User Tools

Site Tools


releasenotes:2020

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
releasenotes:2020 [2020/02/19 08:21] – created mitreleasenotes:2020 [2020/04/09 05:38] (current) – [0.75.4] mit
Line 1: Line 1:
 ===== 2020 Release Notes ===== ===== 2020 Release Notes =====
 +\\ 
 +====0.75.1====
 <code> <code>
-[vers]0.75.2 
-moved portal display to a separate window 
-added extra format checks on creation of post-process render targets, added debug info to FE graphic options 
-added pointlight to portal and fixed the lighting 
-fixed the radar map (and moved all the code for it to a sensible place) 
-some more bits workin on the script editor 
-fixed the default turret position 
-moved the default .savegentex output location to the user appdata folder 
-various fixes that mean the landscape is properly/fully regenerated when it is changed in the server panel (e.g. makes sure the distant LODs are re-generated and buildings/trees/etc are set properly on the ground) 
-changed orientation of weapon models to match the vehicles and etc 
-[vers] 0.75.1 
-extra info on portal interface 
 removed some reference to old monkeycollection.com website which no longer exists removed some reference to old monkeycollection.com website which no longer exists
 added world-dev fe mode added world-dev fe mode
-added custom portal graphic and effect 
 fix for the last row of tiled surface blocks not showin up correctly fix for the last row of tiled surface blocks not showin up correctly
 moved the regi.dat into Data\Regi to keep it separate from the main setup files moved the regi.dat into Data\Regi to keep it separate from the main setup files
 fixed the weapon pitch and aim offsets fixed the weapon pitch and aim offsets
 fix for fog-off settings not applying to new shaders fix for fog-off settings not applying to new shaders
-got the portal building working, added blur transition effects+added portal building type; added blur transition effects, added custom portal graphic and effect
 increased far clip plane based on cam dist increased far clip plane based on cam dist
 fix for the scale of entity target lead values causing entities to shoot randomnly in the opposite direction fix for the scale of entity target lead values causing entities to shoot randomnly in the opposite direction
Line 29: Line 17:
 new box blur shader new box blur shader
 fix for incorrect shader used on parts of the landscape in the reflection view fix for incorrect shader used on parts of the landscape in the reflection view
-new frontend +(another) new frontend (!)
-added portal building type+
 fixes for the in-game minibrowser fixes for the in-game minibrowser
 bits to allow local/virtual worlds to parse and use the full map data, incl. spawn zones bits to allow local/virtual worlds to parse and use the full map data, incl. spawn zones
 deprecated & removed old teleport code deprecated & removed old teleport code
 added sysBuildingSetMessage( Text ) added sysBuildingSetMessage( Text )
-corrected type on sysDeactivateRangeEvent (was sysDeactivateRangeEventEvent)+corrected typo on sysDeactivateRangeEvent (was sysDeactivateRangeEventEvent)
 renamed sysIsInTown to sysPlayerIsInTown, and sysIsInSpawnZone to sysPlayerIsInSpawnZone as they were both context-player specific functions and not consistently named renamed sysIsInTown to sysPlayerIsInTown, and sysIsInSpawnZone to sysPlayerIsInSpawnZone as they were both context-player specific functions and not consistently named
 added separate process by which world servers register themselves with the web listing (when not 'official' AT servers) added separate process by which world servers register themselves with the web listing (when not 'official' AT servers)
-changed skybox rendering so that it doesnt if the 'bottom.png' of the skybox is missing+changed skybox rendering so that it doesnt fail if the 'bottom.png' of the skybox is missing
 fix for fog on the water rendering not always matching the rest of the environment fix for fog on the water rendering not always matching the rest of the environment
 navgalaxy on world testing navgalaxy on world testing
Line 49: Line 36:
 export owners can now use their own export buildings export owners can now use their own export buildings
 fix for under construction buildings still running the production cycle fix for under construction buildings still running the production cycle
-[vers] 0.75.0.5 +</code> 
-repathing world scripts +====0.75.2===
-script projects +<code
-when efficiency calc 10, buildings dont produce at all if efficiency is 0% (i.e owner does not have skill) +moved portal display to a separate window 
-Production time and cost calcs now round to nearest int +added extra format checks on creation of post-process render targetsadded debug info to FE graphic options 
-possible fix for weird script behaviour - while loops with a return() statement inside them wouldnt reset their loop counter and would eventually begin falling out immediately (once the while loop has returned 500 times) +added pointlight to portal and fixed the lighting 
-check to prevent dodgy skill data crashing census +fixed the radar map (and moved all the code for it to a sensible place) 
-latest atrac scripts +some more bits workin on the script editor 
-fix for exports building blank ui +fixed the default turret position 
-adjusted death news ranking +moved the default .savegentex output location to the user appdata folder 
-removed debug output +various fixes that mean the landscape is properly/fully regenerated when it is changed in the server panel (e.g. makes sure the distant LODs are re-generated and buildings/trees/etc are set properly on the ground
-[vers] 0.75.0.4 +changed orientation of weapon models to match the vehicles and etc 
-Buildings -> Efficiency Calc mode 10houses and warehouses are always 100% efficient +</code> 
-settings -> building -> buildingRestore Mode = 6 ; building repair costs cash proportional to the building base construction price and its current damage level +\\ 
-various lil adjustments to buy price limits +**22-Feb-20**\\ 
-updated the jehovah building sale price calc to properly reflect Lovelace building costs +====0.75.3==== 
-updated the networth calc to take into account proper building prices and reduce networth of under construction buildings +<code> 
-Under construction buildings are removed if owner dies (DeathEffect 3) +wildlife spawn mode 
-Investment and stocks removed from building if owner dies (DeathEffect 3) +fix for groundshader textures being applied to towns when autotexgenmode isnt 
-fix for no-build zones not working +- added devip option 
-fix for fishing counts getting reset when graphics reset +bit more UI tidying on portal building 
-fix for 'engine off' display disappearing when tasking +fix for potential crash if clicking screen after using control mode 27 vehicle and in transition to new world 
-added option to manually override item base prices in namesfile.txt +- UI tidying; moved default construction dialogsubspaceMode 
-Stopped auto eating from consuming fish from inventory +added 'AccessAnyBuildingtriggered when there is no specific 'AccessBuilding' for the building type# 
-[vers] 0.75.0.3 +- rearranged keys for weapons control mode 1 
-town trades list now includes buildings set with infinite investment +fix for possible crash if aborting connection mid-landscape gen 
-production efficiency recalculated when building changes ownership +- rule about membership affecting total number of buildings that can be owned is only applied if specific flag is set in serverconfig.txt (NONMEMBERSBUILDINGLIMITS=1) 
-added *eventallbuildingsoftype [type],[customevent][|params] +made the .savegentex 'browse for folder' button work 
-eff recalc on grantskill +- various script editor fixes for cursor inconsistencies on lines with tabssync system supports subfolders 
-building efficiency recalculted for player when they gain a skill +- gentex system uses textures instead of old bitmap specific functions 
-when buidlings->efficiencyCalc is 10, building efficiency is recalculated whenever a player forgets a skill +- standardising shader formats 
-production run updates +fix for lack of item inventory check on TargetWildlife weapon control 
-min price setting is always 2 above base price +fix for 3d font appearance when in topdown mode 
-replaced weekly tournament button with guide button +</code> 
-fix for model flames taking velocity of first player +\\ 
-replaced weekly tournament button with a 'help guide' button +====0.75.4==== 
-spawn zones can now be viewed in the map editor +<code> 
-no build zones can now be added in the map editor +- further attempts to resolve why post-process doesnt work properly on some video cards 
-if a client who has paid for membership joins a world which doesnt know about it yet, the client will automatically notify the server to update the membership status +fix for the landscape vertex buffer being generated before the settings have been downloaded when transferring from frontend to world (caused the landscape to get messed up on some worlds) 
-all trailers = 2x capacity +- deprecated & removed everything to do with 'fixed rewardsmodes (This is much easier and more flexible done in script
-sysGenerateTopPlayerVarsList now omits players who are dead. +fixes for map displays sometimes showing the buildings in the wrong location in some circumstances 
-moved a couple of server files to the StoredData folder just to tidy up the folder structure +- tweaked landscape lod settings on larger tile sizes to avoid the med LOD appearing too close to the camera. 
-added system to reduce nutritional benefits of food items depending on how often they've been consumed previously +- *processmap [mode] [paramcommand to aid specific cases where old worlds got messed up on import 
-acrivate RC unit button +- changed the way thrusters are displayed on RC 
-cargo rules = 2, enforces minimum/maximum sale and rental price for buildings +- various netrek mode improvements.. optimised the starfield, added icons (some of which can be scripted), borders round the radar/map and info bar, added starfield rotation in netrek mode, gravity for netrek mode based on building trigger param and trigger code 11 
-holding shift now steps up in sheckles on various controls that previously didnt support that. (e.g. set sell price) +remapped the scriptedoptions/Event("MenuOption",.. values for consistency 
-buildings that are under construction can now be sold +added *sendtoworld [player] [world_name
-updates to non-member limitations and messaging +- extended range of nearest building checks so it works better on large-scale worlds 
-ingame store available from home screen +*addtoinvest can now deal with negative values 
-*playsound [name] [num] ; num >= 1000 triggers built-in sound effects +added $gTextParam populated by OSDSelect parameters that aren't values 
-added function for generating building construction base price estimates +- few fixes for *notify and *notifylarge which weren'displaying their subtexts either at all or correctly 
-resident's permit -> membership +- change the ordering of *effect numbers around for consistency 
-Added item base price calculations +- added *flagsreset, *flagswipeall and *flagadd (they were all previously local/dot commands so this is mostly for consistency
-cargo rules = 2, owner can trade at own building, can't access stockroom +- made the esc menu 'world editor' and 'reload scriptwork if you click them 
-under construction plots can be sold +lots of script editor bits fixes for tabbingdeleting linesselection etc.  stopped bits of UI (like 'Engine Offappearing over the script window). Highlighting valid commands in the script page. Can click the chat box to focus keyboard on the chat box rather than the text page.
-building process = 16, amount of primary and secondary item is same, defined by material price in bdat +
-added *settings -> economy -> Price change limit days (and replication of state) +
-added *settings -> economy -> Force buying and selling ; items cannot be set as 'not buying' or selling, once bought or sold +
-changed fishing so purchased item provides auto-fish functionality, added tracking of number of fish caught this 'session' +
-initial player age set to 16 instead of 12 +
-water tiles can be removed using map editor erase tool +
-fix for leave screen not showing the benefit of items that are in inventory +
-when current vehicle is sold, player is reverted to the default one, not vehicle 1 +
-added script function sysGetBuildingTypeTechLevel +
-added script variable $gBuildingTenantID +
-fixed height of smoke effect on *effect [player] 9 +
-fixed up some server exit memory leaks +
-added 'hidden' front end mode to request an 'open-testing' list from the web loc +
-*settings -> buildings -> storeage rules : 1 = Houses can only store food and drink +
-added warehouse building type +
-added new systems to allow the modification of the town settings structure +
-added *townmarkersetbuilding [markernum] [buildingnum] to allow manual fix of out-of-sync town marker/settings data +
-*settings -> Buildings -> Efficiency calc = 10, building is 100% efficient as long as the owner has the building's build skill +
-*settings -> Economy -> Cargo Rules 2, cannot add or remove stocks from building (except homes) +
-various UI changes to support the above +
-correction for weapon fire direction when firing from RC +
-employee list script button option +
-per-crow camera mode override +
-option for hornball pitch to have invisible walls (subgame -> ballgames > 20 ) +
-option to cap hornball power bar rather than having it reset (subgame -> horn mode 4, 5, 6, 7) +
-&command parameters - string version of first parameter can be accessed using sysGetTextEntry(), and can now have 2 params (second one is comma separated just a value, accessed through $gParam[2]) - e.g. &testcommand Hello,10   : sysGetTextEntry() 'Hello'  $gParam[1] 0  $gParam[2] 10 +
-when in first person, local player vehicle is now rendered separately so can fiddle with the drawdist without affecting the main view (i.e. fixes flickering water when in first person view) +
-moved secondary weapon to f1 by default +
-added jet engine noise (vehicle -> engine noise 12) +
-[vers] 0.74.2.1 +
-missile guidance system fixes +
-prox system used on robocrows now applies to standard vehicles too +
-fix for insert/delete throttle controls activating when game window is not focused +
-new icons +
-some fiddling about with weapons +
-killer rabbits bits +
-economy -> passive work rate setting +
-active employment wip +
-changed price display so sheckle values less than 100s with 0d will show (for example) 99s0d instead of 99s +
-*settings -> economy -> security level for disabling jobs for players with multis +
-[vers] 0.74.2.0 +
-added settings -> economy -> income tax & passive work rate +
-some building ui changes for active employment bits +
-high scores show only sheckles when total is > 1000s +
-added *debugminigame [gameid] [instanceid] +
-minigame bits +
-fixes for biplane first person cam and tailgunner mode +
-added mod/op button to reset the chess +
-added to-let sign (similar to the for sale one) +
-trailers no long appear on planes +
-removed custom texas holdem disconnect bit that wasnt suitable.. +
-shader fix for lighting glitches +
-latest atractor world scripts +
-fix for spin rotation of buildings (e.g. windmills) changing if shadows arent enabled +
-fix for tractor customisation not being reset when a player leaves +
-fix for tractor customisation disappearing when screen is resized or when returning from small +
-updated ingame store products +
-some lighting fixes  +
-[vers] 0.74.1.9 +
-few modifications to get the space cockpit displays working again (plus shadows on cockpit) +
-first pass on some active employment bits +
-lighting improvements +
-fix for the flame from the top of the oil refineries taking on the velocity of a player in the world at random. What a fun bug :) +
-If you've got no jobdollar signs show up above buildings that have employment available and that you've got the skill for. +
-[vers] 0.74.1.8 +
-update replicated speed +
-simplified shader option +
-fix for 'sell to building' not always showing correct stock amounts for demanded items +
-work on employee effect mode ('active employment') +
-added 'for saleand 'dollar sign3d indicators for buildings. Optimised some of the building render pipeline. Fixed bug with builder render list not getting reset properly (caused buildings to flick occasionally) +
-added test command for reducing the front buffer width +
-extra logging on barter transaction +
-player list selection now sticks to a selected billingID to avoid it occasionally changing when players join & leave +
-entity explosion control command +
-fix for change vehicle check not considering trailer inventory size modification +
-fix for fire effects on exploded vehicles +
-fix for flight physics bank/lift calculation +
-building placement height adjusted to compensate for buildings that have built-in subsurface area +
-debug stuff +
-fix for player list selection changing occasionally +
-fix for stockroom transfer list allowing over-stocking of some items. fix on server to make sure that no items are lost+
-adding confirmation screen for 'demolish building' option on under-construction buildings +
-added some extra logging stuff on barter transactions +
-fix for *buildproddebug incorrectly reporting employee frozen +
-moved deaths from the main server log and added em to the a separate 'deaths.log' +
-filter some of the server news events to avoid duplicates +
-set house limit to 15 +
-house construction limited to 12 +
-added *exportitemadjust [itemname/num] [changeamount] +
-global export prices now slightly more inclined to head to the middle of their range +
-Extra messaging to alert when IMP file is being fetched from the game rather than the web content server +
-Imp uploader updated to cope with different world names +
-fix for overriden mouse control not resetting when windows closed +
-latest content (wizard hat, headphones) +
-fix for adding streetlights in map ed +
-fix for overbright crops +
-fire and firework effects +
-fix for renter value going wrong when buying a building +
-added .testdec +
-indicator on building access screen when a building is not producing because it is full +
-renter is no longer removed when purchasing a buildng that is rented out +
-various fishing bits +
-extra info on *buildproddebug +
-corrected min investment text. +
-Miniops now show up as Mod] rather than Op] +
-[vers] 0.74.1.0 +
-new purchasable items ; fishing equipmentmovie camera, purple skin, 3 new decorations +
-race UI tweaks +
-various additions to fishing. +
-fix for port that will take infinite items +
-nightime brightness control +
-brightness control +
-fix for crow not appearing when crowing from home +
-removed .crow and .help +
-controls for buy and sell to buildings now cap their values to appropriate maximums (e.g. can't attempt to sell more than you're carrying) +
-fix for one item being missing from the export trade list when changing item in EXPORTS building +
-tidying up disdlay on workhouse buildings: wage shown on workhouse button etc +
-starting in home doesnt block other buttons +
-RaceWinner event and some extra stuff on racing to automatically time out race more quickly +
-*pokerreset command +
-*raceleave command +
-Workhouse now has control for setting wage +
-Can select and fire employees individually +
-Chat now picks up any modifications to username made by server (e.g If player is duplicated) +
-server gateway page lists stats for connections and number of refusals +
-account uid provided by getloc response +
-[vers]0.74.0.6 +
-owners of export buildings can now change one of their export items once every 24 hours +
-added API for getting a basicUID from the AT userbase +
-properly turned off multichar cash reset +
-Default to WASD controls  +
-Esc then O, game options +
-[vers] 0.74.0.5 +
-changed *buildingwageproddebug to *buildproddebug [buildnum] and added more details to the output +
-response on *workhousefix +
-support for setting of wage (and grant amount) for Workhouse building +
-fix for broken keyvalue loading. Extended the time period before the values are cleared from memcache. +
-added command *workhousefix to resolve discrepancies in job records caused by earlier broken workhouse code +
-game options screen bits +
-removed multichar cash reset system (for now?) +
-workshop and export buildings in commercial buildings category +
-fix for workhouse not removing old employee properly when a new one joins and its full +
-added bongometer and *bongoworshiplevel [val],[max] +
-fixed crow spec cam height +
-buildings set to appear on map now show without waiting for their name to be downloaded +
-'purchased itemsscreen copes with more than 9 items +
-steamid fields added to ban records  plus *bansteamid  +
-fixed stupid code +
-fix for multiple keyvalues causing server crash +
-*bongoworshiplevel curr,threshold +
-randomised smoke times +
-remote trailers revert to straight more quickly +
-fix for textures showing incorrectly on map editor screens +
-fix for *vehicle 25 allowing access to a weirded vehicle 1 +
-new town pattern map system also writes to the main, global pattern map to reduce the amount of nastiness when lods overlap +
-fix for various bits of texture badness (including missing textures in water reflections+
-[vers]0.74.0.3 +
- fix for export building having its profit margin upside down, and added system to auto-update export building prices according to current global export rates each production run +
-fix for server not properly checking for available file transfer send slots and just aborting  +
-engine off label moved to the right when the low fuel indicator icon is active +
-ornamental buildings dont show in census 'total buildings on world' count +
-moved families and banking.dat to StoredData +
-Fix for census not updating between 1 jan,yr 0 to 2 mar,yr 0 +
-fixes for world news +
-export prices automatic adjustment based on previous export rates and small random variation +
-official atractor servers set flag in welcome message +
-When a permit is purchased, it is applied immediately +
-[vers] 0.74.0 +
-fix for *exportpriceset not using correct value for max price +
-response msg for *redeemcodeadd +
-*activatescreen 21 triggers the residency Permit purchase screen +
-added option to remove purchased items +
-error message response if user tries to use Residency Permit multiple times +
-item redeem code option to apply the redeemed item immediately +
-decoration items can now be applied through purchased inventory screens +
-added $gPlayerIsResident +
-worldnews linked to new DB for new early access server +
-redeem code sequence; added *redeemcodeadd [email] [code] [itemdefid] and *redeemcodecheck [email] +
-added $gNumAlive, $gTotalMoneySupply, $gGlobalAverageWealth +
-added *exportitemdebug [itemname] +
-added *exportitem [player] [quantity] [itemname] +
-ingame store tweaks +
-added script sysvalue:  gTotalMoneySupply  (in sheckles) +
-added 'Local Store' building type (which can be built in both residential and commercial districts) +
-various ui additions for the ingame store +
-weekly tournament saves +
-weekly tournament +
-weekly tournament button linked to server event -> "ViewTournament" +
-weekly tourney stuff +
-*weeklytournamentactivate [mode],[prize] +
-atractor getloc integration with user and world DB +
-b&p for ingame store +
-at frontend reporting error messages if getloc response errors (e.g. if game is full) +
-decoration items rendered +
-smoke effects +
-upped max (theoretical) server capacity to 128 +
-messages on frontend when access to world is refused (e.g World is full) +
-new contentarchive bits +
-workshop shows if you're employed +
-fix for some items missing on town trades screen +
-tasklist.dat moved to StoredData +
-flags.dat moved to StoredData +
-moved serverglobals to StoredData folder +
-delete nearest forest will delete tree lines too +
-Separate town pattern maps for ground shader +
-Various bits of refactoring and simplification of the landscape render +
-Fix for export prices save not working +
-export buildings show up in the town trades list +
-export building screens +
-moved keyvalue save files to 'StoredData' folder +
-export prices load & save +
-FT info request cleanup +
-templates for weekly tournament +
-exports building type +
-wip support for automated caching through file transfer system +
-added *exportpriceset [item],minprice,maxprice,variancemode,varianceparam +
-added sysGetExportPriceitem ) +
-prep for weapons.txt to come through WorldFT +
-ingame store icons.  +
-workhouse +
-linking in permit purchase prompt screen and store +
-for official at servers, when user doesnt have permit they can only have 1 house +
-server check for district construction rules +
-permit purchase prompt +
-bit of tidyin on script parsing +
-residence permit support, linking in screen to prompt user when they need one +
-added birdies +
-added *listusers command +
-players moved back to holding area ; end of alpha +
-some work on custom ingame storefront +
-player struct worldpos made private with accessor to set it.. mangling of position to prevent basic mem edit hacking +
-changing PLAYER_STRUCT to a class so can block the writing of worldpos +
-steam inventory updated when a call to the overlay store completes +
-fix for building sound events (e.g. bongochimp descentnot getting updated when in small +
-added *logflush to trigger immediate save of the server logs +
-idle timer updates when in small +
-info and census screens combinedguide link to website +
-various bits of code tidyin +
-town roads layout now applied to the groundshader patternmap at runtime based on the location of towns +
-added tick icon to indicate purchased items that are currently selected/active +
-added town districts system and new 'advanced' building types +
-scripted osd RECT type can be made clickable if given a name +
-added new scripted osd type 'LAYERRECT' which appears above osd images +
-auto-away timer now active when in small +
-added *setallplayervar [playervarNum] [value] to set a player var value for all alive players +
-added script functions: +
-sysNumPlayersWithPlayerVarVal( VarNum, Value ) +
-(e.g. sysNumPlayersWithPlayerVarVal( 6, ) returns number of players with $gPlayerVar[6] == 2 ) +
-sysGenerateTopPlayerVarsList( VarNum, NUm players to list ) +
-(e.g. sysGenerateTopPlayerVarsList( 6, 3 ) generates a list of the 3 players with the highest value for playervar[6]) +
-sysGetTopPlayer( index) gets a playerID from the generated list +
-(e.g. after calling  sysGenerateTopPlayerVarsList, sysGetTopPlayer(1) would get the first person in the generated list) +
-added 'DayOfYear' script event - e.g. Event( "DayOfYear", "1" ) is triggered on the 1st Jan each game year +
-removed test code +
-fix for bought items not appearing in town trades list if building had more than enough invest to cover purchases +
-town trades list +
-serverconfig flag 'SENDDAILYEMAILS' to control whether a server sends daily email summaries +
-added *countdown [player] [secs[mode]  (currently supporting just *countdown [player] 3 0 for the racestart countdown effect) +
-fixed up building access buttons so can always go back to index page +
-[vers] 0.73.1.0 +
-dont save options before loading em! :) +
-handling players leaving and withdrawing challenges in game lobby +
-ui tweaks +
-quiet mode +
-leave button on duel/game lobby +
-some Ui graphic bits & pieces +
-Rc duel ranking on webnews sports pages +
-added SubgameWebpostDuelScore( subgameid, postpath ) +
-refactored webposting to get posting URL root from centralised source +
-various fixes to fix problems quitting small mode when disconnected +
-elo calculation for duel ranking on web news pages +
-safety check for invalid hornball goal being added to map +
-news website layout bits +
-fix for made-item production rates not increasing when using multiple employees and employee effect mode 1 +
-change so that when a building makes a product over a number of production cycles (e.g vehicle factory) multiple employees will instead reduce the production time +
-added business story posts +
-added info posted to atractor/worldlist for active monitoring of server status +
-atractor news page now accepts ?world param to support multiple servers +
-added server status to web news page +
-Server posting status data to webserver +
-control flag added so that the subgameUI is reset when a player newly joins a replicated lobby subgame +
-player popup mute option functional +
-Loading of steam avatar images for player popup screen +
-[vers] 0.73.0.6 +
-player popup screen rejigged +
-memory leak tidyups +
-fix for 3d sound buffer tracking and removal of 'out of 3d sound buffers' error popup +
-initialisation of wars data +
-fix for incorrect news message for buying a building +
-fix for incorrect check on wage cycle production for made items +
-added limit so that buildings with 2 made items dont keep making the second item without limit +
-changed some bits around so can track small and quiet mode status (etc) +
-fix for 'can'have more than one building under construction at a time' limit being incorrectly applied when attempting to purchase or rent a building +
-added workhouse building type +
-destroyed vehicle effect = 2, changed so that the player will respawn in the nearest type 1 spawn zone when vehicle is destroyed +
-reset subgameui +
-subgame lobby stuff +
-more work on challenge lobby subgame +
-various bits of code to deal with subgameUIActivate challenge screens and flow +
-moved tractor customisation stuff to an archive +
-added support for mounting multiple archives +
-tractor customisation replication +
-removed .fish +
-tractor customisation replication +
-set up for defining servers as 'official' atractor servers +
-trailer affects inventory capacity +
-trying out an extra light at nighttime +
-trailer rendering +
-fix for being able to overstock items in the house and cause inventory badness and missing items +
-challenge system within subgameUI +
-static physics objects tracked and removed when appropriate +
-frontend UI tweaks +
-esc menu info screen redirected to proper place when clicked +
-collision improvements for robocrows +
-barter screen value control supports holding button +
-when holding shift, value controls increment in multiples of 100 (i.e. sheckles instead of denari) +
-added SubgameActivateUI( SubgameID, Mode ) for replicating player lists (etc) +
-[vers]0.73.0.2 +
-added jehovah rent paid to *econstats +
-extra info on *econstats command +
-fix for stupid bug in employee counting +
-a pantload more econ stats +
-fix for wage production cycle happening after building production +
-fix for buildings still producing when they haven't paid wages. +
-changed the building remove employee stuff so that it keeps the employee list correctly ordered +
-spaces removed from steam user names +
-when a renter is kicked from a house because owner changes, they take all the house stocks with them +
-added while gone message to indicate when tenancy has ended because owner has changed +
-changed the way buildings data is saved so it doesnt happen too many times in one period +
-backward compatability on the web file transfer thing + client version stored in serverPlayer struct +
-imp files uploaded to web server and fetched from web server by client to reduce game-server bandwidth and improve download reliability +
-fix for sales not going into investment in jehovah owned buildings +
-adding in web download of imp files +
-sales to jehovah buildings now go to invest up to 10s +
-*removetenant ignores rental minimum term +
-added *removetenant [building_num] +
-added *removetenant [building_num] +
-[vers]0.72.3.6 +
-new frontend logo +
-linking in steam inventory +
-various worldnews additions and improvements +
-when deatheffect = 3,4,5,6 server now also clears investment from buildings when someone dies +
-*suicide commmand removed for now +
-added storeroom to home screen +
-if player hasn't enough cash to pay rent, but has money invested in buildings, the rent money will automatically be removed from investment +
-econ stats now posted every 6 game months +
-web graphs for world news +
-added alive players count to econ stats +
-yearly econ stats posting +
-*econstats +
-added econstats command +
-tweaks to the efficiency calc when using employee effect mode = 1 +
-employee effect mode = 1, makes production efficiency always 100% (if 1 or more employees) and adds an extra amount each production cycle. (amount = (normal amount numemploy) + (numemploy - 1) ) +
-various web news display tweaks +
-fix for wage avg calc +
-server now posting job stats (avail,taken,wage min/avg/max+
-some additions to the web news display +
-world news updates +
-added wage to the new employee news event +
-server news events for building construction +
-fix for server not posting news once buffer was full +
-updates to the web news page to order news display by timed ranking +
-news db stuff +
-added PostTimestamp to worldnews +
-some tweaks to better support server news page +
-fix for some escape menu items not being clickable +
-[vers]0.72.3.5 +
-graphic options on frontend +
-various bits of work on the AT news site +
-fix for items appearing in the home storeroom list that are not in building or in inventory +
-moved some of the in-home UI around ; added buttons for the storeroom and news page +
-various changes so that 'whilegoneevents are added to the server news feed when appropriate +
-web posting of server news and high scores +
-some more collision fixes +
-changed the scale on RC replicated speeds to adjust to correct m/s values in crow mode +
-fix for crow weapons using double amount of energy specified (and allowing energy to go negative) +
-fix for some crow->building collision issues +
-fix for building UI when a building with multiple employee slots has some filled and some not +
-sales to jehovah buildings now go in to the investment if the building has less than 10s invested +
-(temporarily) removed the non-functioning audio messages thang  +
-fix: referencing a $gPlayerKey[..] or $gServerKey[..] that has not been assigned anything yet will return 0 or an empty string (rather than 1) +
-added weapons: restrictions=1 which prevents weapon being used if within 30m of a crow flag +
-added pgup/pgdn on movie camera to change target player +
-added stuff to the email summary so player is informed if they've died (and no further email summaries are sent) +
-changed the way the sun corona is displayed. +
-added lighting override option to movie camera +
-fix for landscape textures not being definitely set +
-default newspaper updates +
-various additions to atractor world scripts and settings +
-added a player->player give fuel option when both are driving vehicles with fuel consumption +
-fix for targeting mode not being disabled when using *targetingmode [player] 0 +
-fix for skid smoke appearing at wrong position on left wheel +
-added command *useitem PLAYERNAME,ITEMNAME,TARGETNAME (because some scripting i am doing needs it) +
-svn log generator tool +
-physics world not updated until map generation has completed +
-weapon 'requirestarget=1flag  +
-new targeting mode: *targetingmode [PLAYERNAME] [mode] [dist] +
-code tidyin +
-movie camera control additions +
-[vers] 0.72.2.4 +
-if % is followed by a space in script parsing its just treated as a % sign, not a special char +
-added *employeequitjob [buildingnum] [player_name]  - same as *removeemployee but also triggers the whileYouWereGone event (etc) +
-alpha'd PNG texmaps now rendered on top of landscape with shader rather than multi-polys +
-atractor backup data +
-added sysBuildingActivateSellItem +
-made sysop and owner auth levels synonomous, with SysAdmin being the higher server maintenance level..+
 </code> </code>
releasenotes/2020.1582122071.txt.gz · Last modified: 2020/02/19 08:21 by mit

Except where otherwise noted, content on this wiki is licensed under the following license: Public Domain
Public Domain Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki