New Build (2011-03-28)
Posted: Tue Mar 29, 2011 3:49 am
This build features a bunch rollbacks and regression fixes, but plenty of new things too.
Downloads:
Executable
Program Database (Optional)
Changes:
* Properly set damage dmg_player flag
- This should fix the target hit indicator
* Updated Craft rotation caused by ordnance impact
- Original way: no scaling
- Previous way: scale by (5 * 5) / (radius * radius)
- Current way: scale by 5 / radius
- This reduces spin on large units, but by less than before
* Silo and Producer drop excess scrap when they explode
- This keeps scrap in the world instead of letting it evaporate
* Fixed some effect list overflows when in the MP escape screen
- This was mostly harmless but spammed trace messages in debug
* Destroying a team-affiliated building counts as a kill
* Restored original death threshold behavior
- Objects die when their health is negative (not zero)
* Added a "remote" flag to the damage structure
* Restored the 7/6 damage scale for remote damage
* Fixed collision damage setting perceived team
- This fixes the player blowing their cover when bumping into things
- This got changed by accident as part of another change
* Fixed some Ordnance collision problems
- Bullet collision handles some edge cases better
- Bullet collision gets the surface normal from what it hits
- Ornance hit takes that surface normal as a parameter
- BounceBomb uses that surface normal to bounce
- This fixes MDM and Splinter (not) bouncing
* Fixed a crash in InitSpecial if UnitTask had no valid target
* Checked in some changes that were in the previously-released build
- Added a safety check when reading vehicle list data
- Added support for wildcards in MakeZFS
- /startedit implies /edit
* Experimental: fixed switching to windowed mode when starting in full-screen
Downloads:
Executable
Program Database (Optional)
Changes:
* Properly set damage dmg_player flag
- This should fix the target hit indicator
* Updated Craft rotation caused by ordnance impact
- Original way: no scaling
- Previous way: scale by (5 * 5) / (radius * radius)
- Current way: scale by 5 / radius
- This reduces spin on large units, but by less than before
* Silo and Producer drop excess scrap when they explode
- This keeps scrap in the world instead of letting it evaporate
* Fixed some effect list overflows when in the MP escape screen
- This was mostly harmless but spammed trace messages in debug
* Destroying a team-affiliated building counts as a kill
* Restored original death threshold behavior
- Objects die when their health is negative (not zero)
* Added a "remote" flag to the damage structure
* Restored the 7/6 damage scale for remote damage
* Fixed collision damage setting perceived team
- This fixes the player blowing their cover when bumping into things
- This got changed by accident as part of another change
* Fixed some Ordnance collision problems
- Bullet collision handles some edge cases better
- Bullet collision gets the surface normal from what it hits
- Ornance hit takes that surface normal as a parameter
- BounceBomb uses that surface normal to bounce
- This fixes MDM and Splinter (not) bouncing
* Fixed a crash in InitSpecial if UnitTask had no valid target
* Checked in some changes that were in the previously-released build
- Added a safety check when reading vehicle list data
- Added support for wildcards in MakeZFS
- /startedit implies /edit
* Experimental: fixed switching to windowed mode when starting in full-screen