On 24.12.2012 02:01, Michael T. Pope wrote: > The 0.10.6 bugs are coming in, the first of which is bad enough that I > fear 0.10.7 will need to follow shortly. Fortunately I am on leave > until 20130114 so there should be opportunities. > > > [BLOCKER] All units disappear in captured colonies. > > Just before release I discovered that we still had instances of the > annoying bug where the units on a captured colony tile would still > appear in the active units list. I committed an `obvious' fix which > fixed the immediate problem, but overshot badly. Should have known > better. A patch is under test. > > [WOULDBENICE] Russian coat production > > The Russian fur trader's house is still producing two coats without > input or worker. Most likely this is due to the national advantage, > but weirdly, the corresponding Swedish advantage is not causing free > hammer or lumber production (not seeing these was why I thought this > bug was fixed). > > [UNCLEAR] > > A while back I changed missionaries to set their location to the > native settlement they are working in, instead of null. However > there is lurking code that still seems to set their location to > null, which fools Unit.isInMission and causes unexpected NPEs in > unrelated parts of the AI. I suspect the offender is in the > PlayerExploredTile missionary handling, but the changes needed to > fix that properly are save-format breakers. svn.10392 contains an > ugly workaround, and I have another hack in mind, but some testing > is needed. > > [WOULDBENICE] > > We now allow the active unit to be in Europe / not on the map. For > some reason this disables mouse clicks on the map until you do > something to select another unit. Easy to work around (just > wait/skip the ship), but annoying and should not be happening. > > [WOULDBENICE] > > Under map options, immediately clicking on any of the predefined map > thumbnails does not select it. You have to open the "Import" > options first. Also, when selected correctly, the filename text > appears greyed out. I suspect this is because the path to a > predefined map is considered to be constant and should not be messed > with, but the greyed out display might mislead users to believe that > the selection did not work. >
The text is automatically greyed out when the input is made non-editable. We would need to override some Swing method (probably paint()) to fix that. I'll have a look at this. > [UNCLEAR] > > Should the advisor panels be resizeable? They used to be, but seem > to be fixed now. I know Paolo was working on BR#1694733 but that > refers mainly to smallish dialog boxes. > > [BLOCKER/LATER] > > Native convert production (BR#3487679) was still failing. I thought > this was fixed, but recent play testing cast some doubt. It turns > out that the test for a population> 2 was failing, as it only > considered the native `in' the settlement (of which there usually 2 > with DefendSettlementMissions), and ignored the natives on the > settlement tile. An easy fix (add in the tile population) will go > in soon. However a deeper bug is that not all natives have valid > missions, there are natives just hanging around their settlement > doing nothing (although they do correctly contribute to production). > If these had WorkInsideSettlementMissions, with the location set to > the settlement, the current conversion logic would just work as > intended. Looks like NativeAIPlayer needs some revision, and > WorkInsideColonyMission needs to be generalized. > > > Also on the TODO list is to convert the sourceforge project to their > new format, and to get the git repo online. Release first however. > > Cheers, > Mike Pope > Regards Michael ------------------------------------------------------------------------------ LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d _______________________________________________ Freecol-developers mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/freecol-developers
