[version] 0.67.8
- fix for space faction banner images on windows 7/8 non-admin
- better handling of shader load fails
- fixed frontend video options -> postprocessing option
- various fixes and improvements for space weapons
- fixed for possible crash on entering a world with a starport
[version] 0.67.9
- fix for missing assets in cutscenes
- Space DLC download will start when on the starting world
- If in firstperson/mouselock mode, the mouse will be unlocked automatically when an OSD pops up
- Fix for Small-Big DX reset crash after landing on a planet
- Improvements to the planet launch sequence
[version] 0.68.0
- More world-owner script stuff for controlling entities
- Added 'RobocrowDeath' script event
- entities appear on crow radar
- fix for topdown death cam not getting cleared when using *gocrow during the death sequence
- fix for ctrl + f6 replay tracker playback crashing the client if you haven't recorded anything yet
- remapped the space cockpit keys
- moved the planet info so it doesnt clash with the shields popup
- fixed the dubious key controls in space station and prevented multiple launches
- removed levels, added sys map and gal map to station, shake in stardrive sequence
- various minor lighting improvements
[version] 0.68.1
- Added web asset browser for world owners
- changed the finite drive to use the 'recommended'/find worlds display
- added modelbrush panel for world editor (so u can drag and drop models on to the world)
- fix for not being able to do gBuildingVar[1]++
- tidied button graphics in world editor
- pick building interface in world editor
- Optimisations for the meshlandscape mode
- Added events tab to frontend
- Support for multiple fighters in station launch list
- Model changes are reflected immediately on all attached clients
- Home key to focus onscreen inventory
- Some minor optimisations to the serverside scripting engine
- made the nutritional values editable in the items list
- moved the map editor menu options around a bit
- added end to cut speed in space
[version] 0.68.2
- Fix for font occasionally going all italic on frontend
- Fix for *resetmap not always working
- added support for basic maths operators in array index (e.g. $k = $mArray[ $index + 1 ]
- fixed bug that meant script windows with BlockEscape set would close when a building window closed
- some work on the space defenses screens
- some programmer art improvements for trails
- increased the countermeasures capacities on spaceships
- fix for 'add building' in world editor always putting buildings on tile coords
- fix for possible server crash when invalid building codes are used in sysAddBuildingWorld
- fix for building models 27 - 128 not being settable in the asset browser
- fix for possible client crash when fiddling with texture selections
- added a 'buildingconnector' static effect (currently added to the map with *buildingconnector) which adds a light beam effect connecting two specified buildings.
- first pass oculus rendering support
- added scrollbar to add building panel
- added status screen mode 7. ("Energy" term is used instead of "Fuel")
- added *removeconnector [building_num]
- added *showwhilegone [player]
- added sysGetTimeText( [seconds] )
- added *settings -> landscape -> landscape lighting flag (set to 1 to disable landscape lighting from game objects)
- fixed up building explosions
- fixed various problems with buildings not being removed from map when destroyed (when the relevant settings modes are used)
- added support for string variables passed as parameters to functions
- added extra interface layer so dropdowns (generally) appear above other UI items
- windows server now adds SYSADMIN by default when a new world/serverconfig is created
- fix for lack of mouse click functionailty on the standard construction building types list
- changed the default construction lists so mouse hover changes the selection immediately
[version] 0.68.3
- changed *grantskill so it increases the player's skill level if theyve already learnt it
- changed autotexture gen mode 1 to use the new landscape shaders
- settings for landscape dust effects
- fix for fractal map generation
- adding support for locally run worlds/virtual planets etc
- added AMBIENTSOUND param to namesfile.txt to allow setting of looping ambient noise
- sea level and sky colour changes in environment editor now replicated immediately
- stopped all osd closing when loggin in to a world next to a building
- moved weapons dialog
- added script events 'ProductionRunStart' and 'ProductionRunEnd'
- added *Settings -> landscape -> sky brightness
- fix for occasional mousebutton unresponsiveness in remote file selector
- added OSDSCRIPTEDBUILDING which is the same as an OSDWINDOW but closes automatically when you leave the region of a building
- added wildlife region zone option in map editor zones panel
- some bits for wildlife AI type 6 (caveman AI)
- fix for sysWorldGetNumBuildingsOfType so it doesnt include destroyed buildings
some bits for
- blowing up wildlife and throwing them up in the air (etc)
[version] 0.68.4
- some fixes for highscore generation : added system for regenerating server scores every 4 hours (instead of just relying on the game time advancing)
- various bits of work to support future galaxy layout
- when using landscape shader (autotexture gen mode 1) autograss only appears on the level 3 parts of the landscape
- Engine: On/off only appears for vehicles that use fuel
- added vehicle type 8 - for a standard car-like vehicle that doesnt have headlights or 'exit vehicle' options
- fix for lack of sea-plane clipping on landscape shader renders
- "PickupBuilding" event added - triggered with building code whenever a pickup building is activated by a player
- fix for possible crash on world editor add building screen
- vehicle type 9: no exit vehicle or headlights options but with tractor smoke effect
- animation speed control for none-air vehicles
- added "KillWildlife" event
- fixed prox collision check on wildlife
- fixed object weapon display and orientation
- added .landregenlods debug command
- landscape shader improvements including 'fix' for stitching gaps in landscape lods
- added settings -> landscape -> shader tiling scale
- fix crashes when grass isnt spawned due to slope of tile
- fix for f12 not workin on frontend
- added *texteffect player,type,text
- building connectors reset on world leave
- added *bonusweapon player,weapon,ammocount and *bonusweaponsecondary ..
- added *wildlifereset [player]
- added *explodebuilding [buildingnum]
- added SCRIPTED weapon object type and corresponding "FireWeapon" event
- pickup buildings dont collide by default
- skid smoke comes from rear wheels (for now - should be left n right depending on skid direction)
- best candidate target sent in weapon replication and available to FireWeapon event
- new default planet textures
[version] 0.68.5
- added "WorldUpdate" event and settings -> world -> script world update timer (and script empty world update timer)
- moved skills mode 0 to 6 and made the default behaviour mean buildings do not need skills to construct
- added new space ship models
- removed 'building demolished' message when *demolishbuilding is called from script
- fixed up some of the space system guardian commands - !syssendstation etc
- added guardian command !sysunlock [name]
- fixed display and weapons activation when shields are disabled by system guardian
- improved the rotation blending on remote spaceships
- fix for jerky engine flares in space
- improved space player replication : using quaternion lerps for orientation etc, control flags replicated in positional update msg
- added Extended_Manufacturing building type that allows for 3 made items each using 3 demanded items.
- added *damageplayer [player_name] [damage_amount] [firer_name]
- galaxy server scripting support - added PlayerKilled event
- fixed bug where bullets wouldn't appear to hit remote players
- dont show space engine flares/trails when the ship has exploded
- fix for welcome image screen getting focus on world join even when its not active
- added *debugbuildingprox
[version] 0.68.7
- fix for the first param of osdcreate not getting whitespace stripped
- fix for !galadditem changes not replicating to target player
- fix for broken stardrive effect
- fix for orientation of cockpit when using the 'rocket' launch sequence
- weapons control fix for uninitialized var in some modes
- space ship changes broadcast to all in system
- added "buildingdamaged" event
- demolishbuilding from script always works, irrespective of building flags
- removed superfluous messages on *repair and *setteam
- fix for possible crash in settings parsing
- sky colour override is freed up when leaving worlds
- xp compatability for console server to fix server manager worlds not working
- added 'landscape shader enable' checkbox to frontend video options
- put the console into a 3d view within the space cockpit
- more landscape render optimisations
- added space accelerate/decelerate controls to the tips list
[version] 0.68.8
- *cutscene without filename now reset cutscene status
- fixes for launch seqeunce remaining active sometimes after leaving a world
- fix for possible crash if broadcasting an invalid sound name
- added controlmode 33, for a turreted control mode 1 vehicle
- added extra friction when vehicle is underwater
- fix for possible crash logging on on worlds using vehicle -> cam limit 9
- added flag for 'building outside town limits only'
- various UI additions to cope with EXTENDED_MANUFACTURING buildings
- added localised effects (*localisedeffect etc) for sandstorms, mist, snow etc that appears within specified regions
[version] 0.68.9
- Support for function array parameters by reference. (woot!)
- added sysGetBuildingTypeName
- added sysGetConstructionMaterialsAmount
- right mouse click on inventory items now always brings up the discard/details popup
- fix for holding a holdbar weapon past 100% not resetting the power
- added *texteffectall [effect_num],[text]
- changed the 'flatten around buildings' system so it always picks the lowest point and lowers the terrain to that
- *enterscene [name] with no .uim URL will cause the player to exit any interior scene they are in
- fix for mouselock not getting cleared when entering a vehicle with cam limit 3
- local player does not render when in first person in interior scene (as you're usually inside their head)
- fix for the F4 'set nav target' on the righthand side cockpit screen
Model Converter Version 2.18
- added adjacency remapping so that loading .X models with multiple materials doesnt cause horrendous rendering times
- first pass grid splitting for scene from mesh generation
- added auto-removal of duplicate materials when loading .x files
- fixed the removal of duplicate vertices on models with > 65535 indices
- fix for possible crashes importing large .obj models
- material parsing in 3ds import (wip)
- fix for possible model conv crash when loading an fbx with no materials
- added support for normal and specular maps in atm format
- model conv refresh texture button also reloads shaders
- various UI bits and pieces
- added 'select connected faces' option
- added 'save selection as' option
- 3ds loader fix for > 65535 vert models
- added option for delete all isolated vertices
- 'fix' for crash when loading .obj models with using >4 edge faces