20200420.2
Changes:
- 90058df Seeker speed should be measures in km/s, not km/s^2 (#85)
- fda338c Merge pull request #75 from ekolis/74-PathfindingIsWayTooSlow
- 92cf69f Another optimization: short circuit visibility logic if we don't care if the space object is scanned or just visible
- d0f7527 Performance optimization? Cache "all systems seen" flag for empires.
- 4835cf9 LINQ has an Append method so we don't need ConcatSingle on an enumerable.
- db219da Performance optimization? Replace Union with Concat when we know the objects are different (e.g. different types)
- e56b549 Performance optimization? Use enumerable operations rather than enumerating the list and returning each item individually.
- 4e40bb4 Performance optimization? Filter out duplicate descendants.
- f34d3a3 Merge branch 'master' of https://github.com/ekolis/FrEee
- 068b78d Fixed bug where income from other empires' memories of your colonies was being applied to your empire.
See More
- 9b7a467 Merge pull request #51 from thegreatpl/master
- 62c012a Fix crash on planet report when clicking alien colonies and trying to get population stats that are fogged.
- 37b59d4 Fix for failed design upgrades and copied designs?
- 4c0bcc0 Fix saving/loading of tech cost in game setup
- 2c79816 Changes requested for merge, as well as a change to how an empire considers colonisation priority.
- 56d0277 Added log for exceptions, and removed obsolete code.
- 8e8c118 Changed the ministers, and fixed bug with gas giants not being colonized.
- 5cc666a Renamed the AI to Vanguard, because not really a test ai anymore.
- f8a8dac Made it so only the currently constructed things are looked at by the Minster of Construction.
- 5d28335 Added some prioritization of different resources.
- d7ce880 Basics of facility building done. However, not always the best facility being built...
- 209ada3 Added the auto-process checkbox, which will allow the host console to process turns once all plr files have been submitted.
- 8b2086d reduced the base priority of colonization.
- 812a91f Made it so the AI will actually work if the user toggles AI on the host console screen.
- 761605e Added message so user can know the ministers/AI has failed.
- 60bb631 Colonization now working perfectly. AI will happily colonize its home system until it cannot colonize any more.
- 697e6fb added a category for the log messages, to allow filtering and the like.
- c90f840 ensures the old build plan is deleted if the colonisation plan acquires another colony ship from somewhere.
- 3f9d1ef The AI will now build colony ships, and send them out. However, colony plans will be left without a colony ship due to the AI not knowing when a build request has been completed.
- 922bb68 AI now has a decent planning of creating colonies. Now need to do the build plans themselves.
- 7294086 added a few things to plan, changing build plan to ship build plan.
- e0b452f removed dummy colonization plan from list.
- 28d366c made the made json convertor respect DoNotSerialize.
- c4803f8 More work on the planning AI, plus made the Json serializer respect DoNotSerialize.
- e9bbfaf Merge remote-tracking branch 'MainRepo/master'
- bebe1d7 AI empires now can design colony ships.
- 6a9bbc0 Fixed the batch file to remove a line in the script files. This allows the intellisense to read the .dll.
- 047c01e Memories are better distinguished in various report screens: "Memory from" is appended to the timestamp differential, and the background is yellow.
- 6603054 sanity checking for race icons
- b475803 Redact population anger for unscanned colonies.
- 36fae9e Update credits.txt
- 9f99cf5 Merge branch 'master' of https://github.com/ekolis/FrEee
- 215e6ec Replaced dummy planet pics with new ones from CariTheKitty!
- 83b20cb modified the test AI script to work with ministers.
- ec4e471 Merge pull request #46 from thegreatpl/master
- 25ca9c3 Changed it so an AI crashing doesn't bring down the game. Uncaight exceptions in AI scripts will now be logged to errorlog.txt (while other logs renamed to fatalerrorlog.txt)
- 14e804c AI now works, and Enabled Ministers moved to the Empire (allowing them to be saved).
- 604eb6c Added in C# scripting alongside the python scripting.
- b02f540 Update README.md
- 8b2854d Update issue templates
- 1990bd8 Merge branch 'master' of https://github.com/ekolis/FrEee
- dd311e1 fix crash on startup
- 3e341bb Create main.yml
- d766e04 Migrate package references to new format
- 1ff586e Update to latest .NET framework version in preparation for hopefully converting to .NET Core
- 0529a6a Fix "declared war on us" log message - should show the empire who declared war, not our own empire!
- 6c3d9f4 HeatMap find min/max: default to current position if no move found rather than going to a null location.
- 81890ea Serialize private properties too - possible fix for inability of base space yards to construct anything
- 1862fcb Purge old construction queue code
- 71c9bf0 Ships should not stack in warp point battles
- f1dee66 Merge branch 'master' of https://github.com/ekolis/FrEee
- 21aff54 Ships no longer start in the same tile in combat.
- 3743776 Fix bug with ships still moving to the same tile in combat
- cf6ab76 Show name of largest space object in a combat tile
- 92aa5aa Ships, bases, and planets now "fill" a combat tile and prevent other such objects from moving into it.
- 44c261c Don't fail build just because some unit tests fail.
- 7475e75 Update issue templates
- d62dfcb Only include necessary files in publish
- c890f1f Publish before running tests so the tests failing doesn't cause the publish to be skipped
- aa8b17b Add publish pipeline artifact command to the build pipeline
- 5825d97 Changed formatting of wiki links to distinguish Research page fom ResearchScreen page
- 8df548e Merge branch 'master' of https://github.com/ekolis/FrEee
- e243379 Migrate wiki links from bitbucket to github
- 0c4c9c5 Set up CI with Azure Pipelines
- f3c2114 Microsoft App Center intgration
- 1333685 aaa
- 1e8ddad More unicode weirdness
- 9e57fda Unicode weirdness
- 1737fe7 Replace .hgignore with .gitignore
- 933b6c5 Caching of ReferenceSet to improve performance.
- 4480eb1 Simplify logic to get fleet owner for performance, now assuming all vehicles in the fleet have the same owner.
- ef3b708 Updated release.bat to use msbuild v16 (VS2019).
- 9dc7fcf Fix crash processing old orders
- e1370fd Fixed inability to transfer cargo (probably introduced when I purged unit cargo)
- 3468ae3 Temporary fix for not being able to load old savegames with fighters that have construction queues
- 374a5dc Space units can no longer carry cargo or construct things; now only ships, bases, and planets can.
- f14e77a Fixed crash related to cargo storage on destroyed ships and/or glassed planets.
- 0ac10df Don't trigger battles when the enemies are invisible.
- 2b0539c Hack - don't show duplicate facility templates for construction
- f61e95a Fixed overzealous copying of space object locations causing duplicate space objects when starting a battle
- 24f0b27 Hopefully fixed ships being visible in obscuring nebulas (unit test looks good but haven't tested in an actual game yet).
- fb6273a Fix a few unit tests
- 559944c Silly workaround for system obscuration ability transfer issue: block the ability from appearing on anything but systems!
- d22416c Cancelling the player view from the host console shouldn't crash the game.
- 8e55c53 A few performance tweaks.
- 9a09029 Not sure why the missile weapons' owners are null but let's work around that...
- 681fa66 Fixed damage being applied with no shot (e.g. terrain damage) - defaults to normal damage
- c80bd47 More strategic music
- 89de34c When upgrading or copying a design, mark the copy unobsolete.
- 2b2f9ac Fixed inability to find planets to start empires on
- e15aa7a Fixed weapon accuracy off by one error and made sure that rolling accuracy uses the PRNG.
- 3e748f3 Load correct homeworld size when loading gsu file
- 9f4c081 Don't set a default value for homeworld size in new games.
- b864edf Homeworld sizes in game setup are now planet sizes, not stellar sizes.
- 87e287c Alt-F4 should not bring up the research screen.
- 38f74be Fix planetary shields (need to test)
- 61f7e46 Delete old FrEee.7z when making a release build so old files that got removed don't clutter up the archive
- 01f0f00 Added pause command to autobuild.bat so we can see the messages it displays
- 53b6da3 A few more Jorn ship graphics
- e6c7dd0 Fixed launch/recovery of units in combat.
- 511b59b Destroyed vehicles should not be repairable.
- 7882a55 Don't generate duplicate components on ships every turn. Don't save vehicle components, only damage.
- 84aad4b Don't set seeker owner to null when seeker is destroyed, that screws with replays!
- 4f31f15 Scores now display as units (eg. 1204k rather than 1204365)
- 41d2d8f Added a new music track for upbeat strategic mood.
- 5df9041 Added a command list view but it's not rendering for some reason
- 64deb80 Allow ships to fire in combat again
- e50a431 Need to have warp points in replacement home systems!
- ee82eb6 Convert bad systems to good systems if not enough for players
- 83e1a53 Shorter mod IDs
- ccc11e2 Hulls do not need to be IReferrable either
- c6fd6ed Fixed locked and otherwise unavailable mounts being selectable in vehicle design.
- 0aa7ec3 Stricter galaxy references: must be to IReferrable
- 85d08d9 Oops forgot to commit a file
- c4b6bc3 Some mod objects are no longer referrable so they don't get duplicated every turn.
- d616c1a Remove StartWeapons from battles, they were not actually used and were causing serialization issues
- d6a57fa Re-added mount picker button in the form of "..."
- 53287fc None weapon type means not a weapon in Aaron-land :P
- e70c37e Don't allow designs with valid components but invalid hulls to be considered valid.
- dab87ed Allow searching for items in mod by type and mod ID minus type separately.
- 9570879 Make mod IDs more unique by prefixing them with the object type
- d996a7e Don't display friendly error messages unless in release mode
- 684d988 Tweaks to enum loading for Dark Nova Mod
- c66d39e Added some strategic music for when you're losing the game
- 261e998 Actually let's make new mod IDs with the object type in them only for duplicates
- fadf9b9 Really don't get different mod object types mixed up
- a3791f5 Don't get different mod object types mixed up
- 29a09f7 Forgot to commit a file
- 5f5839c Fix inability to build facilities
- cbc4a3d Use serialization priority attribute when copying object properties
- 291a214 I need to learn how lock statements really work
- 66d2d38 more concurrency
- b6ca949 More concurrency fixes?
- 33e9c7c Temporary fix for Adamant repair ability not existing in AbilityRules.txt
- 054be2b Maybe fix concurrency issue with mod loading?
- 537c660 possible fix for crash
- b0537a1 Planet sizes need to know about the population factor from settings.txt
- 51fcf25 Loading mounts also depends on loading techs
- 3b5e74d Wait a second, loading technologies depends on loading traits...
- bba52f3 More accurate reporting of which mod files are being loaded in parallel
- 6dc0a17 Mod data files are now loaded in parallel when possible.
- 6c47839 Load system background images from 1024x768 folder first since sometimes there are thumbnails in the base Systems folder
- cd3b9b2 Mount required component family should be a comma delimited list.
- 39d083b Don't give players starting techs belonging to racial traits they didn't choose.
- f79e5ae Removed mod patching feature since the mod is no longer stored in the savegame.
- c0f3fed Really not storing mod data in the savegame!
- be349eb Race trait picker now shows description of race trait as a tooltip rather than below the trait checkbox.
- 19fb4d9 Deal with missing design names files
- 27d5eab Removed duplicate design names files from SE5
- d122ca7 Design names are now loaded from text files and can be picked from a list.
- a8a2ddb Sort all shipsets together in empire setup; don't put the stock ones at the bottom.
- c075cac Don't crash when there are duplicate tech names, just take the first one.
- 2c8b4a4 Don't assume that racial trait names are unique; this was breaking Adamant Mod.
- 583952a Backed out changeset: 616f95fc4037 - MemoryOwner flag was screwing up redacting, was pulling in a bunch of unnecessary data
- 6258005 Save memory owner empire rather than IsMemory flag; should cut down on lookups in empire memories to find the memory owner.
- 80d944a Serialize less unnecessary facility data
- ebca6e8 Component list of vehicles is no longer serialized; instead a computed damage dictionary is serialized.
- ece23c0 Fixed scripts losing track of the Python str type/function
- 89d6d34 Don't override Python builtins module if there is no code to import into it
- 0f17306 Added ForceSerializationWhenDefaultValue for the ModPath property of Galaxy to force the stock mod to be loaded when loading a savegame.
- ef57e12 Merge
- 6345847 updated quickstart with some pre-made AI empires
- 4a36838 Implemented Change Population Happiness - System ability, as used by urban pacification centers.
- b3cf9fc AI empires should retain their AI status when loading a game setup.
- 2e2e68a Fixed more broken victory/defeat logic
- 70f7939 Hopefully fixed wonky victory/defeat logic
- 6683a29 Remote mining resource value depletion variables were getting mixed up
- 70e683d Need to load the stock mod if Galaxy.Current.ModPath is null in the save
- 6ef6b9c Start/end combatant copies of construction queues should not build.
- 50b2783 Exploring a new star system now produces a log message which can be double clicked to highlight that system.
- 9d94d23 Forgot to commit a file
- 6a24748 Fixed errors in battle results form displaying incorrect stats
- f86e528 Clear a construction queue's orders when disposing of it.
- 2f892d3 Eliminated silly debug print which was crashing Python when dealing with shield generator abilities
- e56b9f0 Some random changes that never got committed, hopefully they're good
- 8e3218a Disable Music when running on Linux
- 72d2fac Make FrEee build on Linux.
- fc0f287 No duplicate mod global scripts
- 54bfe4b Don't allow upgrading a facility to itself.
- 3415b6c Load system background graphics from SE4 resolution folders if not found
- d3d0fb3 Don't crash when disposing of battles
- 39cdab0 Don't crash when checking weapons' damage at range
- 189c6f1 Don't crash when deleting waypoints with no owner.
- f61c418 Non-obsolecent designs should not be obsolete when importing them from the library.
- 259cd29 Why are objects being removed from the referrables collection not being found?
- 7d0ba9c Don't crash when a command was issued by nobody, just log a message to the console error stream.
- ccdcfbf Use a PRNG when instantiating star systems.
- a473434 Purge duplicate mod objects
- f9b2d35 Don't delete abilities because they have no mod ID
- 0091823 Make TechnologyRequirement.Technology a ModReference to avoid duplicate techs
- 29af516 Don't crash removing objects from a collection while enumerating it
- 69b91f7 Get string value of replacement string placeholders correctly.
- bfd7607 Patch the mod when loading a game, too. Instantiated stellar objects should not have a mod ID.
- 3455d0d More mod patching process (need to test)
- 9c314ae Don't crash when loading stock mod
- 2203f20 Updated mod patching process for new mod loading scheme (need to test)
- e9e5c5e Make sure the stock mod gets loaded
- 3f7e835 Respect serialization priority when deserializing
- 1907cf9 Fixed global exception handler for release builds
- 60d0434 Don't forget to log exceptions locally
- 024abb4 Friendlier error messages.
- 173dc85 Throw an execption if the mod being loaded doesn't exist.
- 04231df Sector coordinates are now displayed on hover on the system map.
- 44f18b5 Text on the system map now has a drop shadow
- 40df3fe Don't serialize WarpPoint.IsOneWay property; that's only relevant during galaxy generation.
- 5e02c79 Don't crash loading games
- e7a8022 Mod data is no longer stored in the savegame unless it consists of referrable objects.
- a53d20c Fixed serializer trimming off too many quotes from strings with escaped quotes in them.
- 4a88f43 Generate a seed based on the current time when the game setup form is loaded
- 0145098 Button to generate a seed for the galaxy generation based on the current time
- 1bfdd5f Perfect!
- b4907f6 More RNG and min angle stuff
- 18e7309 Working on galaxy generation respecting min angle between stars. Galaxy generation now takes a RNG seed.
- 75c8dc7 A bit more work on my balancey mod
- f999acd Don't save HP of components unless they're damaged.
- 43408a3 Audio volume now defaults to 100%.
- cffd434 Player can now toggle AI ministers. However they don't seem to actually run, judging by the dummy propulsion reserach minister...
- 4a394b1 A battle's combat speed buffer doesn't need to be serialized.
- 4ec3f28 Added fallback stellar object pictures. Now you can tell the different planet surfaces and atmospheres apart!
- 4fbd7b2 Fixed duplicate component entries when adding more of an existing component to a loaded design.
- 0fe06af removing se4 race names
- bd62844 Fixed ship movement crash
- 80f12a9 Added percentage status update for placing warp points
- 8150c9f Optimization to pathfinding for star systems and connectivity graphs
- d49246c A bit more optimization still
- c20e614 A bit more optimization
- 17b82d6 Optimized performance of ConnectivityGraph a bit?
- e616a43 Finally fixed warp point generation!
- 86ef43e Removed some unused code.
- efbfc91 Warp point generation unit tests now pass.
- 6811b00 Added some unit tests for warp point generation
- d54125b More warp point generation tweaks
- ec9e7b5 Warp point generation: don't generate too many vertical lines
- 63e0d0d Block out a slightly larger space around each star system.
- f105ca9 Further improvemnents ot warp point generation
- 60cf041 Improved map generation: fewer overlapping warp points
- 70c2658 Merge
- 09c0ff9 Don't flush the output stream every time an object is serialized. Only once at the end.
- ce8f59e Merge
- cdd2f11 Stringifiers can now be defined for base types and applied to derived types.
This list of changes was auto generated.