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releasenotes:2014

Release Notes 2014


10-Jan-2014

0.65.8

- finished off the fixed school interface
- fix for return to space button remaining selected once hovered over
- made the console a little more opaque
- fixed rotation of tile shadows
- fixed up the barter and skill exchange standard building types
- added more transaction logging for the galaxy
- fixed memory leak in landscape texture generation
- added some specular to the cockpit
- Finished off various bits of the ranking/levelling system so the player can progress through the ranks and added various ranking/achievements admin functions
- added ranks screen to cockpit
- added rank restrictions on trade items
- added notification from universe server when a player completes a goal
- added space tips
- fix for possible unwanted demolish if you escape the demolish confirm screen then click anywhere.
- changed space fighters into a non-ship type and changed the launch interface
- fix for gal server not resetting character fully when player chooses 'restart game' from the escape screen
- removed the old avatar stuff and made everyone cavemen when vehicle 1 is used
- added Image.FullScreen() option for cutscene images
- added 'OnFish' server script event
- fix for text-input lockout if press esc while infimp destination box is on-screen
- added button hold to the 'selltobuilding' value controls
- various bits of wip stuff in the world editor
- moved main menu display mode 2 to 4. mode 2 now uses the small main menu icon but with an additional 'construct' button at the bottom of the screen
- added button hold value control for stocking items
- added *constructinit [player]  to activate the construction screen from script
- added *fishingstop [player] to cancel fishing mode from script
- fixed bug with prices getting reset when a stock item was emptied out
- fixed aspect on sky render
- added point light effect around player
- auto-road system
- work on a marmalade version of the game's engine and interface libs


0.65.9

- more achievement admin commands
- added logtime to certain server chat log events
- fix for not being able to unstock non-demanded goods
- shortened the space introduction
- more work on the marmalade version of the engine and interface libs


0.66.0

- added townlevels mode 5, which allows buildings of the same or one less the town's tech level
- fixed the damage display on the building access screen
- re-added the town location indicator - location display only used when there are towns on the world
- lighting tweaks on plasma weapons
- damage indicator above buildings now hidden when building is being accessed
- EntitySetBehaviour, weapon fire, behaviour replication and other such updates
- fix for web model manager not using local cached version if it exists
- Debug stuff for entity graphics
- more wip bits in the world editor : script editor, script editor workspace tree structure, file sync, template stuff for ingame buildings ed
- radar hidden when using world ed
- lighting tweaks on crow bullets (etc)
- added 'auto grass' renderer, systems and settings
- fixed the scrollbar mouse release
- moved the high scores to the 'help and info' screen and restored the view change on f6
- minor optimisation for lod generation
- added sysWorldGetNumBuildingsOfType
- fix for multiple reloadscripts locking server (double delete in includes list)
(server version 0.65.9a)
- fighter selection in station launch screen
- some windows 8 bits
- admin button for reseting town foreign office/war status
- fix for war display showing wrong statuses for different towns
- added support for .pngs to in-game texture selectors
- added server options button to trigger immediate upload of web data
- removed cdplayerInit from sound initialisation (was stalling the client on init sometimes)
- graphics -> status screen mode 6 for score/kudos and vehicle displays
- basic arrays in scripting language
- repair button on buildings with damage
- separated client and server map mem access in order to work towards PerUser maps
- Rejigged the frontend - 'Explore the galaxy', 'Create World', 'Find World' etc
- Resurrected the server manager, got it talking to the universe, linked in the process for the client to choose 'create world' through to the server manager creating a world folder and exe (etc) and back again. Neat.
- made the refresh texture button on the world editor broadcast to all
- fixed 'refresh texture' not working on the main surface
- Lots of work on settings screens
- changed authorisation about.. god - owner - sysop
- f5 exits crow
- removed redundant (and broken) quiz machine code from server
- massively reduced memory use on server
- changed map editor so it opens with the player view and added toggle to switch to editor view
- added a random rotation to background models created using the tree planter tool
- made the refresh textures stuff update everyone
- 'cloud hosting system'
- leavescreen message changed if offline needs percentage is 0
- added *activatescreen [player_name] [screen_num] to activate various screens on the client (e.g. settings)
- lots of world editor additions & tweaks
- fixed some memory leaks in the script engine
- moved the PlayerLogin event to after the initialisation of the guaranteed messaging system which otherwise can blow up the server


0.66.1

- added ability for universe to activate templateIDs
- added option to use jpgs in heightmap auto-upload
- fix for registered worlds not being 'findable'
- added recommended, recently visited, recently active, favourites etc to the find world screen
- added streetlights to downloadable models list and to map editor
- some work on the world ed environment screen
- static light sorting & view prioritisation
- added buttons for engine off/on, headlights on/off when appropriate
- tidied up releasing of web textures
- added new model types for configurable streetlights
- tweaked the streetlight lighting settings
- new water rendering with shaders, bumpmaps, alpha based on water depth n everythin
- added .reloadshaders command
- added *maprescale command
- added "StartFishing" script event
- various minor CPU optimisations and static analysis tidyups
- changed "vehicle destroyed" message when you're in a humanoid 'vehicle'
- moved the clock and speed/fps/ping display
- made the inventory text bigger when few items are present
- made 'explore & craft' the default template
- tweaked the auto wave sounds
- made the water splashes more subtle
- fixed various bits of weirdness with the old rain rendering code
- various bits of ui tweaking.. tidied the 'work with' interface, made onscreen inventory bigger, etc
- tidy ups to the render target release to fix resize/small restore crash
- added *notify [PLAYER] [Text] to put some text in a notification tab
- worlds now send regular status updates to the universe (containing number of players currently connected)
- added a spotlight up-lighter static effect


0.66.2

- basket item (item 54) counts as +2 inventory in all inventory modes
- player targeting things.. useItem now sends up the target player for script purposes
- Fix for crash if vertex shader load fails and theres no error buffer returned
- tidied up a few bits of UI
- fix for the investment screen and other transaction dialogs being broken in 66.1
- added dynamic reflection options on frontend
- targeting system first pass 
- *playereffect first pass
- added *settings -> World -> Daytime Type 3, which is like 1 in that the night is speeded up, but the speed up occurs later (9pm -> 4am) so you dont miss the sunset


Model Converter 2.1

- Various UI improvements & rearrangments
- restored the poly selection display
- fixed bug where uv unwrap couldnt be used on a loaded atm
- added 'delete faces' option (WIP)
- added png to the list of supported image formats
- fixed aspect ratio
- fix for crash if selecting 'invert selection' when no model has been loaded
- exporting a model with multiple materials to .x now also exports the textures (and retains the material mapping correctly :] )
- box select for faces on poly picker
- added lighting options
- set default values for new material
- added 'view normals' option
- all material alphas default to 1.0
- allowed the removal of embedded textures (and hence, materials with no texture)
- fix for model rotation functions not applying to submodels
- activated LOD combo


11-Jun-2014

0.66.4

- added the player target to the UseSkill event
- added 'MainScore' display - *setmainscore [player],score,maxscore,mode,[text]
- added *notifylarge PlayerName Text
- added building type param to *demolishplayerbuildings (e.g. *demolishplayerbuildings PlayerName 2  would delete all the player's type 2 buildings )
- lots of work on player->player effects ; cubicbeziers for playereffect trails
single frame plasmas, more trail colours, *playereffect 6 (shield around player) etc
- improvements to the 'Find World' screen layout, added player count to the 'recently active' view
- [Finally] fixed up the function calling so that you can call a script function without it requiring a return value.  (i.e.  TestFunction(1) would work, instead of $ret = TestFunction(1) being required)
- added OSDLOWER for a scripted OSD window at the bottom of the screen
- *choptrees command
- f9 key doesnt lock mouse if a custom f9 option is used
- aramathea 'bread suicide' script fix
- tidyups for freeing up of web textures
- various UI tweaks
- *eventallalive no longer applies to players marked as 'inactive'
- chat server connection is now made as soon as we've done the universe connection
- arrays can now be assigned to in an event or function rather than just in the module construct.  (i.e. $mArray[1] = 100  now works)
- added a bunch of *effect including smaller explosions, circle explosions etc
- scripting engine : arrays can now contain strings, while loop supported, %PLAYER% now correctly updated in SetContext
- added *settings -> Graphics -> Player List Mode 13  [  Level) Name (Kudos) ]
- *settings -> Economy -> High Scores Mode 7 (Just kudos)
- sysPlayerGetNearestOwnedBuildingOfType
- sysPlayerGetOwnedBuilding
- OSD: GIANTTEXT, GIANTTEXTRIGHT, FADEDGIANTTEXT[/quote:ycofiip7]


0.67.1

- optimised the login process a bit (client now advances the login a bit more quickly by not waiting for the race-status update before calling ConnectStageAdvance, and not requesting the kricket status unless the ballgames mode is active)
- Fixed up the inventory refresh and skill refresh messaging to deal with the increased inventory and skill list sizes.
- new script events for BuildingTaskComplete, BuildingTaskStart, CustomTaskComplete, CustomTaskStart, CombiTaskComplete, CombiTaskStart
- tidyups on scrollbar, dropdown
- scrollbar on on-screen inventory and skills
- *settings -> landscape controls for varying the water opacity and reflectivity
- grass rendering stuff
- vehicle engine default to on when you switch to an engine-based vehicle
- wip in-game buildings editor : can now add new building types using the in-game world editor -> Buildings menu
- tweaks for model preview images
- An active OSDLower now blocks display of building popups etc
- Water rendering tweaks/improvements


0.67.2

- min wage adhered to on new set wage control
- fix for grass vertex buffer small/resize crash
- tweaks to grass settings
- fix for assigning an array var beyond the current range causing a server crash
- SMTP support on auth server : wip process for resetting pw
- fix for not being able to click building types from the default construction menu
- lots of bits n pieces for the in-game script editor
- various rendering optimisations, including for landscape quadtree renderer (landscape -> culling mode 1)
- hold button on building buy items screen rather than having to click repeatedly
- added support for the odd quotation marks that morvis likes to use
- wealth changes during bartering now replicated
- $gTaskItems are now only sorted when its a combination task
- updated leave screen.. added buttons, 'return to frontend' option
- fixed .profile timers
- added more autograss scaling types
- changed shadow modes 1,3 (moved old ones to 6,7)
- improved the sun on worlds (lens flare, corona test)


0.67.3

- wip stuff for prize rounds/events system
- few fixes for some graphical issues caused by earlier optimisations
- tidied up the leave screen a bit when theres no hunger thirst or time
- fixed a crash in space when trading then leaving station then clicking
- Whole load of rendering optimisations

18-Aug-2014

0.67.4

- various things for prize round scripting : sysPrizeRoundIsActive, sysPrizeRoundGetEndTime, sysPrizeRoundGetConditionParam  etc
- landing, launch and 'hail ship' sequences
- added *kicktospace [player] command
- moved all the code projects over to vs 2012
- added server log message when a multichar's cash is reset
- moved buttons around on frontend
- new cockpit layout
- expanded the range at which ships land on planets
- work on 'virtual planets' : landing on an unknown planet accesses a locally generated world
- f10 world editor -> Tools -> Items list improvements.. can now edit item name, size and use
- various other world editor improvements (script editor, weapons editor etc)
- bit of tidyin on the town screens
- turned off random rotation for background models
- crow -> wall collisions are activated if any non-zero value is used for wall-crow bounciness
- new map type for custom race checkpoints (they have a height and orientation)
- new world editor button icons
- Added the 'Point Drive'
- Various bits on script entities : adding health, weapon collision, EntityDestroyed event, EntitySetValue replaces individual commands, Control flags : AttackProx,  DieOnTargetDeath, new behaviours
- Tweaked the lighting in the space cockpit
- Added $gPlayerCrowX, $gPlayerCrowY   (World coords)
- adding in the 'add building' option to the world editor
- fix for buildings not rendering sometimes
- added sysSin  and sysCos  ( ANGLE, SCALE )
- ctrl + f2 to hide the console
- fixed the fsaa option
- fixed various memory leaks and speeded up the initialisation time a bit
- ctrl + arrows for views in cockpit
- auto hiding of the console when in first person mouse lock
- first person automatically uses wasd controls when mouse is locked
- *Settings -> vehicles-> cam limit 9 to start the player in first person with mouse locked
- Sped up the texture load processes


Model Converter 2.13

- Fix for model format support of > 21,400 poly models
- added option to turn shadow volumes on/off in model conv
- FBX load support
- poly outlines now show up on models with > 21400 verts
- Export to atm now removes identical vertices automatically
- fix for crash in model load if attempting to load a model with 0 verts


28-Aug-2014

0.67.5

- delallmap command (and the world ed menu options that use it) now replicates out to all clients who see the change immediately
- changed the way *settings -> landscape -> land height scale is interpreted so it makes sense (bigger numbers now mean bigger scale)
- Added a new downloadable texture slot for the autoroad textures
- increased the max player height limit
- changes to the landscape height scale are now actioned immediately on the client
- better view of water at low lods
- buildings/trees etc are now automatically repositioned when landscape height scale is changed
- various space UI rearrangements
- made the explosions nicer if you shoot a space station
- removed space player list if you're the only one in the star system
- configurable colours in namesfile for custom sky, lighting colours etc
- fix for crash clicking the 'target: spacestation / planet' button when no planet is selected.
- fix for the landscape sometimes clipping incorrectly during the hail ship launch sequence
- fix for docking sequence being broken after launching from a planet
- lighting improvements for spaceships
- colour picker in environment editor
- world editor -> environment editor : controls for fog density and lighting brightness
- added *settings -> landscape -> main surface tiling option to control whether the main surface is um tiled or not
- fix for missing grass in first person mode
- various tweaks and improvements for the world editor UI
- first pass stereo rendering
- tidied up the flight controls box a bit
- fix for players disappearing when the tile they're on isnt in view (add a last resort bounds check)
- added object=SMOKE weapon type 
- fixed bug in settings screen where the list wouldnt scroll down when you page down off the bottom of the screen
- fix for mg strobe not activating unless using a hardcoded weapon num or item
- fixed up quadtree landscape render so it uses the low lod mesh if the med res texture isnt yet available. (To avoid the landscape having bit white patches all over the place occasionally).
- Fixed the low and med res sea tile generation to fix big gaps where no sea appears.
- switched autogen texture generation to a separate thread
- fix for lack of formal disconnects from world


0.67.6

-stopped the model & texture previews breaking the download requests by checking for the presence of a file before attempting to load it.
- fixed failure to start an http download causing subsequent download paths to fail
- added distant sea around the valid map area around culling mode 1 maps
- updated station menu icons
- changed the planet landing code so its less likely to land if you're pointing away from the planet center
- fix for possible tex gen thread crash on exit world
- fix for headlights button hover remaining selected
- fix for f-key triggering autopilot when in space station
- tidied up spectator mode in space station
- fixes for various space spectator graphic bits (like station not appearing when speccing someone from afar)
- changed/simplified the sky rendering modes (probably breaks some skies)
- improved the dynamic water reflections (added clip plane)


21-Sep-2014

0.67.7

- moving everything over to use repathed filenames for downloadable content, so that the client doesn't require admin priviledges on windows 7/8
- fix for world staying on init screen if only SYSADMIN is specified in config
- dynamic sea level control through world ed
- hologram screens and drive icons for space cockpit
- fix for vehicles not being stockable
- headlights off by default
- various UI bits on the world ed and environment editor
- added postprocess effects (bloom)
- added frontend option for turning postprocess on/off. Fixed the 'advanced grass' option
- added osd BLINKINGWARNINGTEXT
- text on screen when wasd controls are active
- removed .startrace command (now done through *racestart [player] )
- moved weapon display down when console is hidden
- added script function sysRaceIsActive
- fixed inconsistency where the server would still apply town limits even if there are no towns on the world
- added *setmainmsg [player],text to control the text at the top of the screen ( equivalent to *setmainscore mode 2 but without the values)
- all 3 screens in space cockpit now contain relevant links to the other, old screens
- remapped the F-keys in space to work with the new screen layout
- various rendering optimisations
-  fix for broken shadows on remote player
- optimisation fix for the AutoGrass systems not correctly detected when textures were reused, therefore incorrectly flushing the vert buffer prematurely (Cuts a few ms from the autograss rendering time)
- Fix for missing player labels and 3d text
- restore console when mouselock is removed
- removed the optional destination for new players
- linked in the remote player info stuff on the right hand cockpit screen (wip)
- added check so that models with 'no shadows' global property set do not create shadow volumes


28-Aug-2014

Model Converter 2.15

- fixed bug which meant material assignments were being lost
- added separate verts option to model conv
- auto-optimisation of duplicated verts on export


Buildings Editor 0.67.7

- Fix for some of the edit building checkboxes not clearing


28-Sep-2014

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


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


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


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


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


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)


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


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


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


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


16-Dec-2014

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


0.69.0

- 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

0.69.1

- auto-road tiles now automatically count as no-build zones
- fix for *sendinterior applying to all

0.69.3

- stopped robocrow death cam going underneath landscape
- expanded control via robocrowHeightMode
- added 'set min investment' to building admin screen
- fixed clamping on blur


0.69.4

- 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
releasenotes/2014.txt · Last modified: 2020/03/07 19:12 by mit

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