New Build (2011-09-20) - Quick Fix
Posted: Wed Sep 21, 2011 4:12 am
I still need to figure out the randomly-spawning objects but this should fix the Comet/WASP problem.
Downloads:
Testing Executable and Symbols (now packaged together)
Assets haven't changed since 2011-09-03
What's New (2011-09-18)
* Fixed Person sticking around briefly after entering a vehicle
- It waits only until it gets sent in multiplayer (usually the next frame)
- It vanishes instantly in single-player
- It previously used a fixed 0.1-second timer in both single- and multiplayer
* Disable "Pick Me Up" command for unpiloted (robotic) vehicles
- The player can never enter those vehicles so it was misleading
- This is mostly useful for modders (hi, Zeno!)
* Added sanity checks to Craft to catch some of the out-of-world crashes
- If the position is invalid (NaN), teleport to the center of the map
- If the position is outside the world, teleport to the edge of the map
- If the velocity is invalid (NaN), set to zero
- If the velocity is higher than 1000 m/s, clamp it to that value
- TO DO: figure out why units sometimes leave the world in multiplayer
* Fixed floating-point exception sometimes happening when a player leaves
- Some kinds of object state packets had uninitialized (garbage) time stamp values
- Receivers got a floating-point exception if the value happened to be NaN
* Reverted some of the changes to shell stop-game handling
- Recent changes may have caused some of the post-game problems
* (Re)fixed players returning to simulation after being disconnected
- It now uses SetRunnning(RUN_WAS_QUIT) to stop the simulation directly
* Fixed the "you won" message not appearing for a sync-on strategy game
* Keep simulation running after defeat in strategic multiplayer
- The player's base and units remain functional until the player leaves the game
- This is how 1.4 worked
* Reduce the send priority of empty, stationary hover vehicles
- This works similarly to a deployed Producer
* Remote powerups explode on death
- This uses logic very similar to Person
What's New (2011-09-20)
* Fixed remote Torpedo spawning a swarm of copies when destroyed
* Don't print death notices for non-player-owned buildings and units
* Fixed potentially uninitialized stuck state values in RecycleTask
Downloads:
Testing Executable and Symbols (now packaged together)
Assets haven't changed since 2011-09-03
What's New (2011-09-18)
* Fixed Person sticking around briefly after entering a vehicle
- It waits only until it gets sent in multiplayer (usually the next frame)
- It vanishes instantly in single-player
- It previously used a fixed 0.1-second timer in both single- and multiplayer
* Disable "Pick Me Up" command for unpiloted (robotic) vehicles
- The player can never enter those vehicles so it was misleading
- This is mostly useful for modders (hi, Zeno!)
* Added sanity checks to Craft to catch some of the out-of-world crashes
- If the position is invalid (NaN), teleport to the center of the map
- If the position is outside the world, teleport to the edge of the map
- If the velocity is invalid (NaN), set to zero
- If the velocity is higher than 1000 m/s, clamp it to that value
- TO DO: figure out why units sometimes leave the world in multiplayer
* Fixed floating-point exception sometimes happening when a player leaves
- Some kinds of object state packets had uninitialized (garbage) time stamp values
- Receivers got a floating-point exception if the value happened to be NaN
* Reverted some of the changes to shell stop-game handling
- Recent changes may have caused some of the post-game problems
* (Re)fixed players returning to simulation after being disconnected
- It now uses SetRunnning(RUN_WAS_QUIT) to stop the simulation directly
* Fixed the "you won" message not appearing for a sync-on strategy game
* Keep simulation running after defeat in strategic multiplayer
- The player's base and units remain functional until the player leaves the game
- This is how 1.4 worked
* Reduce the send priority of empty, stationary hover vehicles
- This works similarly to a deployed Producer
* Remote powerups explode on death
- This uses logic very similar to Person
What's New (2011-09-20)
* Fixed remote Torpedo spawning a swarm of copies when destroyed
* Don't print death notices for non-player-owned buildings and units
* Fixed potentially uninitialized stuck state values in RecycleTask