===== 2020 Release Notes ===== \\ ====0.75.1==== removed some reference to old monkeycollection.com website which no longer exists added world-dev fe mode 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 fixed the weapon pitch and aim offsets fix for fog-off settings not applying to new shaders added portal building type; added blur transition effects, added custom portal graphic and effect 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 posting server listing from worlds with a space in their name fix for fixed mode lighting not getting detected on new shaders fix for weapons fired from entities not colliding with first player on world new box blur shader fix for incorrect shader used on parts of the landscape in the reflection view (another) new frontend (!) fixes for the in-game minibrowser bits to allow local/virtual worlds to parse and use the full map data, incl. spawn zones deprecated & removed old teleport code added sysBuildingSetMessage( Text ) 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 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 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 navgalaxy on world testing put month names in log formatting moved some log output around so that the server.log file is less prone to spammage webuniverse admin some bits for *kicktospace small script editor fixes/improvements when placing a building from script, the server was using the position of the player to check for no-build zones, rather than the position the script provided export owners can now use their own export buildings fix for under construction buildings still running the production cycle ====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 \\ **22-Feb-20**\\ ====0.75.3==== - wildlife spawn mode 2 - fix for groundshader textures being applied to towns when autotexgenmode isnt 5 - added devip option - bit more UI tidying on portal building - fix for potential crash if clicking screen after using control mode 27 vehicle and in transition to new world - UI tidying; moved default construction dialog, subspaceMode 2 - added 'AccessAnyBuilding' triggered when there is no specific 'AccessBuilding' for the building type# - rearranged keys for weapons control mode 1 - fix for possible crash if aborting connection mid-landscape gen - rule about membership affecting total number of buildings that can be owned is only applied if a specific flag is set in serverconfig.txt (NONMEMBERSBUILDINGLIMITS=1) - made the .savegentex 'browse for folder' button work - various script editor fixes for cursor inconsistencies on lines with tabs, sync system supports subfolders - gentex system uses textures instead of old bitmap specific functions - standardising shader formats - fix for lack of item inventory check on TargetWildlife weapon control - fix for 3d font appearance when in topdown mode \\ ====0.75.4==== - further attempts to resolve why post-process doesnt work properly on some video cards - 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) - deprecated & removed everything to do with 'fixed rewards' modes (This is much easier and more flexible done in script) - fixes for map displays sometimes showing the buildings in the wrong location in some circumstances - tweaked landscape lod settings on larger tile sizes to avoid the med LOD appearing too close to the camera. - *processmap [mode] [param] command to aid specific cases where old worlds got messed up on import - changed the way thrusters are displayed on RC - 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 2 based on building trigger param and trigger code = 11 - remapped the scriptedoptions/Event("MenuOption",.. values for consistency - added *sendtoworld [player] [world_name] - extended range of nearest building checks so it works better on large-scale worlds - *addtoinvest can now deal with negative values - added $gTextParam populated by OSDSelect parameters that aren't values - few fixes for *notify and *notifylarge which weren't displaying their subtexts either at all or correctly - change the ordering of *effect numbers around for consistency - added *flagsreset, *flagswipeall and *flagadd (they were all previously local/dot commands so this is mostly for consistency) - made the esc menu 'world editor' and 'reload script' work if you click them - lots of script editor bits - fixes for tabbing, deleting lines, selection etc. stopped bits of UI (like 'Engine Off' appearing 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.