Friday, 2012-01-06

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CIA-14FreeOrion: geoffthemedio * r4572 /trunk/FreeOrion/universe/Effect.cpp: Modified SetEmpireTechProgress execution code to allow Value to be used in effect scripts to reference the current progress of that tech for the indicated empire.07:46
CIA-14FreeOrion: geoffthemedio * r4573 /trunk/FreeOrion/Empire/Empire.cpp: Fixed broken validation test in Empire::SetTechResearchProgress that was preventing it and the related effect from working.07:47
CIA-14FreeOrion: geoffthemedio * r4574 /trunk/FreeOrion/universe/ (Condition.cpp Condition.h): Minor grooming07:48
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CIA-14FreeOrion: geoffthemedio * r4575 /trunk/FreeOrion/UI/BuildDesignatorWnd.cpp: (log message trimmed)16:23
CIA-14FreeOrion: -Moved test to into the ProductionItemRow constructor to disable production item16:23
CIA-14FreeOrion: rows that represent unproducible buildings types or ship designs in the16:23
CIA-14FreeOrion: producible items list, and added a location id parameter to the constructor to16:23
CIA-14FreeOrion: enable this test to be made. If an item is not producible, the row and its16:23
CIA-14FreeOrion: contained panel are disabled. This results in rows for not-producible items at16:23
CIA-14FreeOrion: the selected location to appear greyed out to players, and (still) to sound16:23
Nagilum_good commit! :)18:27
Nagilum_now the only thing missing is that if I select the unproduceable item that somewhere it tells me what I am missing/why the item can't be produced18:30
CIA-14FreeOrion: geoffthemedio * r4576 /trunk/FreeOrion/default/AI/ (PlanetUtilsAI.py PriorityAI.py ResourcesAI.py): AI patch by Grey Area20:19

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