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CIA-81 | FreeOrion: geoffthemedio * r3172 /trunk/FreeOrion/ (13 files in 3 dirs): (log message trimmed) | 17:47 |
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CIA-81 | FreeOrion: -Reworked serialization of Systems, Planets and Fleets that contain other | 17:47 |
CIA-81 | FreeOrion: objects so that contained objects are always listed in the serialized member | 17:47 |
CIA-81 | FreeOrion: variable that lists contained objects' ids if those contained objects are | 17:47 |
CIA-81 | FreeOrion: visible to an empire, and contained objects' ids are never listed if not | 17:47 |
CIA-81 | FreeOrion: visible, regardless of the visibility level of the container object | 17:48 |
CIA-81 | FreeOrion: -Switched detection / stealth calculation to give partial visibility when in range, and to remove any distance-dependence on level of visibility, which was confusing and il-conceived. | 17:48 |
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CIA-81 | FreeOrion: geoffthemedio * r3173 /trunk/FreeOrion/ (5 files in 4 dirs): (log message trimmed) | 23:20 |
CIA-81 | FreeOrion: -Switched fog of war to be shown when a system has only basic visibility. This works, but currently all systems have fog shown since visibility isn't stored properly in the clients. | 23:20 |
CIA-81 | FreeOrion: -Changed visibility calculations to not give any object with zero stealth basic | 23:20 |
CIA-81 | FreeOrion: visibility. Instead, now all objects use the standard visibility rules, meaning | 23:20 |
CIA-81 | FreeOrion: systems, fleets or whatever else far from your (or any empire's) objects won't | 23:20 |
CIA-81 | FreeOrion: be seen. With current starting conditions with no high-detection objects in the | 23:20 |
CIA-81 | FreeOrion: player's possession, this means no other systems are visible. | 23:20 |
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