Vehicles not Tallied
Vehicles in my town do not affect the construction or manufacturing processes there.
Finished the code that was intended to do this.
It seems like the new buildings have less time reducing construction modifiers than the old buildings.
Added SUV, computer, electricity, and shovel as time reducing modifiers to all construction processes, if they did not already require those things.
Exchange Structure
It is painful to look for a space station among the blueprints in the exchange.
Added a Structure column to show the hull structure of blueprints in the exchange.
Exchange Industry
It would be nice to easily see what industry each building blueprint is intended for.
Added an Industry column to show the intended purpose of building blueprints in the exchange.
Spacecraft Startup Jolt
When the crew starts moving my ship away from a planet, there is invariably a huge sudden jolt as the ship begins to move. It is as if it turns to the desired heading instantly, which is confusing. The turn should be smooth.
Fixed three bugs that were contributing to this problem:
The NPC pilot frequently rolls the ship for no apparent reason. This is making me sea sick.
Pilot was observing the orientation to gravity well policy too strictly. He now rolls the ship only when necessary.
Server Crash
A server crashed this morning.
Fixed code that used a null pointer when accessing the construction process on a building that was no longer under construction.
Servers Chugging
Some servers have been struggling in the past few days.
Fixed an unanticipated side effect of removing Tech items. Some spacecraft had mission orders to purchase Tech items by category. This caused a problem because the category was no longer valid.
Memory Leak
A memory leak was spotted while fixing the server crash.
Fixed memory leak when receiving a construction process on a building.
Vehicles in my town do not affect the construction or manufacturing processes there.
Finished the code that was intended to do this.
- All vehicles in town are shared by all buildings. For example, one farm machinery would be enough to satisfy every farm in town.
- Vehicles are tallied if they are at any building site or in any building of the same town as the building that is looking for one. Vehicles must belong to the same empire to be counted.
- When a vehicle is added or removed from the town, it can take a few minutes for all buildings to notice.
It seems like the new buildings have less time reducing construction modifiers than the old buildings.
Added SUV, computer, electricity, and shovel as time reducing modifiers to all construction processes, if they did not already require those things.
Exchange Structure
It is painful to look for a space station among the blueprints in the exchange.
Added a Structure column to show the hull structure of blueprints in the exchange.
Exchange Industry
It would be nice to easily see what industry each building blueprint is intended for.
Added an Industry column to show the intended purpose of building blueprints in the exchange.
Spacecraft Startup Jolt
When the crew starts moving my ship away from a planet, there is invariably a huge sudden jolt as the ship begins to move. It is as if it turns to the desired heading instantly, which is confusing. The turn should be smooth.
Fixed three bugs that were contributing to this problem:
- Pilot turn code had an error when calculating turns in negative angle directions. A sign was wrong on a value in the calculation.
- Pilot initiation of turn on a spacecraft at rest needed to signal the need for immediate processing by the physics thread.
- Initial rotation call on a spacecraft at rest calculated a huge turn due to an elapsed time error.
The NPC pilot frequently rolls the ship for no apparent reason. This is making me sea sick.
Pilot was observing the orientation to gravity well policy too strictly. He now rolls the ship only when necessary.
Server Crash
A server crashed this morning.
Fixed code that used a null pointer when accessing the construction process on a building that was no longer under construction.
Servers Chugging
Some servers have been struggling in the past few days.
Fixed an unanticipated side effect of removing Tech items. Some spacecraft had mission orders to purchase Tech items by category. This caused a problem because the category was no longer valid.
Memory Leak
A memory leak was spotted while fixing the server crash.
Fixed memory leak when receiving a construction process on a building.