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This repository was archived by the owner on Jan 5, 2024. It is now read-only.
Copy file name to clipboardExpand all lines: CHANGELOG.md
+4-2Lines changed: 4 additions & 2 deletions
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@@ -601,8 +601,6 @@ This can be accessed via the new Lua (R/W) `SettingsMan` property `AIUpdateInter
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- New `MovableObject` Lua (R) property `DistanceTravelled` which returns the amount of pixels the object has travelled since its creation.
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- Added `Activity` Lua function `ForceSetTeamAsActive(team)`, which forcefully sets a team as active. Necessary for `Activity`s that don't want to define/show all used teams, but still want `Actor`s of hidden teams to work properly.
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- Added `GameActivity` INI property `DefaultGoldMaxDifficulty`, which lets you specify the default gold when the difficulty slider is maxed out.
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- Added `HDFirearm` Lua (R/W) property `BaseReloadTime` that lets you get and set the `HDFirearm`'s base reload time (i.e. the reload time before it's adjusted for one-handed reloads where appropriate).
@@ -637,6 +635,8 @@ This can be accessed via the new Lua (R/W) `SettingsMan` property `AIUpdateInter
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- Added `Activity` Lua function `GetPlayerController`, which gets you the `Controller` used for GUI stuff and when there's no `Actor` selected in an `Activity`. Be aware, it's very likely possible to cause problems by doing dumb things with this.
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- Added `Leg` Lua (R/W) property `MoveSpeed`, which lets you get and set the `Leg`'s `MoveSpeed` scalar, similar to `Arm`s. 1 means instant movement and 0 means no movement.
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- Added `LuaMan` Lua function `FileExists`, which lets you check whether a specified file exists. Like with `FileOpen`, the file must be inside a folder ending in `.rte`.
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</details>
@@ -861,6 +861,8 @@ This can be accessed via the new Lua (R/W) `SettingsMan` property `AIUpdateInter
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- Changed `LuaMan:FileOpen` access modes so it only allows `"r", "r+", "w", "w+", "a", "a+"`, i.e. specifying type (text, binary) is not supported. See [this reference page](https://cplusplus.com/reference/cstdio/fopen) for details on the access modes.
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- Moved `FlashWhite` function from `Actor` to `MOSRotating`.
// Note: For some reason the ordering of the attachables list can get messed up. The most important thing here is that the FGArm is on top of everything else.
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if (m_pHead && m_pHead->IsDrawnAfterParent()) { m_pHead->Draw(pTargetBitmap, targetPos, realMode, onlyPhysical); }
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if (m_pFGArm) { m_pFGArm->Draw(pTargetBitmap, targetPos, realMode, onlyPhysical); }
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