C2C SVN Changelog

11218
v40.1.2730 - 2020-08-24

  • Added some more UI refresh to city screen, most noticeable is that commerce info UI will reflect changes from adding removing processes to the work queue. (Toffer)
  • Refactoring (Toffer)
  • BRANCH: Switch from "A million culture equal 1 greater culture" system to a single 64bit integer culture variable (Matt)
    • Fixed save compatibility issue, and did some cleanup. (Toffer)
    • added const to getCheckSum() (#636) (MattOttawa)
    • deleted GREATER_COMMERCE_SWITCH_POINT (Matt)
    • Read/Write changes for save file. (Matt)
    • switching greater culture to long long (Matt)
https://sourceforge.net/p/caveman2cosmos/code/11218
https://github.com/caveman2cosmos/Caveman2Cosmos/compare/f6772e2d4d08...d10c5e8abd79

The national culture change from two 32 bit integers stored as iCulture and iGreaterCulture into one 64 bit integer is a substantial code change that has seen little testing, it appears to work fine but consider this a warning that the risk for bugs are greater than usual with this update. MattCA also changed the player score from 32 to 64 bit integer. Probably because national culture translates quite directly to score I'm guessing, which is why it's not mentioned in the changelog as it was just part of the culture change. Kudos to those who jump right at it and help us bug-hunt.
 
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11219
v40.1.2743 - 2020-08-28
  • Removed barb city spawn delay on game start when playing with the Barbarian World option. +Refactoring. (Toffer)
  • Fixed building construction cost of building, that was moved earlier in tech tree (raxo2222)
  • Refactored CvPlot::canBuild(...) (Toffer)
  • Made most recon units able to see through camouflage invisibility when playing without the "Hide & Seek" game option (Toffer)
https://sourceforge.net/p/caveman2cosmos/code/11219
https://github.com/caveman2cosmos/Caveman2Cosmos/compare/d10c5e8abd79...fbf410e71316
 
11220
v40.1.2750 - 2020-08-29

  • deleted old code. (Matt)
  • Fixed culture save. (Matt)
  • Deleted an unused variable I missed. (Matt)
  • Fixed trait cost (Matt)
https://sourceforge.net/p/caveman2cosmos/code/11220
https://github.com/caveman2cosmos/Caveman2Cosmos/compare/fbf410e71316...7f8bfd7779aa
SVN 11218 is broken and shouldn't be used. Next update should fix it.
National culture amount didn't save properly, reset to 0 when loading any save made after 11218. Made it real hard to get more than a couple traits with the developing leader game-option. The next level culture threshold value didn't calculate as it used to also, resulting in a much higher next level threshold than normal.
This revision fix both those issues, kudos to MattCA for fixing it so fast.
 
11222
v40.1.2792 - 2020-09-10

  • Upgraded one more of the bamboo feature models to "Bamboo Mk. II". 13 done, 2 more to go. (Toffer)
  • Switched some FAssert calls to FASSERT_BOUNDS (#647) (MattOttawa)
  • Switched MAX_SURPLASS from 2000 to 200. (#633) (MattOttawa)
  • Switched CvPlayer::getRealPopulation() to long long. (#639) (MattOttawa)
  • deleted #ifdef FIXED_MISSION_NUMBER (#643) (MattOttawa)
  • deleted #ifdef _USRDLL (#642) (MattOttawa)
  • Switched some FAssertMsg to FErrorMsg (#648) (MattOttawa)
  • fixed a bit of white space (Matt)
  • Some refactoring (Toffer)
  • deleted a loose end from culture long long change (Matt)
  • fixed python error reported by jatkinson (#644) (MattOttawa)
  • deleted 4 python handlers that are not called (#637) (MattOttawa)
  • Parallel maps update (#593) (MattOttawa)
  • feat(Language) German translations (Marco Bellmann)
https://sourceforge.net/p/caveman2cosmos/code/11222
https://github.com/caveman2cosmos/Caveman2Cosmos/compare/ff7f104a08d4...80500bd61745
 
11224
v40.1.2814 - 2020-09-26

  • Fixed scenario read bug related to vassals. (Toffer)
  • Certain resources, features, and improvements (+goody islands) can now appear on lakes. (DZF)
  • Desert Tarantula has same buildings as Jungle Tarantula (#657) (dzfischer)
  • added null pointer checks after CvPlayer::initUnit calls (#655) (MattOttawa)
  • Removed an old unused civic mechanic that caused anarchy turns when increasing the tax level.
    • As much as 10 turns for going from 100% research to 0%, it's scaled by gamespeed, so around 100 turns of anarchy on longest gamespeed. (Toffer)
https://sourceforge.net/p/caveman2cosmos/code/11224/
https://github.com/caveman2cosmos/Caveman2Cosmos/compare/16f69732efc4...b33195c94918
 
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11225
v40.1.2828 - 2020-09-29

  • Made AI willing to spend much more of their gold when trading. This will make them trade techs much more with each other. (Toffer)
  • Fixed brokenness when losing the game when using minimize AI turns (Toffer)
    • The "you have been defeated" popups wouldn't appear and the game would appear to freeze while the human-less game was just playing in the background without ever refreshing the screen.
  • Made it so that you don't lose when losing all cities if you have a settler unit. (Toffer)
    • This also fixes the oddity of not being defeated when losing the initial band before settling your first city.
    • The require complete kill option still demands that all units are dead before you are defeated though.
  • Forest fire SFX and GFX are now disabled during AI autoplay. (Toffer)
  • Update CIV4CivicInfos.xml (cbltv1)
  • switched foreach_ loops to algo::for_each (#656) (MattOttawa)
  • feat(Language) (Marco Bellmann)
  • Switched a couple typedefs. (#638) (MattOttawa)
https://sourceforge.net/p/caveman2cosmos/code/11225/
https://github.com/caveman2cosmos/Caveman2Cosmos/compare/b33195c94918...5850721019e2
 
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11226
v40.1.2836 - 2020-09-30

  • A couple of oversight with the master chaser. (Toffer)
  • Added Master Chaser unit on request from @Thunderbrd (Toffer)
  • Some tweaks to world mapscript. (Toffer)
  • Area threshold size between lake and ocean is now defined by map size rather than being just a global define. (Toffer)
  • Changed text for dormant volcano event to what Yudishtira said. (#619) (MattOttawa)
  • Removed redundant pop destroy entries, very tall grass destroys at pop=3 (DZF)
  • Organized a handful more tech audio files (DZF)
  • removed lowqual old audio files, moved others (DZF)
  • tool for checking organization of tech audio (DZF)
  • Renamed tech files to sort by era, have actual technames (DZF)
  • more audio link fixing (DZF)
  • Nanotech_Lifestyle quote from Subspace Jet Witch (DZF)
  • removal of old audio scripts, defines (DZF)
  • bad audio link fix (DZF)
  • fixed another broken audio link (DZF)
  • minor formatting of xml audio scripts (DZF)
https://sourceforge.net/p/caveman2cosmos/code/11226
https://github.com/caveman2cosmos/Caveman2Cosmos/compare/5850721019e2...c150268d2625
 
11228
v40.1.2915 - 2020-10-16
  • Fixed CTD specific to Wrub of the Neanderthals building walls or aqueducts after the prehistoric era. (Toffer)
  • Removed long outdated vanilla text for one GW. (raxo2222)
  • Renamed Frat housing to Fraternity housing (raxo2222)
  • Freshwater from water plot is no longer determined by water-body size, but by terrain. (dzfischer)
    • Lakeshore/lake converted to freshwater coast/freshwater sea. Fresh Water bonus given by terrain type, not lake size. (dzfischer)
    • Removed double freshwater lake/fresh water from tooltip, updated pedia (DZF)
    • Reviewed isLake call in python, mostly refactoring, no real issue found. (Toffer)
    • Fixed a bug in donut map script while looking over isLake calls from mapscripts, small adjustment to smartscript lake stuff and otherwise just refactoring. (Toffer)
    • Some initial adjustments to blazes lake project, still have more to review. (Toffer)
    • yield, aquaduct visual, global warming alteration for lake type (DZF)
    • fixed edge case in tooltip (DZF)
    • fresh water lakes separated from lake size entirely (DZF)
    • switched algo in one spot to foreach_ (MattOttawa)
    • added bFreshWaterTerrain to lake, lakeshore tiles (DZF)
  • Refactoring in CvUnitAI.cpp (Toffer)
  • Martian Mine now always can extract extraterresial microbes. (raxo2222)
  • Lunar Settler now mentuions that it needs improvements to settle. (raxo2222)
  • Fixed rare harbor bug in "World" map-script (DZF)
  • Deleted unused code about resetting infos (#677) (MattOttawa)
  • New quote, audio for final 3 prehistoric techs (DZF)
  • New audio, quotes for ancient era techs (DZF)
  • Mistake in last commit, was actually used, but not enough to warrant terrain tags for it; it was tied to plot type so better to keep it a plot type thing rather than a terrain thing.. (Toffer)
  • Cleaned up old -never used- terrain tags. Some refactoring in CvPlot. (Toffer)
  • Refactor: CvUnitAI::AI_update() (Toffer)
  • Fixed inaccuracy in assert message. (Toffer)
  • misc spot fixes (DZF)
  • Hunting units also target armed_guard promoted units first (DZF)
  • Fixed taunt chances overriding combat odds in 'target-first' eval (DZF)
  • Added file CvBuildingInfo.h (#604) (MattOttawa)
  • added macros to cache info types (#673) (MattOttawa)
  • Minor xml tag renaming (DZF)
  • removed spacing restrictions from tower upgrades (DZF)
  • fixed fort predecessors not following same spacing rules (DZF)
  • Some cleanup in animal subdue code. (Toffer)
  • refactor while investigating assert about unit not finding path to supposedly reachable plot. (Toffer)
  • fixed tiny bug in AI where plot damage is checked using the wrong plot. (#669) (MattOttawa)
  • cached some global defines (#667) (MattOttawa)
  • Volume adjustment of new prehistoric quote audio (DZF)
  • New audio, quotes for several prehistoric era techs (DZF)
https://sourceforge.net/p/caveman2cosmos/code/11228
https://github.com/caveman2cosmos/Caveman2Cosmos/compare/183b9a08f67f...d9ca5cc0a415
 
11229
v40.1.2939 - 2020-10-19

  • Minor refactoring. (Toffer)
  • Fixed tech trade opportunities in foreign advisor not showing correct techs. (Toffer)
  • switched while loops to for loops for cities in python (MattOttawa)
  • commented out CvImprovementInfo::setHighestCost (MattOttawa)
  • Removed battle effect, its a heavy system that adds very little to the game, its graphic effect was sub-par too, it just reused the chimney smoke effect. (Toffer)
  • Fixed a mistake I made in last commit (Toffer)
  • Tweaked CvUnitAI::AI_minSettlerDefense() + Refactoring (Toffer)
  • Tower spam reduction in city radius (dzfischer)
  • Major refactor of the two CvCity::checkReligiousDisabling functions. (Toffer)
  • Misc refactoring in CvCity (Toffer)
  • Minuscule cleanup I forgot about in last commit. (Toffer)
  • Fixed a world map-script bug where lake could touch ocean on the map-wrap edges. (Toffer)
  • Renamed confusing variable name in world map-script. isLakeData→lakeData as it's not a function. (Toffer)
https://sourceforge.net/p/caveman2cosmos/code/11229
https://github.com/caveman2cosmos/Caveman2Cosmos/compare/d9ca5cc0a415...648b4d2e06f4
 
SVN-11230
v40.1.2944 - 2020-10-20

All Changes

Merge branch 'master' into release -- Toffer
Fixed issue with a couple of map scripts -- Toffer
hi-res c2c.jpg -- drd-avel
Merge pull request [#697](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/697) from dsmabell/master -- dsmabell
feat(Language) German translations -- Marco Bellmann
Merge pull request [#18](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/18) from caveman2cosmos/master -- dsmabell

SVN-11231
v40.1.2947 - 2020-10-20

All Changes

Merge branch 'master' into release -- Toffer
Merge pull request [#698](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/698) from MattOttawa/python_error2 -- Kristoffer
fixed python typo in my last commit -- MattOttawa
 
11232
v40.1.2995 - 2020-10-26

  • Refactoring, mainly CvTeamAI where I unified AI_getAttitude & AI_getAttitudeVal so they returns the same attitude for a given team. (Toffer)
  • Removed obsolete function: CvTeamAI::AI_isWarPossible(), we no longer have the "always peace/war" options. (Toffer)
  • CvTeamAI: Refactor, optimization, and sanity control (Toffer)
  • Minor refactor (CvCityAI) (Toffer)
  • Fixed a couple py errors I got related to the recent dummy object removal. (Toffer)
  • Fixed code typo in last commit. (Toffer)
  • Refactor and tweaks AI trade code. (Toffer)
  • Fixed refactor mistake from 8 days ago. (Toffer)
  • CvTeamAI::AI_techTrade tweaks and refactor. (Toffer)
  • Fixed a couple issues from Matt's recent commits (Toffer)
  • fix (MattOttawa)
  • added msg to FAssert (MattOttawa)
  • fixed a function in CyCity that was capable of sending a dummy obj (MattOttawa)
  • added discord rpc (vaxerski)
  • switched isNone() calls I missed (#705) (MattOttawa)
  • Update CvRandomEventInterface.py (MattOttawa)
  • switched isNone() calls that I missed (MattOttawa)
  • Switching CyCity to return NULL instead of a dummy obj (#691) (MattOttawa)
  • fixed mistakes in arboria script (#704) (MattOttawa)
  • modified bForLoad param used for infos (#646) (MattOttawa)
  • Enhanced quality of low-res great wonders pictures (480x360 to 720x480) (drd-avel)
  • enabled dynamic civ names (#554) (MattOttawa)
https://sourceforge.net/p/caveman2cosmos/code/11232
https://github.com/caveman2cosmos/Caveman2Cosmos/compare/902dbdab73ac...8a6df7e7060c
 
11233
v40.1.3009 - 2020-10-28
  • Careful refactor of CvPathGenerator::generatePath while investigating an assert. (Toffer)
  • Fixed a bad bug in CvUnitAI::AI_subduedAnimalMove() (Toffer)
  • Fixed faulty attitude switch in CvTeamAI::AI_contactTradeVal (Toffer)
  • Removed unused/broken italic font tags from pedia entries (dzfischer)
  • Got rid of the "AI could not choose production for city %S" assert and refactored CvCityAI::AI_chooseProduction() quite a bit, with a few minor tweaks. (Toffer)
  • Refactor with minor tweak in CvUnitAI::AI_workerMove() (Toffer)
  • Refactor and tweaks in CvPlayerAI::AI_bestJoinWarTeam & AI_bestStopTradeTeam (Toffer)
  • Stopped NPC teams from updating their worst enemy every turn, only regular AI's should have a worst enemy. Misc refactoring. (Toffer)
  • Improvements in CvUnitAI::AI_InfiltratorMove(), infiltrator units should now act more sensible when in enemy cities. (Toffer)
  • Refactor continuation in CvTeamAI (Toffer)
  • Refactor: CvPlayerAI::AI_diploVote (Toffer)
  • **audio:** New audio and some new quotes for Classical era technologies (dzfischer)
https://sourceforge.net/p/caveman2cosmos/code/11233/
https://github.com/caveman2cosmos/Caveman2Cosmos/compare/ce7db052d76c...0dfb6b7b7808
https://github.com/caveman2cosmos/Caveman2Cosmos/compare/0dfb6b7b7808...a86e7a9a440f
 
11234
v40.1.3036 - 2020-10-31
  • Fixed city tab not refreshing when replacing top queue item when the tab doesn't have an allocated empty space to place the replaced item back into due to having refreshed since the top queue item was created. (Toffer)
  • Fixed faulty assert logic (Toffer)
  • Fixed foreign advisor bug when playing with the "no tech trading" game option. (Toffer)
  • Misc tweaks to trade units, Downsizing is Profit, and Culture pedia entries (dzfischer)
  • deleted CvGame::setFutureEras() (#709) (MattOttawa)
https://sourceforge.net/p/caveman2cosmos/code/11234
https://github.com/caveman2cosmos/Caveman2Cosmos/compare/a86e7a9a440f...5c4ba3a9e21f
 
11236
v40.1.3062 - 2020-11-02

  • Py code that did not like the dummy object removal. Messed with espionage advisor. (Toffer)
  • added code to read/write long long (#717) (MattOttawa) This broke saves, will be reverted in next revision.
  • 140+ new National Wonders pics! +minor fixes (drd-avel)
  • Removed three unused functions. (Toffer)
  • A couple spot fixes. (Toffer)
  • Update DynamicCivNames.py so npc players don't get renamed (#716) (MattOttawa)
  • Replaced the last std:: pow(...) call with an integer arithmetic equivalent. Refactored CvCityAI::AI_neededDefenders() (Toffer)
  • Added pow function that doesn't return a double when strict integer math is desired. Resolves two compiler warnings. (Toffer)
https://sourceforge.net/p/caveman2cosmos/code/11236
https://github.com/caveman2cosmos/Caveman2Cosmos/compare/364337b911f1...3bead0716945

Broken revision, dont update to this one!
 
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