Up-to-date Test Snap

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Ophiuchus
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Re: Up-to-date Test Snap

#16 Post by Ophiuchus » Tue Mar 05, 2019 8:38 pm

Released weekly test build:

freeorion_2019-03-05.9e6bff5 rev=14 channel=beta

News:
SVG Rendering in pedia (geoff)
Interspecies academy research boost bugfix (agrrr3)
Pedia and french translation (Ouaz)
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

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Oberlus
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Re: Up-to-date Test Snap

#17 Post by Oberlus » Wed Mar 06, 2019 10:23 pm

Time for this thread to become sticker?

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Vezzra
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Re: Up-to-date Test Snap

#18 Post by Vezzra » Fri Mar 08, 2019 11:39 am

Makes sense.

Done.

Ophiuchus
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Re: Up-to-date Test Snap

#19 Post by Ophiuchus » Wed Mar 13, 2019 12:23 pm

Released weekly test build:

freeorion_2019-03-11.bc7f0d3 rev=15 channel=beta

News:
* more multiplayer server changes (autosave once in a while, readiness status) (o01eg)
* under the hood changes for planet and species targeting (geoff)
* french updates as usual (Ouaz)
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 1036
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#20 Post by Ophiuchus » Mon Mar 25, 2019 8:47 pm

Released weekly build:

freeorion_2019-03-23.e0a0a4f rev=16 channel=beta

News:
* tiered fighter targeting; Bombers shoot at fighters only if there are no ships, Interceptors shoot first at bombers, else at fighters, else at ships. (agrrr3)
* OrderedAlternativesOf - new FOCS condition used for advanced fighter targeting (agrrr3)
* french updates as usual (Ouaz)
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 1036
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#21 Post by Ophiuchus » Wed Mar 27, 2019 1:35 pm

Re-released the weekly build with a bugfix which prevents your interceptors and bombers from attacking your own assets.

freeorion_2019-03-23.e3d1725 rev=18 channel=beta

News:
* Last weekly release has a bug which makes your own interceptors and bombers turn against your fleet if they run out of enemies
* This is the 2019-03-23.e0a0a4f weekly release with commit e3d1725 applied which fixes OrderedAlternativesOf condition for non-matching operand conditions
* this is the first time for hotfix release. So yay i guess.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 1036
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#22 Post by Ophiuchus » Thu Apr 04, 2019 8:46 pm

Released weekly build:

freeorion_2019-03-31.0509282 rev=21 channel=beta

News:
  • Planet status marker added (e.g. for blockade info) (TheSilentOne1)
  • Bugfix OrderedAlternativesOf - prevent interceptors and bombers from attacking their own fleet (agrrr3)
  • Add option to start hostless server from saved game (o01leg)
  • french updates as usual (Ouaz)
  • Boost library compatibility updates and cleanup (Geoff)
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 1036
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#23 Post by Ophiuchus » Thu Apr 11, 2019 7:06 pm

Released weekly build:

freeorion_2019-04-07.0cc0872 rev=22 channel=beta

News: code cleanup (o01leg)
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 1036
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#24 Post by Ophiuchus » Tue Apr 23, 2019 9:38 pm

Released weekly build:

freeorion_2019-04-22.77d2c28 rev=23 channel=beta

News:
  • Lots of multiplayer improvements (o01leg)
  • New AI Mission Type: PROTECT_REGION (morlic)
  • french updates as usual (Ouaz)

AI is broken in that revision, so I rolled back to revision 22.

If somebody knows how to mark that revision 23 as broken on snapcraft please tell ;)
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 1036
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#25 Post by Ophiuchus » Tue May 14, 2019 1:44 pm

Released weekly build:

freeorion_2019-05-03.6eba07c rev=24 channel=beta

News:
  • the fix for the bug which broke freeorion_2019-04-22.77d2c28 rev=23 (morlic)
  • command line options override for game rules (o01leg)
  • multiplayer improvements (disconnected players, rule handling, player status chat messages, chat string upgrades...) (o01leg)
  • AI stability fixes and development improvements (better error handling, ..) (morlic)
  • Fedora distribution fix (cheese1)
  • The good stuff from rev=23 is also back in this revision
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 1036
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#26 Post by Ophiuchus » Sat May 18, 2019 8:52 am

Released current weekly build:

freeorion_2019-05-13.bbb72e1 rev=25 channel=beta

News
  • Added timer for advancing the turn in multiplayer (also command line support) (o01leg)
  • Hardening and better error messages for production queue (morlic)
  • Require MacOS 10.7 or higher as target deployment of Cocoa interface (mmetz)
Details:

Code: Select all

git log 6eba07cee..bbb72e190
git diff 6eba07cee..bbb72e190
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 1036
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#27 Post by Ophiuchus » Sat May 25, 2019 11:00 pm

Released current weekly build:

freeorion_2019-05-21.1a3d315 rev=26 channel=beta

News
  • Huge German translation update (paddilu)
  • Fix turn expiration status (o01leg)
  • French translation update (Ouaz)
  • Avoid crash after closing application window (geoff)
Also playtesting I saw those planet markers the first time, great addition.

Details:

Code: Select all

git log bbb72e190..1a3d315e2
git diff bbb72e190..1a3d315e2
Last edited by Ophiuchus on Fri Jun 07, 2019 8:43 am, edited 2 times in total.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 1036
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#28 Post by Ophiuchus » Wed Jun 05, 2019 10:35 pm

Released current weekly build:

freeorion_2019-06-03.8193654 rev=27 channel=beta

News
  • The beautiful species art! Check the pedia entries (bestary)
  • Fix AI fuel estimation for ship design (ophiuchus)
  • Support for Value(ShipPartMeter ...) (geoff)
  • Multiplayer updates - server name in cookie xml (o01leg)
  • Working on cmake on windows (o01leg)
  • CI server cmake windows (mmetz)
Details:

Code: Select all

git log 1a3d315e2..8193654b
git diff 1a3d315e2..8193654b
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 1036
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#29 Post by Ophiuchus » Wed Jun 12, 2019 9:58 pm

Released current weekly build:

freeorion_2019-06-11.470d071 rev=28 channel=beta

News
  • AI checks actually if a building may be enqueued or not (Morlic)
  • Chat history for all (o0leg)
  • Cmake build, boost, python compatibility enhancements (o0leg)
  • Eaxaw art (Bestary)
  • Debug and enhancements so the slow multiplayer works better (o0leg)
Details:

Code: Select all

git log 8193654b7..470d07115
git diff 8193654b7..470d07115
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

Ophiuchus
Programmer
Posts: 1036
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#30 Post by Ophiuchus » Thu Jun 27, 2019 7:03 am

Released current weekly build:

freeorion_2019-06-24.8f89118 rev=34 channel=beta

News
  • snapcraft build update. Switched from 2 to 3, from docker to VMs, and from Ubuntu 16.4 to 18.4
  • boost 1.7 compatibility (o0leg)
  • french translation as usual (Ouaz)
  • right click meter menus for FleetDataPanels in FleetWnd (geoffthemedio)
  • ShipDataPanel StatisticIcons so that they can be right-clicked to look up the meter type (geoffthemedio)
  • ...
  • ...
Last edited by Ophiuchus on Wed Jul 03, 2019 3:39 pm, edited 1 time in total.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

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