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This repository was archived by the owner on Jan 5, 2024. It is now read-only.
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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