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- #% is sometimes emiting eval-string to eval time, this is bad and useless
just do plain (read), works perfectly
- statemachine.scm is shameful
it will always be without heavy restructuring of a lot of things, too late
make it faster at least
focus on removing eval
instead use (lambda (env) (with-let env ...))
alternative for state nodes
create lambda for vars block: each var is a define plus body
create 2 lambdas for state transition
condition lambda
transition lambda
-> obsoleted by to: change
-> this eliminates all evals inside run-state-machine
remove assv in let for run-node
change data to hash table
remove for-each looking for transtions in run-node
to: is now a single shot lambda with (cond), with a clause for each possible transition
put the matched and curret setters inside the generated clause code
make let* into let
will be possible after transtion to hash table
faster args injection
- fix: tooltip mousemove receiving spurious events before it has a parent
also fix corner case for call after onExit
- fix: rare case with -1 idx passed to build category cell list renderer
- optimize SpatialIndexSystem
buckets: vector of std::unordered_set*
prealloc buckets
overlaps: vector of std::unordered_set*
indexed by entity slot, realloc when insertion of one that doesnt fit
overlapsOwner: vector of int
to check correct slot owner, discard when it doesnt match
- always refresh research on game load
- stop the planet orbit animation while the game is paused
- use 3.major.minor.build for version strings
- tentative fix: always use C++ deref code, also check for isValidInstance
- immense amounts (50% of all objects) of useless repeating PoseAnimation[Layer] and friends
it would be very good if those could be reused between diff entities, half the mem and allocs!
cache hash id -> PA instance in Game
unique signature from model-name
building.scm and npc.scm manages transparently, will need model-name
no model name, old system
never erases so the ptr are always valid
make sure "not owned" flag is correctly set
done for building.scm but disabled
do for npc.scm too
- re-enable pang cache for officers
- maybe timer ticks are being delivered to deleted nodes? (gui-observer, gui-timer downpanel)
add unscheduleAllSelectors() to destructors. in theory not needed since they get paused in onExit buuuut
- fix: missing deref #f check on info action matcher, finally caught this!
- regression: some (all?) objs with wrong preferred postion
var with "angle" name was being shadowed by a built-in in strange circumstances
- Sound::play should check for simultaneus play of effects and throttle down
- after the new busy-less semantics of gathering for jobs, stampede effects occur for single stack items
example: single pill in the station just produced, many doctors go for it
for now just add item locking again when the stack is small
- refine storage area
only allow one storage area per room
all delivery jobs go to object
keep the proxies on it
the final state of the delivery always considers the entire area, for perfect stacking
stack is warped or stacked on top of whatever is required
- buff planet cargo obj capacity (and price)
also add a per planet limit to how many allowed to build, warn in build too
- make teleport and walk sticky modal, so they remain activated after one use (can use esc to cancel)
- more levels for volume settings
- squad buttons are a bit inconsistent with selection on single click
- actions must do a prio busy check, equivalent to flee prio
- allow actions to have a non-hold modal pointer
- action: set patrol point
plus low prio rally system
enable for some robots too
- fix: crash on setting new keybinding
- fix extractors goal
- walk action target placeholder (v2 parity)
shown when selecting entity
selected-component+physc+pathc display system
use for patrol point too
- walk destination position layout to not bunch up officers
use in teleport too
- consumerists respect unlocked status of products
- simplify starting unlocks and research groups
- rooms must unlock from research
add research refresh to room tool
- new gfx for patrol point and icon
- starting spawn on station and planet should use group layout
- production control: local queue
local queue: pick a recipe and an amount and add order
decrements amount in order when production done
system updates queue when no recipe is present
allow infinite amount
SM updates queue after production
fix: leaves factory in bad state because it nukes SM and clenaup doesnt run (pose etc)
gui in factory panel
better layout
add recipe icon to order list
add delete order
add an in-panel modal mode for creating an order
keep amount and recipe id out of panel state
- add support for infinite amount orders
- update production tutorial
- spawn landing shuttle on planet
- fix: make table view more robust by using index to track touched cell
- rework earliest log output
game version
one check for each Steam API singleton
Steam user ID
- on detecting a too old OpenGL version or driver, popup a message and quit instead of crashing
- fix firefighting once for all
do not mark fire as an enemy
remove aggressor empathy from fire
increase firefighting job radius
- to give firefighting proper prio, jobs must support prios, now!
introduce job-hint component for reverse job model lookup (finally!)
ecs-query now supports order-by
lambda (e) that returns a numeric
result is memoized for that query, no multiple calls
also optimize by-distance
add path to run both, or only one
- separate cleaner and recycler jobs
increase prio for recycler job, decrease for cleaner
- cleaner sm must be removed
it interferes with common job management, giving it 50% or more prio in practice
extend from job sm to use common worker query
lazy put job component and nothing else
lazy start and run sm only when busy
- report of cleaners stuck with corpses
add autodrop for held litter
- item placeholder to display missing stock in pallet and shops
- storage area new gfx
dropper with layered animation
add spawn and suicide comp
- fix: check subj in dismantle-cancel
- increase stack sizes for all
- increase max pallet stock
- remove decoration bench (missleading decor)
- enable patrol points for all robots
- increase times for eating and most other vitals
- storage area must mark existing floor stacks to avoid (too many) strange behaviors
- force first system to have fixed set of planet kinds and resources
- move onion layering code for objects inside the cached proc
- soap recipe is unlocked but its factory is not
- stop the random choice for de-diagonalized pathing
- new gfx for storage area (again)
- limit diff resources per planet kind and hardcode some planets in early systems to guarantee supply
- production on off control in planet popup
and display icon in red for system resource overlay
- decrease extraction rate
- galaxy resource view for only one resource
simple chooser under filter buttons
leave system view as-is
- introduce steel
new icon for alu
new node and icon for steel
rules model
- ship building
flesh out all ship designs with spec and progression over: ship speed, cargo hold size, crew size
ship speed model
ETA display
info alert when manual order is done
add ships to research, add research group
research and category icon
integrate objects and recipes
introduce factory editable param
single object provides for design table to select ship
workstations
they provide 1m jobs that consume lots of resources and advance ship construction
standard recipes (hull, structure, life support, engines)
amount of each kind of recipe comes from the stats of the selected kind of ship
a central system distributes jobs, there's no user controlled queue
associated to the planner, so if it's gone, it doesnt advance
model for keeping construction state
start, cancel, pause, status
model for spanwing ship
planner
just for selection and tracking of ship
keeps track of construction
can cancel construction but all work is gone (like research)
can pause
remove cheat
must check fleet size limit before construction
display selected ship on top of planner desk
scrap button when at home
goals and counters
- less vertical space for ship images in planner panel
- fix alignement and sizing issues in research screen for ships
- dont display vitals panels when only health is a vital
- build planner error when building workshops
- explain in planner desc the need for workshops
- stock tutorial is broken due to default resources
- change desc text for corridor
- clicking two times with object eraser deletes the entity
- separate tier for tier 2 ships
- pose planner in action while there's a ship under construction
- faster ships, req less materials
- remove civ icons in galaxy in resource view
- ceiling "turrret"
- ships must always take shortest path
- assigned bartenders not doing their job
the item clearing done after building was moving the proxy entity for the bartender job workplace
- job matrix enhancements
tooltip with job priority (just info, not editable)
sort by job (click on job)
click officer to select in map, if in station
- fix: still crashing on lookupHook: unknown hook (this time on the refresh timer from a GUIObserver)
not an abnornal code path! it is legitimate: a Persisting instance is destroyed and ::changed clears the hook
but tryUpdate does NOT check for the validity of the hook, fix this
also review similar patterns in other widgets and harden them
- having one button per job per officer in job matrix has a real impact for mouse move events
enable visible parent check, again
- busy-stuck item stacks
actions that perturb job state, like changing the resource in stock info panel, destroy the ref on the job-giver side
this makes the item be busy with the giver, but the giver forgot about it -> item is locked and unusable
add optional "any busy" check for the subj, to remove busy comp when the subj is not busy (no matter if reciprocal or not)
- ship build objects are missing their animations
- faster phase in storage area
- increase max cargo carry for officers and robots
- increase ship speed a bit
- reduce gas needs for ship recipes
- job matrix: add job name to tooltip, restore rotation
- fix inside-node bound testing to only use own affine xform of hit coords plus node size
- add extra bodies in lvl 1 with extra resources
- hospital beds get stuck with has-patient after interruptions
add system for cleanup
- increase initial credit allowance
- increase a bit miasma, disease and trash
- decrease a bit the negative feeling from bad aesthetics and miasma
[ 2016-08-02 20:34:30 CET ] [ Original post ]
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