Friday, 2010-07-09

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CIA-83FreeOrion: geoffthemedio * r3645 /trunk/FreeOrion/ (18 files in 8 dirs): (log message trimmed)00:13
CIA-83FreeOrion: -Added a METER_FOOD_CONSUMPTION meter type to track how much food the population on an object (eg. a planet) needs to consume each turn.00:13
CIA-83FreeOrion: -Added parsing and modified species definitions to set the00:13
CIA-83FreeOrion: METER_FOOD_CONSUMPTION of objects on which the population is located. This lets00:13
CIA-83FreeOrion: different species use different amounts of food, and would let techs or00:13
CIA-83FreeOrion: buildings or anything else modify the amount of food used by a particular planet00:13
CIA-83FreeOrion: (likely taking into consideration the species on the planet). The current food00:13
CIA-83FreeOrion: geoffthemedio * r3646 /trunk/FreeOrion/ (3 files in 2 dirs):00:15
CIA-83FreeOrion: -Added valueref parsing for METER_FOOD_CONSUMPTION that was noted as missing in the previous commit.00:15
CIA-83FreeOrion: -Updated MVSC Version.cpp00:15
CIA-83FreeOrion: geoffthemedio * r3647 /trunk/FreeOrion/util/Order.cpp:00:19
CIA-83FreeOrion: Modified ColonizeOrder execution to use ship's species, rather than hard-coded00:19
CIA-83FreeOrion: human. This would in theory make colonization with different species possible,00:19
CIA-83FreeOrion: but currently all newly colonized planets seem to be starving to death00:19
CIA-83FreeOrion: immediately.00:19
StrangerDangerwoah00:21
GeofftheMediothere was a bit of a back log00:21
GeofftheMediomost of that was several hours ago00:21
StrangerDangerI don't mind00:21
GeofftheMediobut the irc bot didn't update until just now for some reason00:21
StrangerDangerThat sucks, yet another problem00:39
GeofftheMedioit seems to have fixed itself00:43
GeofftheMediohence the flood of messages00:43
StrangerDangerHow many people are actively developing freeorion?01:33
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CIA-83FreeOrion: geoffthemedio * r3648 /trunk/FreeOrion/ (14 files in 5 dirs):06:20
CIA-83FreeOrion: -Removed homeworld_id data and HomeworldID function from Empire, since these should be (although aren't yet) properties of a species, not an empire. Empires still have capitols.06:20
CIA-83FreeOrion: -Added Imperial Palace building to starting planets, so that empires actually have a capitol at the start of the game.06:20
CIA-83FreeOrion: -Modified MapWnd::ZoomToHomeSystem to actually zoom to the capitol of the player's empire.06:20
CIA-83FreeOrion: -Modified Ship constructor to always take a species name, so that all ships (should) have a species.06:20
CIA-83FreeOrion: -Modified CreateShip effect to get the species of the ship it creates from the capitol of the empire that owns the created ship.06:20
CIA-83FreeOrion: geoffthemedio * r3649 /trunk/FreeOrion/ (5 files in 2 dirs): Modified Building constructor to not take a location id, as in all cases the Building is added to a planet, and therein assigned its new planet's id as its planet id, making the constructor parameter redundant.06:44
CIA-83FreeOrion: geoffthemedio * r3650 /trunk/FreeOrion/universe/ (Species.cpp Species.h): (log message trimmed)07:30
CIA-83FreeOrion: -Added a set of IDs to species to store the species' homeworlds(s) in a07:30
CIA-83FreeOrion: particular game, and accessors and mutators for this set. The homeworlds(s)07:30
CIA-83FreeOrion: that a species ends up having will vary from game to game, unlike the rest of07:30
CIA-83FreeOrion: the information about a species, which is determined from the species definition07:30
CIA-83FreeOrion: in data files.07:30
CIA-83FreeOrion: -Added serialization code for SpeciesManager, which just serializes or restores07:30
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