Up-to-date Test Snap

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Ophiuchus
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Location: Wall IV

Re: Up-to-date Test Snap

#61 Post by Ophiuchus » Wed Mar 25, 2020 10:34 pm

Released weekly build (i think i missed the one last week):

freeorion_2020-03-23.7b63adf rev=80 channel=beta (amd64)
freeorion_2020-03-23.7b63adf rev=81 channel=beta (i386)

News:
  • UI: pedia window layout, other UI tweaks (geoff)
  • UI: Made it possible to search pedia article text (geoff)
  • UI: linear and logarithmic scale bars - Right click menu to switch (geoff)
  • build: minimum python: 3.5, python3 fixes, MacOS, MSVS, packaging MacOS/Windows fixes, headless compilation fix (o01eg)
  • backend: bugfix wrong looping over objects, e.g. invasion, combat events (geoff)
  • backend: cleanup, error handling, clean ship routes (geoff)
  • backend: ProductionQueueOrder UUIDs changes - probably this was production was order based before. Also added ProdQueueOrderAction. (geoff)
  • debug: Elaborated fleet route and path logging (geoff)
  • french 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.

Ophiuchus
Programmer
Posts: 1482
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#62 Post by Ophiuchus » Thu Apr 09, 2020 11:15 am

Released weekly build:

freeorion_2020-03-30.025f545 rev=82 channel=edge
freeorion_2020-03-30.025f545 rev=83 channel=edge
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: 1482
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#63 Post by Ophiuchus » Thu Apr 09, 2020 11:26 am

Released weekly build:

freeorion_2020-04-05.aa122c8 rev=84 channel=beta (amd64)
freeorion_2020-04-05.aa122c8 rev=85 channel=beta (i386)

News:
  • ..
p.s.: the snap build was temporarily broken as the desktop file got moved. Local compile was broken because of the python3 migration;
So for fedora 30 until now I did the following (some of it may be unnecessary):
  • alternatives --install /usr/bin/python python /usr/bin/python2 1
  • alternatives --install /usr/bin/python python /usr/bin/python3 2
  • dnf install boost-python3 boost-python3-devel python3-devel
  • cd .. ; mkdir build ; pushd build ; cmake ../freeorion
edit: setting the following paths for cmake manually in the end prevented linking
-DPYTHON_INCLUDE_DIR=$(python -c "from distutils.sysconfig import get_python_inc; print(get_python_inc())") \
-DPYTHON_LIBRARY=$(python -c "import distutils.sysconfig as sysconfig; print(sysconfig.get_config_var('LIBDIR'))")
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: 1482
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#64 Post by Ophiuchus » Wed Apr 15, 2020 8:05 am

In the process of Weekly build release:

freeorion_2020-04-14.60fb514 rev=86 channel=beta (amd64)
freeorion_2020-04-14.60fb514 rev=87 channel=beta (i386)

News:
  • game: Industry and Research only increase if happiness is over four, see planet status indicator (agrrr3)
  • AI: AI aware of allowed combat targets (vanilla content)
  • AI: great AI speedup (morlic)
  • backend: bug squeezing/refactoring/cleanup/polishing (geoff)
  • UI: Show calculated turns to produce when fully funded in producible items list, when a production location is selected. Otherwise show minimum production turns. (geoff c9e4100894a8d26eaf0df68f0c65db8e482669c2)
  • UI: tweak production item tooltip, add info about time to produce at the currently selected production location, account for stockpile in production time tooltip predictions (geoff)
  • UI: code refactoring (mmetz)
  • multiplayer: Add options to disable disclosure of galaxy seed. (o01eg)
  • python3: flake8 polishing (Cjkjvfnby)
  • stringtables: stringtable tool and formatting (mmetz)
  • stringtables: Arc Disruptor description fix (oberlus)
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: 1482
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#65 Post by Ophiuchus » Tue Apr 21, 2020 8:47 pm

Weekly build release:

freeorion_2020-04-21.b2112fe rev=88 channel=beta (amd64)
freeorion_2020-04-21.b2112fe rev=89 channel=beta (i386)

News:
  • game: Happiness after colonisation is better than after invasion: 5/3/2/1 depending on environment Good/Adequate/Poor/Hostile (swaq, oberlus, agrrr3)
  • game: Bugfix invasion only possible on odd turns (agrrr3, oberlus)
  • game: bugfix blockade - Clean up bookkeeping of fleet movement (geoff)
  • AI: ship designer knows about upgrade techs (morlic)
  • AI: speedups and caching fixes (morlic)
  • python3: remove python2 and old save support (Cjkjvfnby)
  • UI, backend: refactorings (mmetz)
  • FOCS and backend: LastTurnColonized ValueRef added (geoff)
  • backend: ScriptingContext support for const (ValueRefs/Conditions) and non-const (Effects) ObjectMaps (geoff)
  • multiplayer: Fix timeout description. (o01eg)
  • stringtables: stringtable tool fixes (mmetz)
  • stringtables: 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: 1482
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#66 Post by Ophiuchus » Thu Apr 30, 2020 5:14 pm

Weekly test build release:

freeorion_2020-04-27.45334b6 rev=90 channel=beta (amd64)
freeorion_2020-04-27.45334b6 rev=91 channel=beta (i386)

News:
  • game: colony base hull looses the ability to become interstellar - no fuel parts, no engine parts (oberlus, morlic)
  • backend: polishing (geoff)
  • UI, backend: refactorings (mmetz)
  • FOCS and backend: LastTurnColonized ValueRef added (geoff)
  • process/stringtables: github notification for translators on changes of ru.txt (Cjkjvfnb)
  • stringtables: french update as usual (Ouaz)
  • stringtables: Rename Fighter fighter (FT_HANGAR_2) to Strike Fighter (oberlus)
  • stringtables: better wordings for exiting the game (l29ah)
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: 1482
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#67 Post by Ophiuchus » Fri May 08, 2020 9:23 pm

Weekly test build release:

freeorion_2020-05-05.b7a2164 rev=92 channel=beta (amd64)
freeorion_2020-05-05.b7a2164 rev=93 channel=beta (i386)

News:
  • ?
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: 1482
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#68 Post by Ophiuchus » Thu May 14, 2020 6:01 pm

Weekly test build release:

freeorion_2020-05-12.9eb021f rev=94 channel=beta (amd64)
freeorion_2020-05-12.9eb021f rev=95 channel=beta (i386)

News:
  • ?
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: 1482
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#69 Post by Ophiuchus » Wed May 20, 2020 10:27 am

Weekly test build release upcoming:

freeorion_2020-05-19.33c09b6 rev=96 channel=beta (amd64)
freeorion_2020-05-19.33c09b6 rev=97 channel=beta (i386)

News:
  • backend: stability bugfixes (back to boost::bind) (geoff)
  • game: Huge nerf for population based research and industry bonus (oberlus)
  • universe: Rules for scaling structure,main weapon damage, fighter damage (agrrr3)
  • multiplayer: team based home systems (o01eg)
  • UI: Permit closing the game window after three tries (l29ah)
  • stringtables: spanish translation (oberlus)
  • tooling: st-tool update (mmetz)
  • FOCS: Loosen restrictions for SimpleIncrement ValueRefs when setting meters, to allow the right-hand-side to be any target-invariant ValueRef (geoff)
  • backend: Remove keymaps configuration file (mmetz)
  • backend: bugfixes (geoff, mmetz)
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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LienRag
Space Kraken
Posts: 161
Joined: Fri May 17, 2019 5:03 pm

Re: Up-to-date Test Snap

#70 Post by LienRag » Thu May 21, 2020 10:16 pm

Where are the FOCS files in the Snap ?
I've looked everywhere in /home/lienrag/snap/freeorion and can't find them.

Ophiuchus
Programmer
Posts: 1482
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#71 Post by Ophiuchus » Tue May 26, 2020 11:03 pm

LienRag wrote:
Thu May 21, 2020 10:16 pm
Where are the FOCS files in the Snap ?
I've looked everywhere in /home/lienrag/snap/freeorion and can't find them.
The FOCS files are (currently) not user specific - you can find them in /snap/freeorion/current/share/freeorion/default/scripting
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: 1482
Joined: Tue Sep 30, 2014 10:01 am
Location: Wall IV

Re: Up-to-date Test Snap

#72 Post by Ophiuchus » Tue May 26, 2020 11:16 pm

Weekly test build release - based on release-v0.4.10, not master:

freeorion_2020-05-26.d034b5d rev=99 channel=beta (amd64)
freeorion_2020-05-26.d034b5d rev=98 channel=beta (i386)

News:
  • release-preparation: update version and disable super-testers (vezzra)
  • game: Nerf for flat research and industry bonus (oberlus)
  • game: Exobots easier to get and adequate everywhere, but very bad at industry/research ..fine print TBD.. (oberlus)
  • AI: Fix fighter estimations and some flexible bout estimations (agrrr3)
  • AI: exobots everywhere and flat research nerf support (agrrr3/oberlus)
  • bugfix: Fix random crash on clicking "Create Outpost" (cyg)
  • backend: refactoring, cleanup, bugfixing (geoff)
  • backend: ValueRef::ComplexVariable separate property dispatch (mmetz)
  • info: Gentoo install info added (samc)
  • stringtables: update french 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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