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Commit 467c2b1

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Merge branch 'development' into FrameMan-Breakdown
2 parents 8f1e5bb + 115dd12 commit 467c2b1

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CHANGELOG.md

Lines changed: 12 additions & 7 deletions
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@@ -10,7 +10,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- Lua binding for `Box::IntersectsBox(otherBox)`, that returns true if 2 boxes intersect.
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- Command line arguments for launching directly into editors using `-editor "EditorName"`.
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- Command line arguments for launching directly into editors using `-editor "EditorName"`.
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Valid editor names are: `ActorEditor`, `GibEditor`, `SceneEditor`, `AreaEditor` and `AssemblyEditor`.
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- Added handling for custom number and string values in INI.
@@ -29,18 +29,19 @@ Valid editor names are: `ActorEditor`, `GibEditor`, `SceneEditor`, `AreaEditor`
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- Major cleanup and reformatting in the `System` folder.
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- Upgraded to new, modern FMOD audio library. Sounds now play in 3D space, so they pan to the left and right, and attenuate automatically based on the player's viewpoint. ([Issue #72](https://github.com/cortex-command-community/Cortex-Command-Community-Project-Source/issues/72))
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- Upgraded to new, modern FMOD audio library. ([Issue #72](https://github.com/cortex-command-community/Cortex-Command-Community-Project-Source/issues/72))
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Sounds now play in 3D space, so they pan to the left and right, and attenuate automatically based on the player's viewpoint.
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- `Sound`s have been renamed to `SoundContainer`s, and are able to handle multiple sounds playing at once. INI definitions have changed accordingly.
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They must be added using `... = SoundContainer`, and individual sounds for them must be added using `AddSound = ContentFile...`
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- `Sound`s have been renamed to `SoundContainer`s, and are able to handle multiple sounds playing at once. INI definitions have changed accordingly.
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They must be added using `... = SoundContainer`, and individual sounds for them must be added using `AddSound = ContentFile...`.
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- Various lua bindings around audio have been upgraded, changed or fixed, giving modders a lot more control over sounds. See documentation for more details.
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- Centered the loading splash screen image when `DisableLoadingScreen` is true.
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- `Box:WithinBox` lua bindings have been renamed.
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`Box:WithinBox` is now `Box:IsWithinBox`.
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`Box:WithinBoxX` is now `Box:IsWithinBoxX`.
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- `Box:WithinBox` lua bindings have been renamed.
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`Box:WithinBox` is now `Box:IsWithinBox`.
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`Box:WithinBoxX` is now `Box:IsWithinBoxX`.
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`Box:WithinBoxY` is now `Box:IsWithinBoxY`.
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- Made `AHuman` show both weapon ammo states when 2 one-handed weapons are equipped.
@@ -55,6 +56,10 @@ They must be added using `... = SoundContainer`, and individual sounds for them
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- Fixed `BG Arm` flailing when reloading one-handed weapon, so shields are no longer so useless.
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- Fixed crash when clearing an already empty preset list in the buy menu.
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- Temporary fix for low mass attachables/emitters being thrown at ridiculous speeds when their parent is gibbed.
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### Removed
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- Removed all Gorilla Audio and SDL Mixer related code and files.

Entities/MOSRotating.cpp

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@@ -1143,8 +1143,9 @@ void MOSRotating::GibThis(Vector impactImpulse, float internalBlast, MovableObje
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// Get handy handle to the object we're putting
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pAttachable = *aItr;
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// TODO: Rework this whole system
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// Generate the velocities procedurally
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velMin = internalBlast / pAttachable->GetMass();
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velMin = internalBlast / (1 + pAttachable->GetMass());
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velRange = 10.0f;
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// Rotational angle velocity

Menus/BuyMenuGUI.cpp

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@@ -1065,7 +1065,7 @@ void BuyMenuGUI::Update()
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{
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if (m_pSaveButton->HasFocus())
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SaveCurrentLoadout();
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else if (m_pClearButton->HasFocus())
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else if (m_pClearButton->HasFocus() && m_Loadouts.size() != 0)
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{
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m_Loadouts.pop_back();
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// Update the list of loadout presets so the removal shows up

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