[version] 0.69.1- added building flags for 'dont flatten landscape' and 'show position on map'
- supported array cloning by assignment in script language
- added sysPlayerIsLearningSkill( [skill_name] )
- added mousehold for building construction window (woot!)
- fixes for set employment wage control to adhere to min wage and allow setting the wage to 'not recruiting'
- made the construction previews match the orientation of the final building when using shadow mode 5
[version] 0.69.3- auto-road tiles now automatically count as no-build zones
- fix for *sendinterior applying to all
[version] 0.69.4- stopped robocrow death cam going underneath landscape
- expanded control via robocrowHeightMode
- added 'set min investment' to building admin screen
- fixed clamping on blur
[version] 0.69.5- added a bit of slope effect to the main camera
- tweaked nearclip when using distance lods
- changed 'enterregion' to 'sceneenterregion'
- replication of enter region events to server script
- various control fixes for interior scenes
- fix for 3rd item in an extended manufactory not showing right sell price
- fix for 3rd item in an extended manufactory not showing on main page
- added 'mute most sounds when small' option + stop building sounds when in small when option is active
- made the remote crow visibility culling work on frustum rather than tiles in view
- fix for census not appearing when first downloaded
- fix for *addtoinvestment not updating the building record version num
- fix for extended manufacturing building being determined as 'able to produce' even tho it doesnt have the 3rd item
- fix for autoupdater not dealing with repathing properly
[version] 0.69.6- fix for demanded items that have no price and are not currently in stock not appearing in the 'add to stocks' window
- added tailgunner mode for biplanes (vehicle -> Extras 10 )
- various UI tweaks to spectator and attach mode
- re-added the first person spectator track cam
- planes dont have headlights
- added *setbounty [player] [val]
- added setting to control the flight height range (world -> max aircraft altitude)
- fixed problems with hitched players' weapons colliding the hitchee
- changed position replication message z format to float from a 4:12 to cope with more altitude on planes
- added second rendering for static objects with alpha (i.e. the starport beam) to draw after the sea etc
- mg dual barrel by default ting
- various fixes for interiors (fix spawn point etc)
[version] 0.69.8- new frontend stuff
- whole bunch of stuff for doing Create World 'offline' - local world creation, list management, port & UID allocation, templates, etc etc. magic.
- Entities created as LOCAL now work (only appear on target player)
- Added EntityUpdate event
- fix for server crash if an optional string parameter is omitted from a sys function call
- Added EntityActivateUpdateEvent( [EntityHandle], [0 for off or 1/10s intervals], "[EventParam]" ) - triggers Event( "EntityUpdate", "[EventParam]" )
- fix for tabbing between editboxes
- added sysArraySize
- added *activatescreen [player] 13 to bring up the construction menu
- fixed up the item source building type
- change skill name option in world ed functional
- fixed port and item source buildings for new access UI
- added osd EXITIMAGE
[version] 0.69.9- EntitySetValue( $mhTestEntity, "TargetLead", $targetLeadPercentage ) - entities take account of target velocity when aiming
- Various fixes and improvements for create local world process.
[version] 0.70.0- Fix for web urls with spaces in em (for instance, find world thumbnail images)
- entity 'IsCamera' control flag
- entity 'AutoExpire' value
- *landmodifytemp
- weapon event notifications - notifymode= in weapons.txt. WeaponHitGround, - WeaponHitPlayer events, $gEventWorldX, $gEventWorldY (etc)
- fix for the last building not appearing in the f10 add buildings list
- EntityDeleteAll finished up so it can take a param to delete the entities belonging to a specific player
- original heightmap data is backed up on client so it can be restored post delallmap 15 (etc)
- fixed bug that meant detection of anisotropic filtering caps in the vid card always failed
- set decent mip filtering states etc (assuming anisotropic is widely available)
android universal chat app to follow in a bit, just for fun.- added modulo operator to script language ( $val = $val % 5 and $val %= 5 supported)
- added $gPlayerWorldZ
- sysWorldToMap
- fix for weapon event notifications being triggered by everyone rather than just the weapon owner
- graphics -> pub display mode setting, 0 keeps the camera active in the world when entering the pub building
- added entity flags "TargetLastWeapon" and "TargetLastLocalWeapon"
- started puttin in bits for replication of post-create entity value and vector changes
- *weaponfire implemented
- added ATTACH entity behaviour
- entity control flags - AttachEntity, AttachLastWeapon,AttachLastLocalWeapon
- entity control value 'DeathDelay' (in 1/10s)
- added $gPlayerRot
- $gServerKey value string handling and storage
- support global arrays
- sysGetNearestPlayer( worldX, worldY )
- fix for parsing variable key array names overriding decoded RHS assignment values
- first pass implementation of $gBuildingKey and $gPlayerKey complete
- Fix for special-case item 54 (Revelations basket) capacity change being applied even when a vehicle doesnt have a defined capacity
- fix for fractal landscape gen not getting cleared properly when regenerating the landscape
- *terraingen [mode],[seed]
- osd rect/line/box colour values automatically get an alpha if none is specified. added presets for RED,GREEN,BLUE,WHITE.
- added *terrainheightmap [filename] (Basically the same as *refreshheightmap but i wanted the *terrain commands kept together)
- Changed the random fractal seed to a 32bit number rather than 16bit. Added placeholder for params to control the fractal generation behaviour/roughness
- fix for broken fade-in/fade-out on cutscene caption objects
- added cutscene 'Replay' class to allow playback of replay tracks in cutscenes
- replay tracker support for crows
- added *landmodify type 3 for creating flat circles of land
- added *weaponfirespread [spread_type],[spread_range],[num weapons],[weapon_num],[from_playerid],[world_X],[world_Y],[world_z],[target_x],[target_y],[target_z],[param]
- added *wipeplayerkeys [player_name]
- added *wipebuildingkeys [building_num]
- added *wipeallplayerkeys
- added *wipeallbuildingkeys
- added *wipeallserverkeys
- new skybox stuff
- added *addeffect and *addeffectall
- Various minigame structural bits and some bits for texas holdem
- added *addspreadeffect [PLAYER_NAME],[spread_type],[spread_range],[spread_amount],[effectnum],[worldX],[worldY],[worldz],[scale],[param]
- *addspreadeffectall [spread_type],[spread_range],[spread_amount],[effectnum],[worldX],[worldY],[worldz],[scale],[param]
- added model scale and rotation as optional params in the namesfile.txt
- ui for setting scale and rotation on configurable models
- added scrollability to dropdowns and stopped them going off the screen bottom
- did some icon interface things for the pub
- made the type and name options work in the world editor -> add building screen
- accessing a 'leisure' building now takes player directly to the pub interface
- various bits of code to make (bits of) the client work cross-platform
- new chat server (with accompanying mobile app)
- network optimisations for chat, auth and universe connections
- frontend loader remains on screen throughout connection process if goin direct to world
- various bits of UI tidyin on the frontend.
mit