subspace Rift buildings
- Adjusted some star names
- Added sitreps to Planetary Starlane Drive effects
- Various new hull art and slot positions, tech icons, building icons
- Added the Accretion Disc special
- Fixed / updated bioweapon sitreps
- Added a random turn event that creates Space Krill in an empty system
- Added new galaxy shape "Disc"
- Added the feature to resurrect extinct species found in ancient
ruins with the Xenoresurrection Lab
- Added the new special Temporal Anomaly
- Reworked weapon part refinements, so that instead of multiple parts,
techs increase the strength of parts (although getting the increase to
take effect requires being in supply range)
- Added Energy Frigate hull, adjusted some other hulls' balance accordingly
- Updated premade / default ship designs, made naming consistent
- New bombardment weapons (feature in-progress)
- Added EMP and electric overcharge ship parts
- Added Solar Concentrators which increase laser weapon strength
depending on local star type
- Split up stealth part and planetary stealth techs
- Added Flak Cannon ship part that attacks multiple times per combat
turn but does minimal damage per attack
- Added more AI greeting messages, made random
- Added Scrying Sphere buildings, which can be produced and appear
around the map randomly during galaxy generation, and share vision
between planets on which they are located
- The Honeycomb special will now turn nearby planets into asteroids
instead of destroying them
- Removed the special Volcanic Activity
- Tweaked planet / asteroid naming


#### Balance

- Various building / tech cost adjustments
- Split Ground Troops species trait into Defensive Ground Troops and
Offensive Ground Troops.
- Made Neutronium Forge only be buildable at locations with a Basic
Shipyard (like all other shipyard upgrade buildings)
- Tweaked monster detection and stealth stats
- Artificial Moons can no longer be build when a Resonant Moon is present
- Reworked various modifiers to planet population
- Tweaked Honeycomb and World Tree special locations
- Re-Added the Tidally Locked Rotation special with a population
penalty and changed the penalty of the Eccentric Orbit special to a
Supply minus
- Species with no offensive Ground Troops will no longer be able to
build ships with Ground Troop pods
- Space Monster weapon balance tweaks
- Planetary Starlane Drive modified so it can't be built on gas giants
- Xenoresurrection Lab building modified so that only one can be built
on a planet
- Death Spores and Bio-Terminators now only affect organic species
- Monsters now only bombard one planet at a time
- Adjusted Experimentor monster weapons
- Reworked how derelict visibility effect works - grants visibility
directly instead of temporarily increasing ship detection range
- Added preferred focus for most species
- Reworked supply propagation mechanics
 - In any system, at most one empire can supply ships and exchange
production between planets.
 - Empires' supply ranges push against eachother in neutral systems,
with higher range supply sources blocking lower range (where range
decays with distance from the source)
 - Armed ships prevent enemy supply from propagating in/out of a system
 - In the absence of armed ships, supply won't propagate into an enemy
system where a supply source planet is located
- Made producing troop pods require a production location with troops,
and made producing troop pods consume troops from the production
location
- Balanced research and production bonuses
- Reprioritised mine effects to always occur before repair effects
- Balance pass on Robotic line and Damage Control techs
- Balanced BioAdaptive hull to work same as Nanorobotic
- Tweaked numbers for Logistics Facilitator
- Prevent Krakens Nests from spawning on Asteroid belts created by the
Honeycomb special (and similar situations)
- In DesignWnd add ability to drag parts away from design
- Enable queue additions of energy shipyards in systems with pending
artificial blackhole
- Prevent Experimentor spawn location from sundering the galaxy
- Balance Hyperspatial Dam


#### Bugs

- Prevented dragging sitrep entries
- Fixed depopulation of planets to work when planet has a negative population
- Fixed rendering of object window items selected with right click
- Fixed multiplayer galaxy setup droplists problematic scrollbars
- Fixed protection focus effect on max troops
- Fixed AI building neutronium extractors
- Fixed AI problem with ship design with id 0
- Fixed experimentor spawn location being blocked by natives
- Fixed a segfault when resigning a game with no empire
- Fixed Fortress special mines effects not properly working together
with System Defense Mines techs
- Prevented unowned planet mines from affecting unowned guard ships
- Fixed ion storm stealth effect to not affect fields (and thereby itself)
- Fixed issue with stealth effect of Transpatial Drive
- Fixed unowned fortress mines damaging unowned monsters and made
mines able to destroy monsters, not just damage them
- Reduced credits scroll flicker
- Fixed quirks with list scrollbars and row positioning
- Fixed crash when manipulating fleets in Fleets window
- Fixed issue where saves would record an extra nonexistant player,
causing problems when loading the save
- Fixed issue with dragging parts over another part in a design
- Prevent a bug with high CPU load and low FPS. A font is now cached
even if a requested glyph is not part of the font, but a 'replacement
character' is provided
- Fixed crash when setting hotkeys
- Fixed a bug where calling the suitability report from the production
window would toggle the production window pedia panel visibility. Now
shows suitability report in production window pedia.
- Fixed alphabetical sorting of object list columns when accented
letters or other non-latin characters are present
- Fixed a bug where pedia closed instead of showing an entry
- Fixed deleting production items by pressing delete
- Fixed crashes when clicking links in pedia
- Fixed calculation of FPS
- Fixed resource panel not showing expansion
- Fixed a bug where the AI would sometimes think it can't build parts
at a planet despite it actually being able to
- Fixed fleet destination text being "holding at ..." when moving
along a path that returns to the start location.
- Fixed xenophobic self-sustaining pop malus and xenophobic frenzy
happiness malus


#### Technical / Internal

- Made it possible to read binary or compressed XML saves regardless
of current save output format setting
- Made communication between clients / servers on different operating
systems more flexible / robust
- Reworked XML save format to have an uncompressed somewhat
readable-as-text header with basic info about the saved game
- Added --version parameter to freeorion{,d} executables which outputs
the version string to the console


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PostPosted: Wed Sep 07, 2016 8:19 pm 
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Thank you very much, that's impressive! I took your draft (made some slight changes) and made a PR against the release branch.

Please, everyone, to avoid splitting up the discussion, continue all changelog related comments, feedback, input etc. in the PR discusson thread. This includes the suggestions requested by Geoff for the "Key Changes" section.


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PostPosted: Wed Sep 07, 2016 8:40 pm 
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Vezzra wrote:
Thank you very much, that's impressive! I took your draft (made some slight changes) and made a PR against the release branch.

Please, everyone, to avoid splitting up the discussion, continue all changelog related comments, feedback, input etc. in the PR discusson thread. This includes the suggestions requested by Geoff for the "Key Changes" section.
I need to review it properly, but as an immediate review, the Key Changes sure isn't written from a players perspective ;-)

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PostPosted: Wed Sep 07, 2016 9:51 pm 
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MatGB wrote:
I need to review it properly, but as an immediate review, the Key Changes sure isn't written from a players perspective ;-)
Well, I hope to see your feedback/corrections/suggestions in the changelog PR. Your input is certainly important :D


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PostPosted: Fri Sep 09, 2016 2:29 pm 
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Release Candidate 1 has been produced and uploaded.

SourceForge: https://sourceforge.net/projects/freeorion/files/FreeOrion/FreeOrion%20Version%200.4.6/
GitHub: https://github.com/freeorion/freeorion/releases/tag/v0.4.6-RC1

I suggest to wait at least until Monday, September 19th to give our playtesters and us enough time to thoroughly test RC1. If no serious issues turn up, we can declare the final release sometimes within that week. Ok/too long/too short?

Let the playtesting commence! 8)


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PostPosted: Mon Sep 12, 2016 8:11 pm 
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There have been fixes cherry-picked into the release branch, which means we're going to have a second release candidate. Deadline TBA, I aim for Thursday/Friday (as the chances are best on these days for me to have time for that). Anyone any preferences?


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PostPosted: Wed Sep 14, 2016 8:51 am 
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There has been some considerations if the fixes cherry picked into the release branch are important enough to warrant another RC, but since then other fixes have been cherry picked, two of which I do consider sufficiently important:

  • 4057b61: This commit fixes the issue reported here. While not exactly game-breaking, IMO these kinds of glitches are among the things why we're making release candidates.
  • 98c79e7: This commit fixes the issue reported here. The more serious of the two fixes, as it addresses an issue with packaging on Linux, which is quite important for a release. ;)

So I think we should have another release candidate. I propose the following schedule:

Deadline for RC2: tomorrow, Thursday, September 15th, 1pm UTC
Deadline for declaring the final release if no serious issues turn up: Thursday, September 22nd

This should give us enough time for playtesting (assuming enough of us are actually investing some time into that... ;)).

If there are no objections from anyone, I will proceed with that schedule.


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PostPosted: Thu Sep 15, 2016 2:29 am 
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Vezzra wrote:
Release Candidate 1 has been produced and uploaded.

SourceForge: https://sourceforge.net/projects/freeorion/files/FreeOrion/FreeOrion%20Version%200.4.6/


Small nit. When you go to this page it says;
Looking for the latest version?
Download FreeOrion_v0.4.5_2015-09-01.f203162_Test_Win32_Setup.exe (150.0 MB)


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PostPosted: Thu Sep 15, 2016 6:15 am 
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EricF wrote:
Small nit. When you go to this page it says;
Looking for the latest version?
Download FreeOrion_v0.4.5_2015-09-01.f203162_Test_Win32_Setup.exe (150.0 MB)


Because 0.4.5 is the latest version. RCs are for enthusiasts and testers, not the regular player.

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PostPosted: Thu Sep 15, 2016 9:00 am 
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adrian_broher wrote:
EricF wrote:
Small nit. When you go to this page it says;
Looking for the latest version?
Download FreeOrion_v0.4.5_2015-09-01.f203162_Test_Win32_Setup.exe (150.0 MB)


Because 0.4.5 is the latest version. RCs are for enthusiasts and testers, not the regular player.


OK, I did not know that. I thought the RC was the latest official release.
I thought the newest test builds were in the /Test directory.


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PostPosted: Thu Sep 15, 2016 9:18 am 
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EricF wrote:
OK, I did not know that. I thought the RC was the latest official release.
I thought the newest test builds were in the /Test directory.
A "release candidate" is nether a test build nor an official release.


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PostPosted: Thu Sep 15, 2016 11:02 am 
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Another issue crept up: http://freeorion.org/forum/viewtopic.php?p=85481#p85481

How to proceed is still open to discussion (see my reply there and the options I put up for a vote), but for now I'm postponing the deadline for RC2 to give a bit time to address the issue.

New Deadline for RC2: tomorrow, Friday, September 16th, 12 noon UTC
Deadline for declaring the final release remains unchanged: Thursday, September 22nd


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PostPosted: Thu Sep 15, 2016 10:33 pm 
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Geoff the Medio wrote:
EricF wrote:
OK, I did not know that. I thought the RC was the latest official release.
I thought the newest test builds were in the /Test directory.
A "release candidate" is nether a test build nor an official release.


As someone who always tries to play the latest version I hope you can understand my confusion.


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