[version] 0.67.1- added the player target to the UseSkill event
- added 'MainScore' display - *setmainscore [player],score,maxscore,mode,[text]
- added *notifylarge PlayerName Text
- added building type param to *demolishplayerbuildings (e.g. *demolishplayerbuildings PlayerName 2 would delete all the player's type 2 buildings )
- lots of work on player->player effects ; cubicbeziers for playereffect trails
single frame plasmas, more trail colours, *playereffect 6 (shield around player) etc
- improvements to the 'Find World' screen layout, added player count to the 'recently active' view
- [Finally] fixed up the function calling so that you can call a script function without it requiring a return value. (i.e. TestFunction(1) would work, instead of $ret = TestFunction(1) being required)
- added OSDLOWER for a scripted OSD window at the bottom of the screen
- *choptrees command
- f9 key doesnt lock mouse if a custom f9 option is used
- aramathea 'bread suicide' script fix
- tidyups for freeing up of web textures
- various UI tweaks
- *eventallalive no longer applies to players marked as 'inactive'
- chat server connection is now made as soon as we've done the universe connection
- arrays can now be assigned to in an event or function rather than just in the module construct. (i.e. $mArray[1] = 100 now works)
- added a bunch of *effect including smaller explosions, circle explosions etc
- scripting engine : arrays can now contain strings, while loop supported, %PLAYER% now correctly updated in SetContext
- added *settings -> Graphics -> Player List Mode 13 [ Level) Name (Kudos) ]
- *settings -> Economy -> High Scores Mode 7 (Just kudos)
- sysPlayerGetNearestOwnedBuildingOfType
- sysPlayerGetOwnedBuilding
- OSD: GIANTTEXT, GIANTTEXTRIGHT, FADEDGIANTTEXT
[version] 0.67.2- optimised the login process a bit (client now advances the login a bit more quickly by not waiting for the race-status update before calling ConnectStageAdvance, and not requesting the kricket status unless the ballgames mode is active)
- Fixed up the inventory refresh and skill refresh messaging to deal with the increased inventory and skill list sizes.
- new script events for BuildingTaskComplete, BuildingTaskStart, CustomTaskComplete, CustomTaskStart, CombiTaskComplete, CombiTaskStart
- tidyups on scrollbar, dropdown
- scrollbar on on-screen inventory and skills
- *settings -> landscape controls for varying the water opacity and reflectivity
- grass rendering stuff
- vehicle engine default to on when you switch to an engine-based vehicle
- wip in-game buildings editor : can now add new building types using the in-game world editor -> Buildings menu
- tweaks for model preview images
- An active OSDLower now blocks display of building popups etc
- Water rendering tweaks/improvements
[version] 0.67.3- min wage adhered to on new set wage control
- fix for grass vertex buffer small/resize crash
- tweaks to grass settings
- fix for assigning an array var beyond the current range causing a server crash
- SMTP support on auth server : wip process for resetting pw
- fix for not being able to click building types from the default construction menu
- lots of bits n pieces for the in-game script editor
- various rendering optimisations, including for landscape quadtree renderer (landscape -> culling mode 1)
- hold button on building buy items screen rather than having to click repeatedly
- added support for the odd quotation marks that morvis likes to use
- wealth changes during bartering now replicated
- $gTaskItems are now only sorted when its a combination task
- updated leave screen.. added buttons, 'return to frontend' option
- fixed .profile timers
- added more autograss scaling types
- changed shadow modes 1,3 (moved old ones to 6,7)
- improved the sun on worlds (lens flare, corona test)
[version] 0.67.4- wip stuff for prize rounds/events system
- few fixes for some graphical issues caused by earlier optimisations
- tidied up the leave screen a bit when theres no hunger thirst or time
- fixed a crash in space when trading then leaving station then clicking
- Whole load of rendering optimisations
Model Converter 2.13- various things for prize round scripting : sysPrizeRoundIsActive, sysPrizeRoundGetEndTime, sysPrizeRoundGetConditionParam etc
- landing, launch and 'hail ship' sequences
- added *kicktospace [player] command
- moved all the code projects over to vs 2012
- added server log message when a multichar's cash is reset
- moved buttons around on frontend
- new cockpit layout
- expanded the range at which ships land on planets
- work on 'virtual planets' : landing on an unknown planet accesses a locally generated world
- f10 world editor -> Tools -> Items list improvements.. can now edit item name, size and use
- various other world editor improvements (script editor, weapons editor etc)
- bit of tidyin on the town screens
- turned off random rotation for background models
- crow -> wall collisions are activated if any non-zero value is used for wall-crow bounciness
- new map type for custom race checkpoints (they have a height and orientation)
- new world editor button icons
- Added the 'Point Drive'
- Various bits on script entities : adding health, weapon collision, EntityDestroyed event, EntitySetValue replaces individual commands, Control flags : AttackProx, DieOnTargetDeath, new behaviours
- Tweaked the lighting in the space cockpit
- Added $gPlayerCrowX, $gPlayerCrowY (World coords)
- adding in the 'add building' option to the world editor
- fix for buildings not rendering sometimes
- added sysSin and sysCos ( ANGLE, SCALE )
- ctrl + f2 to hide the console
- fixed the fsaa option
- fixed various memory leaks and speeded up the initialisation time a bit
- ctrl + arrows for views in cockpit
- auto hiding of the console when in first person mouse lock
- first person automatically uses wasd controls when mouse is locked
- *Settings -> vehicles-> cam limit 9 to start the player in first person with mouse locked
- Sped up the texture load processes
Videos of some of the above:- Fix for model format support of > 21,400 poly models
- added option to turn shadow volumes on/off in model conv
- FBX load support
- poly outlines now show up on models with > 21400 verts
- Export to atm now removes identical vertices automatically
- fix for crash in model load if attempting to load a model with 0 verts
http://youtu.be/0hikSaj2NOs
http://youtu.be/j9FFbk07Sl4