Fixes issues with directions being projected as positions.
Clean up several now-unused functions.
Move screen projection functions from Body to Engine where they belong.
This change drops the average savefile from 2MB to 500KB.
We're smarter about what data we actually need to serialize -
MatrixTransform is only ever positioned by animations, and we don't
(yet) need to know about every space station market in the system at once.
Economy widget in system-econ-view.lua, shown in sector view, changed
price alteration threshold for showing icon for minor import/export from
+/- 2 to +/- 4. This changes space station (amount in stock), and
what trader ships haul.
- Some linguistic fixes for world names
- Fix spelling error in Portuguese placename
- Use Scotttish Gaelic spelling for Scotttish Gaelic placenames
- Replace invented placenames with ones that work in scottish
- Carndow was a duplicate, so I replaced one of those with a new name
- More Norn & Scots for linguistic consistency
- Shift Edinburgh
Co-authored-by: gunchleoc <fios@foramnagaidhlog.net>
If there are any commodities that are sold out (e.g. major imports),
then 50% chance of generating a BBS advert with buyer offering twice
the price, for some fixed amount of the commodity.
If you turn on the ships in the system map, turn off the system map and
jump into another system, then pointers to the ships from the previous
system remain in m_projectables, which cause the a segfault. Now clear
this when switching from view.
There is currently no way the player to know:
1. How close they are to next jump in reputation status, nor,
2. Difference between the donation causes (some are more cranks than others)
With this, each donation indicates how much money is needed to gain next level
of reputation. Thus, it still obscures directly knowing reputation points and
the "force multiplier" factor for the particular donation cause on reputation.
In general: Just because something is imported, doesn't mean it will be sold
out, rather that depends on demand exceeding supply (which can happen for
imported and exported products).
For the likelihood of outcome computed from the probability distribution,
consider: although it is uniform, shifting it one unit left/right gives
no-uniform change in likelihood, since the distribution not uniform.
Moving rotation from RMB to MMB throws player off balance at first
exposure. The rotate button has also proven to be un-intuitive, based on
player feedback. Hope this helps, if even a minuscule bit.
1. The third argument to bought/sold wasn't passed correctly, instead the nil
valued member variable was used
2. When selling/buying from ship equipment market, it defaulted to -1 units,
should be 1.
Closes#5071
- Steal the current space's background object; ideally SystemView should have its own copy it generates for systems
- Don't draw stars sourced from the current system's position when looking at other systems
- The background system in general doesn't respect the plane of the ecliptic vs the galactic plane.
This is a problem that affects WorldView as well as the SystemView
* Build all of the lines into a single buffer once, render as necessary and offset using the transform
* Added an optimisation during sector selection to reduce the number of sectors generated. Reserving the size of some vectors.
* Stupid formatting
* DistanceBetweenSqr to avoid sqrts
* Avoid more square roots and reserve the nodes array size with a guess at it's required capacity
When models are installed on the system, the modelcompiler would use
these instead of the local ones found in the "data" folder. However,
the *.model files are not installed on the system, so the
modelcompiler would end up not compiling anything.
Fix this by returning only the local "data" folder files in
FileSystemPosix.cpp if the PIONEER_LOCAL_DATA_ONLY environment variable
is set, and set this environment variable in CMake when the
modelcompiler is called.
Signed-off-by: Paul Cercueil <paul@crapouillou.net>
Replace "nuclear waste" with "radioactive waste". Keep one mention of
"nuclear" as in "Created by nuclear reactors, and military hyperdrives"
Closes#5054
With its help, you can precisely select the amount of something, either
by clicking and moving the mouse, or by clicking on the arrows, or by
entering from the keyboard.
- Minor tweaks to icons.svg
- Change population generation of stations and starports to get usable data
- Refactor ui.registerModule to support reloading
- Add helper function to vertically center text on long (e.g. icon) lines
- fix segfault in the system map if a centered ship is removed
- reset the system map view if the centered ship is hidden
- if the mission target is a specific systembody, when you press the "set
as nav target" button, the sector map is set to the correct star of the
multiple system
- shrink the searchbar window in the sector map when nothing is shown on
it