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Update CHANGELOG.md
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CHANGELOG.md

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@@ -6,49 +6,87 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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## [Unreleased]
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## [0.0.1] - 2020-01-27
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## [0.0.1.0] - 2020-01-27
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### Added
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- You can now run the game with command line parameters, including `-h` to see help and `-c` to send ingame console input to cout
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- `MOSprite` now has the `FlipFactor` property that returns -1 if the sprite is flipped and 1 if it's not
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- `TDExplosive` now has the `IsAnimatedManually` property that lets modders set its frames manually through lua
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- You can now add `AEmitters` to `MOSRotatings` and have them function similarly to attachables.
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Addition: `parent:AddEmitter(emitterToAdd)` or `parent:AddEmitter(emitterToAdd, parentOffsetVector)`
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Removal: `parent:RemoveEmitter(emitterToRemove)` or `parent:RemoveEmitter(uniqueIdOfEmitterToRemove)`
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- You can now run the game with command line parameters, including `-h` to see help and `-c` to send ingame console input to cout.
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- `MOSprite` now has the `FlipFactor` property that returns -1 if the sprite is flipped and 1 if it's not.
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Using any `nugNum` calculations based on `HFlipped` is now considered criminal activity.
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- `TDExplosive` now has the `IsAnimatedManually` property that lets modders set its frames manually through lua.
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- You can now add `AEmitters` to `MOSRotating` and have them function similarly to attachables.
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**Addition:** `parent:AddEmitter(emitterToAdd)` or `parent:AddEmitter(emitterToAdd, parentOffsetVector)`
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**Removal:** `parent:RemoveEmitter(emitterToRemove)` or `parent:RemoveEmitter(uniqueIdOfEmitterToRemove)`
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- Attachables can now collide with terrain when attached.
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Check value: `attachable.IsCollidingWithTerrainWhileAttached`
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Manipulate value: `attachable:EnableTerrainCollisions(trueOrFalse)`
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- Actor DeathSound is now accessible to lua using `Actor.DeathSound = "string pathToNewFile"`
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- AHuman Feet are now accessible to lua using `AHuman.FGFoot` and `AHuman.BGFoot`. Interaction with them may be wonky.
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**INI property:** `CollidesWithTerrainWhenAttached = 0/1`
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**Check value:** `attachable.IsCollidingWithTerrainWhileAttached`
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**Manipulate function:** `attachable:EnableTerrainCollisions(trueOrFalse)`
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Collisions can be manipulated only if the attachable was set to `CollidesWithTerrainWhenAttached = 1` in ini.
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- `Actor.DeathSound` is now accessible to lua using `Actor.DeathSound = "string pathToNewFile"` or `Actor.DeathSound = nil` for no DeathSound.
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- `AHuman` Feet are now accessible to lua using `AHuman.FGFoot` and `AHuman.BGFoot`. Interaction with them may be wonky.
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- Streamlined debug process and requirements so old Visual C++ Express edition is no longer needed for debugging.
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- Added minimal debug configuration for quicker debug builds without visualization.
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### Changed
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- `AimRange` is now split into `UpperLimit` and `LowerLimit`, allowing asymmetric ranges, and allowing crabs' aiming to work with their rotation.
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- Objective arrows and Delivery arrows are now colour co-ordinated to match their teams, instead of being only green or red.
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- `BuyMenu` Bombs tab will now show all `ThrownDevices` instead of just `TDExplosives`
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- The list of an `MOSRotating's` attchables (`mosr.Attachables`) now includes hardcoded attachables like dropship engines, legs, etc.
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- `ACrab` aim limits now adjust to crab body rotation.
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- `ACrab.AimRange` can now be split into `AimRangeUpperLimit` and `AimRangeLowerLimit`, allowing asymmetric ranges.
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- Objective arrows and Delivery arrows are now color co-ordinated to match their teams, instead of being only green or red.
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- BuyMenu `Bombs` tab will now show all `ThrownDevices` instead of just `TDExplosives`.
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- The list of `MOSRotating` attchables (`mosr.Attachables`) now includes hardcoded attachables like dropship engines, legs, etc.
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- Attachable lua manipulation has been significantly revamped. The old method of doing `attachable:Attach(parent)` has been replaced with the following:
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Addition: `parent:AddAttachable(attachableToAdd)` or `parent:AddAttachable(attachableToAdd, parentOffsetVector)`
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Removal: `parent:RemoveAttachable(attachableToRemove)` or `parent:RemoveAttachable(uniqueIdOfAttachableToRemove)`
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- Wounds have been separated internally from emitter attachables. They can now be added with `parent:AddWound(woundEmitterToAdd)`. Removing wounds remains the same as before.
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**Addition:** `parent:AddAttachable(attachableToAdd)` or `parent:AddAttachable(attachableToAdd, parentOffsetVector)`
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**Removal:** `parent:RemoveAttachable(attachableToRemove)` or `parent:RemoveAttachable(uniqueIdOfAttachableToRemove)`
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- Wounds have been separated internally from emitter attachables.
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They can now be added with `parent:AddWound(woundEmitterToAdd)`.
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Removing wounds remains the same as before.
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- Built-in Actor angular velocity reduction on death has been lessened.
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### Removed
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- All licensing-related code has been removed since it's no longer needed
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- Wounds can no longer be added via ini, as used to be doable buggily through ini `AddEmitter`
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- All usage of the outdated Slick Profiler has been removed
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- All licensing-related code has been removed since it's no longer needed.
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- Wounds can no longer be added via ini, as used to be doable buggily through ini `AddEmitter`.
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- All usage of the outdated Slick Profiler has been removed.
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- `TDExplosive.ParticleNumberToAdd` property has been removed.
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### Fixed
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- SFX slider now works properly
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- BGM now loops properly
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- Sound pitching now respects sounds that are not supposed to be affected by pitch
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- Using `actor:Clone()` now works properly, there are no longer issues with controlling/selecting cloned actors
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- TDExplosive ActivatesWhenReleased now works properly
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- Various bug fixed related to all the Attachable and Emitter changes, so they can now me affected reliably and safely with lua
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- Various minor other things that have gotten lost in the shuffle
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- SFX slider now works properly.
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- BGM now loops properly.
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- Sound pitching now respects sounds that are not supposed to be affected by pitch.
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- Using `actor:Clone()` now works properly, there are no longer issues with controlling/selecting cloned actors.
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- `TDExplosive.ActivatesWhenReleased` now works properly.
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- Various bug fixed related to all the Attachable and Emitter changes, so they can now me affected reliably and safely with lua.
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- Various minor other things that have gotten lost in the shuffle.
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***
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Note: For a log of changes made prior to the commencement of the open source community project, look [here.](https://github.com/cortex-command-community/Cortex-Command-Community-Project-Source/wiki/Previous-Closed-Source-Changelog)
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[unreleased]: https://github.com/cortex-command-community/Cortex-Command-Community-Project-Source/compare/master...cortex-command-community:development
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[0.0.1]: https://github.com/cortex-command-community/Cortex-Command-Community-Project-Source/releases/tag/v0.0.1
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[0.0.1.0]: https://github.com/cortex-command-community/Cortex-Command-Community-Project-Source/releases/tag/v0.0.1

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