The changelogs are posted in the Dev Journals section for final patches, and you can also find the full list-to-date by clicking the History button in the bottom pane of SDC while you have the game selected.
The only changelogs not yet added to the full list are those for the DA beta patches, which are scattered around the various
announcement posts for each release (a full list will probably be posted in the announcement for the final release)--here's a quick cobbling together
of them all:
1.6 beta 6+ FIX: Fixed some alt-tab crashes present in 1.6 beta 5.
+ FIX: Added code to remove AI ship designs from the graphics cache when they are no longer being used
+
FIX: Fixed bug where, in 1 on 1 battles, if both ships kill each other,
the stronger surviving ship would have hp restored instead of receiving
1 hp.
+ FIX: Added support for mixed vertex processing which should
help some people with older video cards who would normally be running
in software vertex processing mode.
+ FIX: Changed the way that
vertex and index buffers are created to help framerates for cards
running in software or mixed vp mode.
+ TWEAK: Planet Surface Variety Option now defaults to 50%
1.6 beta 5+
FIX: Added code for the super hiver to adjust the costs of factories in
the queue when they take over another colony to fix the bug where
factories on worlds the hivers took over seemed to be stuck at zero
turns.
+ FIX: Fixed a lockup on Trade screen when you have a huge amount of money in the treasury and you try to offer money.
+ FIX: Fixed lockup on Governor screen when you click on the Starship rallypoint governor
+
FIX: Found a solution for the graphical glitches on AMD machines. For
those of you who are interested, it was a bug in a particular function
in the version of the DirectX SDK that we're using. So CodeCritter made
his own version of the function.
+ FIX: Optimized new batch
renderer so that ship instances of the same type will share the same
vertex and index buffers. This will save memory over the previous
implementation where each instance had its own vert and index buffers.
This should also fix the where ship parts sometimes would not show
textures in the designer.
+ TWEAK: The display of stars on the minimaps should now be more visible on large and gigantic galaxies.
+
TWEAK: Made a slight change to the code that starts the AI threads
which may help with the AI seeming to get a free turn at the start of a
new game or when loading a save game but as I didn't have time to fully
investigate the bug, this may only address part of the problem.
1.6 beta 4+
NEW: Added Starbase module to repair the starbase with Tech Requirement
Advanced Hulls. Will only show up if the starbase is missing HP, and
can be 'installed' multiple times. This module should not count towards
the total modules.
+ CHANGE: In the Ship Designer, when using
auto-place to place a component, the component will use the current
scale and rotation settings
+ TWEAK: You are no longer permitted
to change your capital to another world, and bonuses for the capital
city have been increased.
+ FIX: Flushes resource manager’s resources when game exits
+ FIX: Fixed crash in invasion ground units
+ FIX: Fixed crash if memory does not allocate in ResourceGraphic
+ FIX: Fixed crash in ship design code if hardpoint data failed to load
+ FIX: Fixed bug where minimaps were not refreshing immediately when you started a new game
+ FIX: Added code to handle if you or your trading partner are in debt to fix flakiness with the money popup in the TradeWnd.
+
FIX: Fixed bug in the function that calculates the morale of a colony
to fix a longtime bug where your morale could permanently drop to 1%
+
FIX: Made it so that ships on the Governor minimap should show up
larger when they are affected by the switch. Also made starbases not
show up on this minimap to reduce clutter.
+ FIX: Fixed typo in XML files that caused land and background textures in Invasion window to be black
1.6 beta 3+ Pirates event less common, somewhat less lethal
+ AI deals with Disease event better
+ Various AI tweaks
+ 3 new maps
+ Extreme Colonization more expensive
+ Visual updates to some planetary improvements
+ AI more focused on what it builds on planets (long story)
+ Some additional dialog (but no new trees) for computer players
+ AI tweaks to tech tree
+ Fixed a minor bug with the money popup in the tradewnd if you were in debt.
+
Fixed bug where the influence and morale bonuses did not show up
correctly on the summary screen (from the planet screen) if there was a
influence or morale bonus (respectively) on that tile.
1.6 beta 2+ FIX: Made it so that your allies won't declare war on you in the mega event Allied War where the good races gang up on you.
+ NEW: Added code to save score data for non-metaverse games locally in the My Documents\My Games\GC2DarkAvatar folder
+ TWEAK: Added dialog to warn you if you start/load a metaverse game with a cheater flag
+ NEW: You can now change the social project (if there is stuff in the queue) from the colony list in the civ manager
+
NEW: The popup for adding money to negotiations on the trade screen
will now open with the value needed to make the AI accept the offer (or
the total amount in your treasury if they won't accept it).
+ FIX: Minimap and line graphs now uses Direct3D for drawing, which should show an increase in framerate.
+
FIX: Updated the QUICKSTART command line parameter code to work with
DarkAvatar's settings (Starts a sandbox game with your last settings
without needing to go to the menu.)
+ FIX: The minimap scrolling
lag on Vista should be resolved, and scrolling in general should be
smoother with better frame rates.
+ FIX: On Vista PCs, the
debug.err will now be saved in the Documents\My Games\GC2DarkAvatar
folder. (This will not work if you run the exe in WInXP compatibility
mode.)
+ FIX: If you turn off the Show Damage Animations option, it will now remove the damage animations from fleets.
1.6 beta 1+ NEW: Stacked ships will only show one ship in the tile
+ The ship that is displayed is chosen like so:
+ If a ship is the galaxy’s selected ship it is always shown
+ Otherwise, the toughest selected ship is shown
+ If no ship in the stack is selected, the toughest ship is shown
+ An icon appears next to ships that are in a stack
+ when you move a ship off of a stack, it will show the next ship in that stack
+ This significantly increases performance in our tests. We had a stack of about 50 ships and no major hit to frame rate.
+ FIX: Fixed bug where non-optimal defenses were never decreased as the defenses absorbed damage during a battle round
+ FIX: Fixed end of turn crash that happened if you had the Force AI to use Max CPU option ON.
+
FIX: Made Build Menu update after a project is decomissioned. 1 per
planet improvements like Orbital Terraformers will now show up in the
build list again if you remove them from the queue or destroy an
existing one. 1 per civ and 1 per galaxy improvements may not be
destroyed and rebuilt - this is by design.
+ FIX: Fixed bug
where if you changed the settings for a custom opponent's Natural
Abilities and/or Financial Resources, the values would not remain the
same after leaving the tab.
+ FIX: Fixed error where invalid
information was being returned by the activation code in Win98 and
Windows ME by adding alternate code if the first instance failed.
+
FIX: Fixed bug where save game was not saving the campaign file name
and added code to fix save games currently exhibiting this bug (should
fix problem with people continuing their campaigns)
+ FIX: Fixed
crash bug where if the random event that creates a new minor race
happened mulitple times, the minor races would end up with the same
name and then delete each other's ship designs, causing a crash on the
end of a turn
+ FIX: Fixed bug where the turn a ship was created
was not saved/restored when loading a save game, which could cause a
ship design to be deleted too early
+ FIX: Fixed bug with loading height maps for planet surfaces
+
FIX: Fixed bug where ending the game from the planet screen resulted in
a crash because the planet screen was not hidden before the end game
screen was unhidden
+ FIX: Added strings that were not being saved to scenario save game code
+ TWEAK : Turned off some debug strings to try and improve loading time