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Copy file name to clipboardExpand all lines: CHANGELOG.md
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@@ -60,7 +60,33 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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New `SoundContainer` INI and Lua (R/W) property `BusRouting`, which denotes which bus the SoundContainer routes to. Available busses: `SFX, UI, Music`. Defaults to `SFX`.
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`Enum` binding for `SoundContainer.BusRouting`: `SFX = 0, UI = 1, MUSIC = 2`.
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New `SoundContainer` INI and Lua (R/W) property `PanningStrengthMultiplier`, which will multiply the strength of 3D panning. This can be used to achieve for example a psuedo-Immobile effect where attenuation effects are still applied but the sound does not move from the center. Recommended to keep between 0.0 and 1.0.
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New `SoundContainer` INI and Lua (R/W) property `CustomPanValue`, which hard-overrides the panning of a sound. Clamped between -1 and 1 for left and right panning. 0 disables the override and will re-enable default behavior. This should probably only be used on Immobile sounds, but it can be used on any sound. No guarantees.
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New `SoundContainer` INI and Lua (R/W) property `CustomPanValue`, which hard-overrides the panning of a sound. Clamped between -1 and 1 for left and right panning. 0 disables the override and will re-enable default behavior. This should probably only be used on Immobile sounds, but it can be used on any sound.
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- Many new sounds added to the game.
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Browncoats have gotten a full sound revamp for everything except their actors. Every item now has its own custom sounds.
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Most base explosions and Riot Shield sounds have been redone.
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- New delivery system, Buy Doors:
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Buy doors are customizable inert background objects that can take orders either via Lua messages or by using the pie menu near them.
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Using them via the pie menu will order your current buy menu catalogue.
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- Capturable Framework, which is a very customizable object that can be captured by teams and send out Lua messages as it does so. Should be extremely useful to make new forms of activities.
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- Item Dispenser object which dispenses items via the pie menu in a customizable way.
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- Timed capturing docks for rockets and dropships, which are nifty on their own but shine when used with the DockingHandler to have AI use them.
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- A whole suite of Lua frameworks for activities:
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BuyDoorHandler, which has a few utility functions to use buy doors at the activity-level easier.
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DeliveryCreationHandler, which standardizes creating squads of actors and their equipment.
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DockingHandler, which handles craft docking using the new docks.
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HUDHandler, which provides functions for displaying listed objectives, panning the camera, and other camera-related utilities.
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SaveLoadHandler, which can serialize tables and also handle saving and loading tricky things like MOs.
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TacticsHandler, which is a framework to add tasks and squads and have those squads go around doing tasks without further input.
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- Two minor utility scripts:
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MOUtility, which currently has functions to smartly set MOs to be unhittable or to freeze actor HP.
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ParticleUtility, which currently has a directional smoke FX creation function.
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- Tracy profiler integration.
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You can now attach Tracy to builds of the game and see profiling information about various zones and how long they take.
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- New `HDFirearm` INI and Lua (R/W) property `ReloadEndOffset`, to define how many milliseconds prior to the reload being complete that the `ReloadEndSound` should play. Defaults to -1, which means the game will automatically calculate so that the middle of the sound is aligned with the reload completing.
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- New `Actor` INI and Lua (R/W) property `PainThreshold`, which determines how much damage this actor must take in a frame to play their `PainSound`. This can be set to 0 to never manually play the sound. Defaults to 15.
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- New `Actor` INI and Lua (R/W) property `PainThreshold`, which determines how much damage this actor must take in a frame to play their `PainSound`. This can be set to 0 to never play the sound. Defaults to 15.
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- New `AHuman` INI and Lua (R/W) property `MaxWalkPathCrouchShift`, which determines how much the actor will automatically duck down to avoid low ceilings above them. This can be set to 0 to never duck. Defaults to 6.
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@@ -134,6 +160,12 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- New `SceneMan` Lua function `CastTerrainPenetrationRay(Vector start, Vector ray, Vector endPos, int strengthLimit, int skip)`, which adds up the material strength of the terrain pixels encountered along the way, and stops when the accumulated value meets or exceeds `strengthLimit`. `endPos` is filled out with the ending position of the ray, returns `true` or `false` depending on whether the ray was stopped early or not.
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- Two new stronger doors to use in bunkers, the Blast Door and the Vault Door.
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- Three new Browncoat items have been added: a shield with reactive explosive armor, a revolver, and a close-range incendiary battle rifle.
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- AI idle aim timer (the time the AI stops after aiming fully up or fully down in sentry mode) is now customizable using a custom number value for ACrabs. Use it to make your turrets less spastic.
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</details>
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<details><summary><b>Changed</b></summary>
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-`SceneMan` Lua function `DislodgePixel()` now optionally accepts a third boolean argument to delete the found pixel immediately. Format is `DislodgePixel(int posX, int posY, bool deletePixel)`. `DislodgePixel()` now also automatically accounts for scene wrapping.
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- MuzzleSmoke.lua now uses the new ParticleUtility directional smoke function for a more interesting effect.
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</details>
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<details><summary><b>Fixed</b></summary>
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- Fixed a crash that could occur when scripted objects were deleted, particularly when switching scene.
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- Fixed underperforming fire weaponry. It wasn't sticking to Attachables and as such would only very rarely do damage-over-time.
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- Fixed dropships using absolute positions to calculate their delivery waypoint, resulting in them moving weirdly.
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