7 Jan 2015
- 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)
- 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
21-Jan-2015: 0.69.7
- EntitySetValue( $mhTestEntity, "TargetLead", $targetLeadPercentage ) - entities take account of target velocity when aiming - Various fixes and improvements for create local world process.
- 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)
- 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.
- fixed 70.0 bug ; disappearing buildings after small or resize - changed standard retail interface to show buy and sell items in 2 columns on the main page. - Removed the need for non-owners to have 'stockroom' button
- made sure all sounds are shut down when exiting world - made the fullscreen frontend 'exit game' button work - took out the odd cockpit cam view during basic launch sequence - put the chatlog/console back to being 2d in space for now - (WIP) vehicle control modes 34 and 35, allow user to click highlighted tile on landscape which triggers a 'MapClick' event on the server. 34 is special camera & control mode (the view will be moved by mouse control), 35 is a normal vehicle but with the click interface - halved the maximum volume for rain sounds - made 'sparks' smaller - fix for retail display not getting reset when changing buildings - culling improvements to the topdown view renderer - did some extra bits on explosions for crows/drone training - fixed entity models occasionally not appearing when other players are about - fixed entity texture assignment - added some sound effects for bigger explosions - fix for broken tile rotations - impact sounds when weapon hits entity -changed right mouse click so it can still be used to move controlmode 27 vehicles about even when building overlays are open. - (WIP) added *gocrowlocal [player] [crow_num] to activate a non-replicated crow mode. - server reports error if port is already in use (like it used to) - (WIP) Texas holdem game logic - Updated map format so it can be used in other titles - Updates to Atractor (1) frontend - (WIP) Shadow map support added (on graphics -> shadow mode 6). - (Server) fix for 0.70.0 server crash when expanding the number of player records - (Server) Changed behaviour of lazy mode ; crashes on server no longer happen silently.. - restored the swoopy space cam for default frontend - replaced 'unknown' for planet names with their system designation - fixed cockpit screen controls - added some extra effects on the stardrive sequence - added a new map editor panel for background models ; allows you to add individual background models (with specified rotation) as well as clusters - tidyups to the map editor UI - changed landscape -> flattening mode : 0 no flattening, 1 flatten around buildings to lowest point, 2= flatten around buildings to midpoint (old method) - added tree lines to the world editor trees panel - added tree sprites to the world editor - added sky preset thumbnails and screen to set em in the World Editor -> environment editor - added World Editor -> Render Settings (currently just allows control of bloom) - added generic system for replicating editor changes to server to make it easier to make new editor panels - some collision optimisations - About 5 months worth of work making various parts of the game engine more modular and cross platform so it can be used in other titles / mobile. At best, this'll make no difference to TU, but will possibly cause weird rendering glitches if its not all correct. Yay :)
- added extra wheel rotation mode for vehicles with Y-forward (AT2 setup) - fix for remembering last used folders - exporting sub-models or selections no longer sets the current filename - fix for 'save as' in model conv not updating the filename so that 'save' writes to incorrect filename - shadow map support - (WIP) added 'generate primitive' option for basic model creation - lock axis options - basic vertex manipulation - axis display - basic poly slice functionality - added simple (box) UV map generation