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v0.4.4

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Release v0.4.4

svn path=/tags/RELEASE_V_0_4_4/; revision=7708; tag=v0.4.4

v0.4.3

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Release v0.4.3.

svn path=/tags/RELEASE_V_0_4_3/; revision=6473; tag=v0.4.3

v0.4.2

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a change to AIInterface::UpdateMeterEstimates() so it doesn't interfe…

…re with AI invasions, & some additional AI invasion logging

svn path=/trunk/FreeOrion/; revision=5771

v0.4.1

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-Misc. safety checks

-Fixed ServerApp checking ids of players in diplomatic message handler.
-Grooming

svn path=/trunk/FreeOrion/; revision=5096

v0.4

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Tweak by Vezzra to production AI to fix potential issue with user-rea…

…dable (and translation-dependent) strings being compared to hard-coded names in Python code.

svn path=/trunk/FreeOrion/; revision=4635

v0.3.17

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-Added some workaround for a bug with options storing, where no speci…

…es name stored in config.xml was being read as a boolean true and converted to a string "1", which was being rejected as a species name, leading to the first species in the list being used instead. Now, the species name "1" is checked for in two places, and "SP_HUMAN" is used instead if that occurs.

-Made the fallback sepecies selection if an invalid species name is specified (such as "1" as above) start with the first playable species, instead of the first species, so that players shouldn't end up playing a species that wasn't meant for player use due to (for example) lacking the ability to colonize or build colony ships.
-Modified HumanClientApp::NewSinglePlayerGame to not create a GalaxySetupWnd (invisibly to player) when quickstarting, since doing so served no purpose when quickstarting.
-Tweaked species.txt layout.
-Updated Version.cpp.

svn path=/trunk/FreeOrion/; revision=4282

v0.3.16

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Updated Windows installer script.

svn path=/trunk/FreeOrion/; revision=4046

v0.3.15

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Updated content files from Bigjoe5.

svn path=/trunk/FreeOrion/; revision=3727

v0.3.14

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Fixed the bug that was causing all (or at least nearly all) of the

disagreement between the server and client object positions.  The CombatObject
added as user data to each Ogre::SceneNode was not being set to the new
incoming CombatObject in CombatWnd::CombatTurnUpdate(), causing old object
state to be used.  This is now fixed.

svn path=/trunk/FreeOrion/; revision=3571

v0.3.13-win

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Updated Win32 install script and FreeOrion version strings for new re…

…lease.

svn path=/trunk/FreeOrion/; revision=3094
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