Of course, shaping things up for a live test requires different sorts of GUI programming...
Here we can see the major changes:
- I added the icons for two of the planet views (ship view - mostly implemented, and planet value view - next to be implemented)
- Lots of production queue stuff...
- Shift and control with Add/Remove (10 and 100 respectively, 1000 together). 889 = 1000 - 100 - 10 - 1
- Added "End of queue" (add is "add before", so we need end - original Stars uses "add after", oops!)
- Fixed quirks in selection (previously, I deleted the queue and reconstructed it from the current orders - now the C++ code communicates queue changes and the GUI selectively rebuilds the view)
- Added a binding to the "q" key
- Fixed a bug related to pressing "Change" queue button multiple times
- Fixed a bug in the max usable factories calculation (population was divided by 1000 instead of 10,000 before multiplying by race factory operation factor)
- Fixed a typo in the component map for Interspace 10. This caused a Tcl error when opening the Ship Design Wizard for players with that access to that component.
- Fixed key bindings for '-' and '+' on the numeric keypad (linked to zoom) for Linux. On Windows, <plus> and <minus> catches both versions. On Linux, the keypad keys generate <KP_Add> and <KP_Subtract>. May be an X server thing...
- Fixed transport amount carrying over between different fleets (and players!). The most confusing thing was - a player could order a load 2500 colonists, save and load another turn, and see that load 2500! Except, the order wasn't given, so they'd launch with no colonists! Ops!
- Unlinked open file command from "Find" operations (it was intended as a place holder, I find "" makes a better one!)
I also need to implement the hab view.
And fleet split/merge. Fleet numbers. Fleet (friendly and other) and planet list.
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