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Copy file name to clipboardExpand all lines: CHANGELOG.md
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@@ -16,6 +16,16 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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New `Actor` Lua property `JumpHeight` (R) to estimate the jump height of the actor (in metres), based on the actor's jetpack and weight. Actors without a jetpack return 0.
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The new function `GetPathFindingFlyingJumpHeight()` can be used to get a jumpHeight that allows flying (i.e infinite jump height). This is also the value that `ACRocket`s and `ACDropships` return for `JumpHeight`.
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- Improved locomotion.
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Added the ability to run. When running, you cannot sharpaim whatsoever.
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Added the ability to manually crouch. When crouching, your sharpaim distance is slightly increased.
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Players on PC can enable running by holding the shift key, or crouch by holding control. Players using the arrow keys can use right ctrl/shift. Controllers can run by clicking in the left stick, or crouch by holding the left stick down. Prone on controllers is now performed by clicking in the right stick. SNES/d-pad controllers run using the right bumper.
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Prone input now immediately throws you to the ground instead of crouching first.
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Added new `MovementState` type `RUN` for scripts.
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Added new `Controller` state `WALKCROUCH` for crouching, and `PRONE` for prone. The existing `CROUCH` state has been deprecated, as it referred to PRONE.
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Added new `Actor` INI and Lua (R/W) property `CanRun` which denotes whether the Actor can run or not.
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Added new `Actor` INI and Lua (R/W) property `CrouchWalkSpeedMultiplier` which is a walking speed multiplier when at max crouch amount.
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- New music system, including a dynamic horizontal sequencing system, under the new music manager `MusicMan`.
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`PlayDynamicSong(string songName, string songSectionName, bool playImmediately, bool playTransition, bool smoothFade)` to play a new DynamicSong.
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`SetNextDynamicSongSection(string songSectionName, bool playImmediately, bool playTransition, bool smoothFade)` to queue a new DynamicSongSection for the currently playing song.
@@ -31,19 +41,22 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- New `SoundContainer` features.
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Lua property `Paused` (R/W) to pause or unpause all sounds of a SoundContainer. Newly played sounds will not begin playback until unpaused.
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Lua function `GetAudibleVolume` to get the real audible volume of a SoundContainer's sounds as a float from 0 to 1. This accounts for literally everything, including game volume.
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- New `LimbPath` features.
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New `LimbPath` INI and Lua (R/W) property `BaseTravelSpeedMultiplier` which is a multiplier on the TravelSpeed of that LimbPath, on top of any other gameplay multipliers like from crouching.
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New `LimbPath` INI and Lua (R/W) property `BaseScaleMultiplier`, which is a vector. This will scale the X/Y axes of the limbpath accordingly, allowing for easily adjusting limbpaths to differently sized actors, on top of any other gameplay multipliers like from running.
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New `LimbPath` INI property `SegmentEndedThreshold`, which defines the distance the limb must be from the end of the segment before it's considered complete. This defaults to 2.5.
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Exposed `LimbPath` properties `TravelSpeed` and `PushForce` to Lua (R/W).
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- New `AEmitter` and `PEmitter` INI and Lua (R/W) property `PlayBurstSound` which denotes whether the BurstSound should play when appropriate. This should not be confused for a trigger - it's just a enable/disable toggle to avoid having to remove and add BurstSound altogether.
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- Allow lua scripts to use LuaJIT's BitOp module (see https://bitop.luajit.org/api.html)
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</details>
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<details><summary><b>Changed</b></summary>
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- Conquest activities will once again fall-back to using base dropships and rockets if a random selection of the selected tech's craft can't find one capable of carrying passengers and/or cargo.
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- All music-related functionality from AudioMan has been removed due to the addition of the MusicMan. Generic DynamicSongs have been put in to use instead.
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Mod activities that used to queue up all the vanilla music should now instead call, for example, `MusicMan:PlayDynamicSong("Generic Battle Music")`
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- Improved navigation, making running and fast walkpaths much more consistent.
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- Increased fog-of-war resolution in all vanilla activities, and conquest, from 20x20 to 4x4.
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The Ronin Scrambler, the basic scanner, and `SceneMan:CastUnseenRay` have been changed to accomodate fog-of-war resolutions as fine as 1x1 and as course as 20x20.
@@ -52,12 +65,24 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- All vanilla scenario activities have had their settings polished, respecting settings which make sense and disabling settings which don't.
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You can now have fog of war in the test scene, and can no longer require path to orbit in Zero-G Diggers-Only One Man Army.
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-The Signal Hunt activity no longer has a preview image, as it was not formatted correctly and spoiled the interior structure of the cave.
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-Conquest activities will once again fall-back to using base dropships and rockets if a random selection of the selected tech's craft can't find one capable of carrying passengers and/or cargo.
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-`MovableMan:OpenAllDoors()`, when passed `NOTEAM`, will now open/close doors specifically for `NOTEAM` (instead of all doors).
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- MOs now only play the BurstSound of the first Wound they receive in a frame, which not only solves audio spam during e.g. explosions but also preserves intended audio when firing guns with a high ParticleCount at them.
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- Changed how Get and SetLimbPathSpeed/PushForce work for `AHuman` and `ACrab`. The functions are as following:
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`GetLimbPathSpeed` has been renamed to `GetLimbPathTravelSpeed`.
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`SetLimbPathSpeed` has been renamed to `SetLimbPathTravelSpeed`.
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`GetLimbPathTravelSpeed(Actor.MovementState)` returns the FG/left side (for crabs) limb path travel speed for that specific movement state, instead of being hardcoded to walking only.
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`SetLimbPathTravelSpeed(Actor.MovementState, float newValue)` sets the travel speed for all layers and sides of any particular movement state's limb paths, instead of being hardcoded to walking only.
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`GetLimbPathPushForce(Actor.MovementState)` returns the FG/left side (for crabs) limb path push force for that specific movement state, instead of being hardcoded to walking only.
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`SetLimbPathPushForce(Actor.MovementState, float newValue)` sets the push force for all layers and sides of any particular movement state's limb paths, instead of being hardcoded to walking only.
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- The `LimbPath` property `NormalTravelSpeed` has been renamed to just `TravelSpeed`.
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- Almost all ctrl+* special inputs functionality (i.e restarting activity, world dumps, showing performance stats) are now mapped to right alt, to not interfere with default crouching inputs. The only exception is ctrl+arrow keys for changing console size.
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</details>
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<details><summary><b>Fixed</b></summary>
@@ -72,6 +97,21 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- Fixed a bug in Harvester and Massacre where setting deploy units would auto-assign units of the wrong tech.
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- Fixed an issue where an `Actor`'s MovementState wasn't correctly accessible from script.
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</details>
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<details><summary><b>Removed</b></summary>
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- All music-related functionality from AudioMan has been removed due to the addition of the MusicMan. Generic DynamicSongs have been put in to use instead.
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Mod activities that used to queue up all the vanilla music should now instead call, for example, `MusicMan:PlayDynamicSong("Generic Battle Music")`
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- The Signal Hunt activity no longer has a preview image, as it was not formatted correctly and spoiled the interior structure of the cave.
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- Removed `AHuman` property `MaxCrouchRotation`. `CrouchRotAngleTarget` is now used instead.
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- Deprecated `LimbPath` properties `SlowTravelSpeed`, `NormalTravelSpeed` and `FastTravelSpeed`. For the sake of backwards compatibility they will not crash the game and `NormalTravelSpeed` is a valid synonym for the new `TravelSpeed`.
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