Client 990829

Artur Biesiadowski <abies-4Ed1Q4wfwltmR6Xm/[email protected]> Mon, 30 Aug 1999 11:48:35 +0200
Newsgroups gmane.games.freeciv.java
Message-ID <[email protected]>
http://thenut.eti.pg.gda.pl/~abies/freeciv


99.08.29
  - changed GlassTile to use fill3DRect - now city/settler overlays
	look a lot better
  - changed all menu actions to AbstractActions and enable/disable
	action not menuitem
  - added autosettler,autoattack,irriagte,mine,fortify and fortification
	commands

99.08.28
  - moved image/sound loading to separate thread - now login panel
appears
	much faster
  - corrected bug in setShowingCityRange - now city range is shown after
	switching it here and back
  - added VectorListModel with compareAndReplace method - reduces
flicking
	in lists during city updates
  - added basic custom renderers and sorting to lists in CityDialog -
need
	more work on that
  - remove city packet for not known city do not longer raise exception
  - added untested support for REMOVE_PLAYER packet

99.08.27
  - added i18n hooks in many classes - all that's left is to provide
	translation files :)

99.08.26
  - HexMap now paints by layers not stacks - allows more complicated
terrain
	overlays

99.08.24
  - added PktRulesetTerrain for future use
  - added preliminary Help dialog

99.08.23
  - changed few repaintTiles(x,y,width,height) to
	repaintOneTile/repaintTilesAround in CivMap to make later integration
	of HexMap easier
  - moved few methods to GenericMap

99.08.22
  - added SystemInfoPanel
  - UnitDescription pane now uses own renderer

99.08.21
  - corrected few bugs in unit stack handling (I'm shocked it almost
worked
	all that time), but still there is at least one remaining

99.08.20
  - added few utility methods to HexMap for getting nearby hex
coordinates
	(nextHex(...))
  - now cancel in build city dialog really cancels city build
  - added next unit/next idle unit commands

99.08.19
  - now settler overlapping with city puts red tiles
  - added menu item to control showing of city range glasses
  - corrected bug in city change production scrap detection - ifs were
	structured wrong

99.08.18
  - added experiment with transparent panels
  - finished HexMap
  - added glass overlay for showing possible unit movement, scraped it
	and added glass overlay for settler city range

99.08.17
  - when more than one unit is present in stack, next one is visible
	under flashing one - at slightly different position to differatiate in
	case of units of same type
  - now minimap will react on big map resize (visible rectangle change)
  - added sound support - now just need to add hooks everywhere
  - added hook for nuclear explosion sound
  - added hook for unit combat sounds
  - LabelledMenuItem now grays out key desc when disabled
  - Orders menu is enabled/disabled depending on unit active
  - Map is added only after receiving game running state - it saves
	tile by tile repainting of map
  - started HexMap implementation and moved some common code from
	TileMap to GenericMap
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Date: Tue, 07 Sep 1999 19:28:04 +0200
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I've done some screenshots of city range overlay and scaled tiles from
my client. They are available at
http://thenut.eti.pg.gda.pl/~abies/freeciv/ss/screens.html


Client is at

http://thenut.eti.pg.gda.pl/~abies/freeciv


99.09.05
  - changed scaling routine, so no longer scaling down and up
	lowers quality

99.09.04
  - started TriangleSlider which will be used in lux/science/gold tax
	setting

99.09.02
  - None tech does not longer appers in tech menu

99.09.01
  - after scaling new images are loaded scaled (corrected bug)
  - mapFrame reacts to main frame resize
  - confirm dialog for disband unit
  - replaced Point with Coords class in many places in tile package to
	have more obvious meanings of return types of various methods
  - added TripletCoords methods to HexMap to support three-axis hex
	coordinates (a lot easier in some computations)
  - added shadows to edges of visible map (not very pretty for now)
  - plain TileMap now also is painted layer by layer, not stack by stack
  (helps for long city names and maybe performance)

99.08.31
  - totally change image load system - now only needed images are
	loaded, plus all not used at the moment are softreferenced so
	they will get cleared when memory is low; additionally
	implemented FileImageSource which clears it's data as soon as
	possible, reloading from file when needed; all this reduced heap 
	usage at start from 13M to 3M and should save at least 4-5M even 	in
late game  

99.08.30
  - added goto command
  - drawing routine for 3d hex outlines in HexMap
  - added scale command