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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
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@@ -216,7 +216,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- New `ACraft` INI and Lua (R/W) property `ScuttleOnDeath` which can be used to disable the automatic self-destruct sequence when the craft's health drops down to zero.
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- New `Settings.ini` property `UnheldItemsHUDDisplayRange = numPixels` that hides the HUD of stranded items at a set distance. Default is 500 (25 meters).
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Value of -1 or anything below means all HUDs will be hidden and the only indication an item can be picked up will be on the Actor's HUD when standing on top of it.
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Value of -1 or anything below means all HUDs will be hidden and the only indication an item can be picked up will be on the `Actor`'s HUD when standing on top of it.
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Value of 0 means there is no range limit and all items on Scene will display the pick-up HUD.
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Valid range values are 1-1000, anything above will be considered as no range limit.
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@@ -227,10 +227,71 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- New `Settings.ini` property `SimplifiedCollisionDetection = 0/1` to enable more performant but less accurate MO collision detection (previously `PreciseCollisions = 0`). Disabled by default.
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- New INI property `BuyableMode` to specify in which buy lists a `Buyable = 1` item should appear in.
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`BuyableMode = 0 // No restrictions` - item will appear in both lists as usual. Default value, does not need to be explicitly specified.
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`BuyableMode = 1 // BuyMenu only` - item will not appear in any group in the object picker during the editing phase, but will be available to purchase from the buy menu.
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`BuyableMode = 2 // ObjectPicker only` - item will not appear in any tab in the buy menu when making an order, but will be available for placement from the object picker during editing phase.
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- New `MovableMan` Lua function `KillAllTeamActors`, which kills all `Actor`s on the given `Team`.
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- New `ACRocket` INI property `MaxGimbalAngle`, which enables automatic stabilization via tilting of the main engine.
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- Added Lua bindings for `scene.Areas` and `area.Boxes` that you can iterate through to get all the `Areas` in a `Scene` and all the `Boxes` in an `Area`.
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- Added `Area` Lua function `area:RemoveBox(boxToRemove)` which removes the given `Box` from the `Area`. Note that this removal is done by comparing the `Box`'s `Corner`, `Width` and `Height`, so you're actually removing the first `Box` that matches the passed-in boxToRemove.
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- Added Lua binding for `AudioMan:StopMusic()`, which stops all playing music. `AudioMan:StopAll()` used to do this, but now it actually stops all sounds and music.
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- New `Actor` Lua (R) property `SharpAimProgress`, which returns the current sharp-aiming progress as a scalar from 0 to 1.
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- New `HeldDevice` Lua (R/W) property `Supported`, which indicates whether or not the device is currently being supported by a background hand.
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- New `HeldDevice` Lua function `IsEmpty`, which indicates whether the device is devoid of ammo. Can be used to skip an extra step to check for a `Magazine`. Will always return `false` for non-`HDFirearm` devices.
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- New `SoundContainer` INI and Lua (R/W) property `PitchVariation`, which can be used to randomize the pitch of the sounds being played.
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- New `AHuman` and `ACrab` INI and Lua (R/W) property `JetReplenishRate`, which determines how fast jump time (i.e. jetpack fuel) is replenished during downtime.
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- Added `Entity` Lua function `entity:RemoveFromGroup(groupToRemoveFrom)` which removes the given group from the `Entity`. The reverse of `AddToGroup`.
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- New `AHuman` Lua functions `GetWalkAngle(layer)` and `SetWalkAngle(layer, angle)`, which can be used to read and override walk path rotation of both Legs/Layers respectively. Note that the walk path rotation is automatically updated on each step to match the curvature of the terrain, so this value resets every update.
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- New `AHuman` INI and Lua (R/W) property `ArmSwingRate`, which now controls the arms' walking animation, according to each arm's `IdleOffset`. `1` is the default value, `0` means that the arms stay still.
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- New `Attachable` Lua (R) property `JointPos`, which gets the position of the object's joint in scene coordinates.
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- New `AHuman` Lua (R) property `IsClimbing`, which indicates whether the actor is currently climbing using either of the arms.
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- New `AHuman` Lua functions `UnequipFGArm()` and `UnequipArms()` which unequip the currently held item(s) and put them into the actor's inventory.
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- You can now execute multiple copies of your delivery order by holding UP or DOWN while choosing the landing zone.
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- New `MOSprite` INI property `IconFile`, which can be used to define a separate sprite to be displayed in GUI elements, such as the Buy Menu.
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Defined similarly to `SpriteFile`, i.e. `IconFile = ContentFile` followed up by a `FilePath` to the sprite.
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- New `MOSprite` Lua functions `GetIconWidth()` and `GetIconHeight()` which return the dimensions of its GUI representation.
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- New `PrimitiveMan` Lua functions `DrawIconPrimitive(player, pos, entity)` and `DrawIconPrimitive(pos, entity)` which can be used to draw the GUI representation of the passed in entity.
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- New `AEmitter` and `PEmitter` Lua (R) property `ThrottleFactor`, which gets the throttle strength as a multiplier value that factors in either the positive or negative throttle multiplier according to throttle.
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- New `AHuman` Lua (R) property `EquippedMass`, which returns the total mass of any `HeldDevice`s currently equipped by the actor.
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- New Settings.ini flag `UseExperimentalMultiplayerSpeedBoosts = 1/0`. When turned on, it will use some code that **may** speed up multiplayer.
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</details>
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<details><summary><b>Changed</b></summary>
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-`ACrab` actors will now default to showing their `Turret` sprite as their GUI icon. If no turret is defined, the `ACrab`'s own sprite will be used.
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In a similar fashion, `AHuman` will now default to its torso sprite as its GUI representation if no `Head` has somehow been defined.
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-`ThrownDevice`s will now use `StanceOffset`, `SharpStanceOffset` and `SupportOffset` in the same way as any other `HeldDevice`. In addition, `EndThrowOffset` will be used to set the BG hand position while sharp aiming or throwing.
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-`AHuman` throwing angle will no longer be affected by the rotation of the body.
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- Exposed `MovableObject` property `RestThreshold` to Lua (R/W).
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-`ACRocket`s can now function without a full set of thrusters. This also means that "Null Emitter" thrusters are no longer required for rockets.
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- Changed `MOSprite` property `SpriteAnimMode``Enum``LOOPWHENMOVING` to `LOOPWHENACTIVE` as it also describes active devices.
@@ -271,7 +332,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- Recoil when firing weapons now affects sharp aim.
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- The third argument for `distance` to be filled out in `MovableMan:GetClosestActor()` is now a`Vector` rather than `float`.
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- The distance arguments for `MovableMan` functions `GetClosestActor` and `GetClosestTeamActor` are now of type`Vector` rather than `float`.
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- File paths in INIs are now case sensitive.
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@@ -435,6 +496,8 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- Console error spam will no longer cripple performance over time.
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-`AudioMan:StopAll()` now actually stops all sounds, instead of just stopping music.
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- Fixed incorrect mouse bounds during splitscreen when the mouse player was not Player 1.
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