Version history/3.2: Difference between revisions
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Updated 3.2's changelog.
(Added the changelog for 3.2 as it is.) |
m (Updated 3.2's changelog.) |
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*Added the CVar "blood_fade_usemaxhealth", which scales the intensity of the blood based on the player's max health instead of a hardcoded health of 100, unless the server wants to force max blood on the screen. [Kaminsky] | *Added the CVar "blood_fade_usemaxhealth", which scales the intensity of the blood based on the player's max health instead of a hardcoded health of 100, unless the server wants to force max blood on the screen. [Kaminsky] | ||
*Added the AAPTR_PLAYER_GETCAMERA constant that returns the actor a player is looking from. [Kaminsky] | *Added the AAPTR_PLAYER_GETCAMERA constant that returns the actor a player is looking from. [Kaminsky] | ||
*Added an argument to GAMEEVENT_ACTOR_SPAWNED that indicates if the actor was spawned by the level or not. [Kaminsky] | |||
*Added the dmflag "sv_donthidestats" to show an enemy player's stats. [DoomJoshuaBoy] | |||
*Added a new SelfObituary actor property for when a player kills themselves with an actor. This replaces Skulltag's hardcoded self obituaries for the BFG10K and Grenades. [DrinkyBird] | |||
===Fixes=== | ===Fixes=== | ||
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*The "ready to respawn in..." message now always appears if a player can respawn, which can be disabled with the CVar "r_drawrespawnstring". [Kaminsky] | *The "ready to respawn in..." message now always appears if a player can respawn, which can be disabled with the CVar "r_drawrespawnstring". [Kaminsky] | ||
*Fixed: Player.DamageScreenColor didn't work properly in online games if it used a specific damage type. [Kaminsky] | *Fixed: Player.DamageScreenColor didn't work properly in online games if it used a specific damage type. [Kaminsky] | ||
*Fixed: CCMDs that came after a "wait" CCMD were always flagged as unsafe and couldn't be executed. | *Fixed: CCMDs that came after a "wait" CCMD were always flagged as unsafe and couldn't be executed. | ||
*Fixed: events triggered in the middle of another event could override the result value of the latter. [Kaminsky] | *Fixed: events triggered in the middle of another event could override the result value of the latter. [Kaminsky] | ||
*Fixed: fast projectiles didn't reward players with an accuracy or precision medal. [Kaminsky] | *Fixed: fast projectiles didn't reward players with an accuracy or precision medal. [Kaminsky] | ||
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*Fixed: unlagged would also reconcile for bots, causing them to miss shots in online games. [Kaminsky] | *Fixed: unlagged would also reconcile for bots, causing them to miss shots in online games. [Kaminsky] | ||
*Unlagged now restores a player's old height when reconciling them. [Kaminsky] | *Unlagged now restores a player's old height when reconciling them. [Kaminsky] | ||
*It's now possible to save a crash report using the 64-bit Windows build. | |||
*Fixed: The random class was still selectable in the join menu when NoRandomPlayerClass was enabled in MAPINFO. [DrinkyBird] | |||
*Fixed: when a player joined a new team in online games, the health and armor of their new teammates weren't updated. [Kaminsky] | |||
*Fixed: clients sometimes invalidated "nextmap" or "nextsecret" vote types despite the vote successfully being called on the server's end. [Kaminsky] | |||
*Fixed: A_Saw did not consume ammo properly online. [Kaminsky] | |||
*Fixed: the built-in server browser was broken since 3.1 due to the "unsafe command restart" error. This adds an extra prompt message before the user can join a server. [Kaminsky] | |||
*Fixed: dead players and spectators in the join queue did not respawn at the start of a new wave in survival invasion. [Kaminsky] | |||
*Fixed: The countdown screen in invasion did not show the correct wave after the level changed. [Kaminsky] | |||
*Fixed: trailing color codes weren't being removed properly from chat strings. [Kaminsky] | |||
*sv_hostname is now cleaned up so that any unacceptable characters and trailing crap are removed. [Kaminsky] | |||