Up-to-date Test Snap

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Ophiuchus
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Location: Wall IV

Re: Up-to-date Test Snap

#46 Post by Ophiuchus » Wed Nov 06, 2019 5:24 pm

I released last week the weekly build:

freeorion_2019-10-27.f6768372d rev=53 channel=beta

News:
  • ...
Last edited by Ophiuchus on Wed Nov 06, 2019 5:35 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.

Ophiuchus
Programmer
Posts: 1480
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#47 Post by Ophiuchus » Wed Nov 06, 2019 5:34 pm

I released the weekly build:

freeorion_2019-11-03.0d4f025 rev=55 channel=beta

News:
  • FOCS, pedia, backend/UI, and AI: Shifting fuel efficiency effects for better pedia and effect accounting (alleryn, agrrr3)
  • UI: tooltips for turn button (TheSilentOne)
  • UI: changed sitrep order (TheSilentOne)
  • Fix log glitches when switching levels (morlic)
  • french update as usual (Ouaz)
  • grooming and backend changes (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: 1480
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#48 Post by Ophiuchus » Wed Nov 13, 2019 2:49 pm

I released the weekly build:

freeorion_2019-11-12.9f541b0 rev=56 channel=beta

News:
  • FOCS: Better Starlane Nexus (Oberlus)
  • multiplayer goodness: delegation support, async message sending, chat, ... (O01eg)
  • UI: great new graphics for fields (TheSilentOne)
  • backend fix: Apply newly added techs before final meter estimation (agrrr3)
  • backend code grooming (geoff)
  • french update 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: 1480
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#49 Post by Ophiuchus » Thu Nov 21, 2019 11:35 pm

I released the weekly build:

freeorion_2019-11-17.58f0b8e rev=57 channel=beta

News:
  • IPv4 fallback (O01eg)
  • build: fix compilation for boost 1.72 (O01eg)
  • french update 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: 1480
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#50 Post by Ophiuchus » Sat Dec 21, 2019 8:31 pm

So some info on the last weekly releases.

freeorion_2019-11-24.ed443e9 rev=58 channel=beta

freeorion_2019-12-03.c0eb3bb rev=59 channel=beta

freeorion_2019-12-08.203bc4c rev=60 channel=beta

freeorion_2019-12-15.c932182 rev=62 channel=beta

We got cleared to have two extra tracks v0.4.8 and v0.4.9. Track v0.4.8/stable will get the stable release pushed and v0.4.9/* will get the weekly (/beta), RC (/candidate), and release (/stable) builds for the moment.

If v0.4.9/stable is out, latest/beta will follow 0.5 weekly releases.
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: 1480
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#51 Post by Ophiuchus » Sat Dec 21, 2019 8:58 pm

As I wrote in the previous post, the current weekly build (as it is a v0.4.9 build) is also available on the new v0.4.9 track.

freeorion_2019-12-15.c932182 rev=62 channel=v0.4.9/beta

It is not completely sure what will happen with the latest/beta channel once v0.4.9 is out, but probably it will follow v0.5.0 development, so if you want to finish your games you maybe need to switch to the v0.4.9 track.

Switch to this track:

Code: Select all

snap refresh --channel=v0.4.9/beta freeorion
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: 1480
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#52 Post by Ophiuchus » Sun Dec 29, 2019 12:36 pm

Note the current weekly build is also available on the v0.4.9 track.

freeorion_2019-12-24.fed9060 rev=63 channel=beta

freeorion_2019-12-24.fed9060 rev=63 channel=v0.4.9/beta

It is not completely sure what will happen with the latest/beta channel once v0.4.9 is out, but probably it will follow v0.5.0 development, so if you want to finish your games you maybe need to switch to the v0.4.9 track.

Switch to the v0.4.9 track:

Code: Select all

snap refresh --channel=v0.4.9/beta freeorion

I think that the wrong version (2019-12-15) was uploaded.
Last edited by Ophiuchus on Tue Jan 07, 2020 11:18 am, 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.

Ophiuchus
Programmer
Posts: 1480
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#53 Post by Ophiuchus » Tue Jan 07, 2020 11:17 am

Note the current weekly build is also available on the v0.4.9 track.

freeorion_2020-01-06.bb7d9d9 rev=64 channel=beta

freeorion_2020-01-06.bb7d9d9 rev=64 channel=v0.4.9/beta

News
  • Chato are now BAD_WEAPON pilots (O01eg)
  • Fix for supply obstruction/blockade (geoff)
  • Rules are reset to default values instead of those by the last loaded savegame (geoff)
  • Pedia fixes (aschuch)
  • french update as usual (Ouaz)
It is not completely sure what will happen with the latest/beta channel once v0.4.9 is out, but probably it will follow v0.5.0 development, so if you want to finish your games you maybe need to switch to the v0.4.9 track.

Switch to the v0.4.9 track:

Code: Select all

snap refresh --channel=v0.4.9/beta freeorion
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: 1480
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#54 Post by Ophiuchus » Wed Jan 15, 2020 9:42 am

Released current weekly build. Note it s also available on the v0.4.9 track.

freeorion_2020-01-13.0b35d98 rev=65 channel=beta,candidate

freeorion_2020-01-13.0b35d98 rev=65 channel=v0.4.9/beta,v0.4.9/candidate

It is not completely sure what will happen with the latest/beta channel once v0.4.9 is out, but probably it will follow v0.5.0 development, so if you want to finish your games you maybe need to switch to the v0.4.9 track.

Switch to the v0.4.9 track:

Code: Select all

snap refresh --channel=v0.4.9/beta freeorion
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: 1480
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#55 Post by Ophiuchus » Wed Jan 29, 2020 10:42 pm

Released current weekly build (rc2) yesterday. Note it s also available on the v0.4.9 track.

freeorion_2020-01-26.adf31dbf1 rev=66 channel=beta,candidate

freeorion_2020-01-26.adf31dbf1 rev=66 channel=v0.4.9/beta,v0.4.9/candidate

It is not completely sure what will happen with the latest/beta channel once v0.4.9 is out, but probably it will follow v0.5.0 development, so if you want to finish your games you maybe need to switch to the v0.4.9 track.

Switch to the v0.4.9 track:

Code: Select all

snap refresh --channel=v0.4.9/beta freeorion
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: 1480
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#56 Post by Ophiuchus » Mon Mar 02, 2020 9:02 am

So we have weekly builds again which follow the master branch.

freeorion_2020-20-26.47bd1a05d rev=71 channel=beta

If you are following a different track/channel, you can Switch to the beta track:

Code: Select all

snap refresh --channel=latest/beta freeorion
Also note that the stable channel (aka latest/stable) contains the v0.4.9 release (also available on v0.4.9/stable).

The version currently in use in the slow game is available on v0.4.9/edge/KISSTargetsHard (now on 8f5b3ca45 rev72).
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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Vezzra
Release Manager, Design
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Location: Sol III

Re: Up-to-date Test Snap

#57 Post by Vezzra » Tue Mar 03, 2020 1:58 pm

Ophiuchus wrote:
Mon Mar 02, 2020 9:02 am
KISSTargetsHard
You know, considering the context is a 4X space game, that sounds quite... weird? ;)

Just a sidenote... :lol:

Ophiuchus
Programmer
Posts: 1480
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#58 Post by Ophiuchus » Tue Mar 03, 2020 2:41 pm

Vezzra wrote:
Tue Mar 03, 2020 1:58 pm
Ophiuchus wrote:
Mon Mar 02, 2020 9:02 am
KISSTargetsHard
You know, considering the context is a 4X space game, that sounds quite... weird? ;)

Just a sidenote... :lol:
As long we are not in the 3X genre :lol:
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: 1480
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#59 Post by Ophiuchus » Tue Mar 03, 2020 10:35 pm

Weekly build also available on i386 !!!!!

i386: freeorion_2020-03-02.89280c7 rev=76 channel=latest/beta

Using "snapcraft remote-build --build-on=i386" and a specialised snapcraft.yaml as cross-compile did not work (it always used amd64 base core18).
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: 1480
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#60 Post by Ophiuchus » Thu Mar 12, 2020 9:23 pm

Released weekly build:

freeorion_2020-03-10.359c6f rev=77 channel=beta (amd64)
freeorion_2020-03-10.359c6f rev=78 channel=beta (i386)

News:
  • UI: Bold font texture support in options window and font texture display window (geoff)
  • Backend: ScriptingContext enhancement, getting ObjectMap from context instead of global Objects() for some effects,conditions and valueRefs -> less memory and cpu usage (geoff, 8eac0c, 02fdf1)
  • Backend: Refactoring to C++14, now minimum required C++ version (mmetz)
  • Build: Updated MSVC 2017 Project Configuration (goodby XP, lowest target Win8.1, x64 platform option) (geoff)
  • Build: Switch to Freeorion SDK v11 (o01eg)
  • frensh translation 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.

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