Saturday, 2011-08-13

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CIA-19FreeOrion: geoffthemedio * r4125 /trunk/FreeOrion/util/SerializeMultiplayerCommon.cpp: Added missing serialization of life frequency value to GalaxySetupData.05:43
CIA-19FreeOrion: geoffthemedio * r4126 /trunk/FreeOrion/universe/Universe.cpp: Made empire random species selection for AIs in single player and native planet populating consider whether species are playable or not, where playable means can colonize and can produce ships.05:44
CIA-19FreeOrion: geoffthemedio * r4127 /trunk/FreeOrion/default/ (4 files):05:46
CIA-19FreeOrion: -Added a starting invasion fleet with some troop ships and a mark I for testing. Strings added accordingly as well.05:46
CIA-19FreeOrion: -Added some explanitory comments in FleetButton.cpp.05:46
CIA-19FreeOrion: geoffthemedio * r4128 /trunk/FreeOrion/UI/ (ClientUI.cpp PlayerListWnd.cpp): Tweaked layout and default size of PlayerListWnd.06:47
CIA-19FreeOrion: geoffthemedio * r4129 /trunk/FreeOrion/ (5 files in 3 dirs):06:49
CIA-19FreeOrion: -Added SpeciesSelector::AvailableSpeciesNames to return all species names available in that selector.06:49
CIA-19FreeOrion: -Used previous addition to tweak default species selection for new single player games.06:49
CIA-19FreeOrion: -Shortened name of species to just Chato as the full name is awkwardly long for the UI.06:49
CIA-19FreeOrion: geoffthemedio * r4130 /trunk/FreeOrion/universe/Universe.cpp: Fixed criteria for considering a species as non-playable for purposes of populating as natives during universe generation.07:16
CIA-19FreeOrion: geoffthemedio * r4131 /trunk/FreeOrion/UI/ (FleetButton.cpp SidePanel.cpp): Incomplete progress on SidePanel towards adding an invade button.07:17
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CIA-19FreeOrion: geoffthemedio * r4132 /trunk/FreeOrion/server/ServerApp.cpp: Fixed a problem with code that determined whether combat conditions were present in a system, which was considering unpopulated planets as enemies of empire-controlled planets.08:12
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neuro8Yay13:41
STalKer-Y?13:43
neuro8Just excited to be here13:44
neuro8Got a response from tzlaine on my splitter class so that's good13:45
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CIA-19FreeOrion: eleazzaar * r4133 /trunk/FreeOrion/default/data/art/ (78 files in 2 dirs): svn adding in binary star alternates, and changed the appearance of unexplored systems.14:49
GeofftheMediowhat did he say?15:07
neuro8Well, I actually created a new FleetSplitter button class, instantiated it in the FleetWnd ctor with the other windows, and passed it in as an argument to the Splitter15:08
neuro8So I could separate the whole "FO styles" from "GG styles". I thought that was pretty elegant.15:09
neuro8And it totally works! I have the two lines, draggable, everything. It's kinda cool.15:09
neuro8He said he's be up for reviewing my classes, making sure it's tight, but it'll take some time since he's busy.15:09
neuro8Also, this15:09
neuro8Check out15:09
neuro8the StyleFactory class (GG/StyleFactory.h).  It provides a way to15:09
neuro8"skin" all the controls in your app by acting as a factory for all the15:09
neuro8sub-controls needed in each control.  For example, there is a15:09
neuro8NewHScrollTabButton() function, that returns a GG::Button* that a15:09
neuro8GG::Tab will use to create its tab button when it is created in a15:09
neuro8horizontal orientation.  Note that there is also a NewScroll()15:09
neuro8function.15:09
neuro8You will need to add NewSplitter(), NewHSplitterTab(), and15:09
neuro8NewVSplitterTab() functions to StyleFactory.15:09
neuro8So that's another way to do it. Which might be more elegant I suppose.15:10
GeofftheMedioyes, I'm aware of stylefactory15:10
neuro8I saw it in GG but didn't expect to extend it. It was used in the Scroller and I ended up using it again for the tab15:13
neuro8Sorry it's been so slow15:13
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CIA-19FreeOrion: geoffthemedio * r4134 /trunk/FreeOrion/universe/Universe.cpp:18:21
CIA-19FreeOrion: Fixed bug with stealth vs. detection and range checking that was treating any18:21
CIA-19FreeOrion: case where stealth was greater than detection for a pair of objects as though18:21
CIA-19FreeOrion: stealth equalled detection, which was allowing very stealthy objects to be18:21
CIA-19FreeOrion: detected when at 0 distance (same location).18:21
CIA-19FreeOrion: geoffthemedio * r4135 /trunk/FreeOrion/ (UI/MapWnd.cpp universe/Universe.cpp):18:47
CIA-19FreeOrion: -Made moving detector objects not function, so that ships moving into or past systems don't reveal their contents until they've arrived.18:47
CIA-19FreeOrion: -Removed detector range circles for moving fleets on map.18:47
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