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1.4_engine_changelog

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Aug 3rd, 2016
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  1. = Fix to static renderer for errors with incorrect 'default' shader
  2. = Fix third person camera
  3. = Fix PVS Studio Warnings
  4.  
  5. + Add new game_object exports:
  6. ;Anything
  7. u32 get_spatial_type() -- get alife object flags
  8. set_spatial_type(u32) -- set alife object flags
  9. iterate_feel_touch(funct) -- ex. obj:iterate_feel_touch(func) [passes ID as param to a given lua function]
  10.  
  11. ;InventoryItem only
  12. set_weight(float) -- sets inventory weight
  13. use(game_object) -- Allows to force use an object if passed obj is the actor. ex. item:use(db.actor)
  14.  
  15. ;Actor only
  16. start_trade(game_object) -- initiates trade with actor
  17. start_upgrade(game_object) -- initiates upgrade screen with actor
  18. set_character_icon(texture_name)
  19.  
  20. ;Weapons only
  21. u8 get_ammo_type()
  22. set_ammo_type(u8 ammo_type)
  23. get_ammo_count_for_type(u8 ammo_type)
  24. has_ammo_type(u8 ammo_type)
  25. get_weapon_substate()
  26. get_main_weapon_type() -- deals with ef_main_weapon_type
  27. set_main_weapon_type(u16 type)
  28. get_weapon_type() -- deals with ef_weapon_type
  29. set_weapon_type(u16 type)
  30.  
  31. ;Anomaly only
  32. set_restrictor_type(u8)
  33. u8 get_restrictor_type()
  34. --[[ Restrictor Types
  35. eDefaultRestrictorTypeNone = u8(0),
  36. eDefaultRestrictorTypeOut = u8(1),
  37. eDefaultRestrictorTypeIn = u8(2),
  38. eRestrictorTypeNone = u8(3),
  39. eRestrictorTypeIn = u8(4),
  40. eRestrictorTypeOut = u8(5),
  41. --]]
  42. + Added class export CActorMenu to lua
  43. + Added lua function call to level_input.script for level_input.on_key_press(key,bind). This allows for overriding engine keybinds like quicksave and quickload to be done in lua
  44. + Added lua function calls for icon drag&drop in actor menu: actor_menu_inventory.CUIActorMenu_OnItemDropped. Passes the item.
  45. + Added lua function calls for item hover (focus) in actor menu: actor_menu_inventory.CUIActorMenu_OnItemFocusReceive, actor_menu_inventory.CUIActorMenu_OnItemFocusLost and
  46. + Added lua function call for best_weapon (requires ai_stalker.script with update_best_weapon function. Passes npc,cur_wpn)
  47. + Added lua function call for _G.CActor__BeforeHitCallback(actor,hit,bone_id). Can edit hit properties before hit actually occurs, like reducing or increasing hit.power, hit.impulse, hit.direction, hit.type. If the function returns false then hit is ignored
  48. + Added lua function call for _G.CInventoryItem__Eat(npc,item). This function is called before inventory item is used. If function returns false then item isn't used/eaten.
  49. + Added weapon_magazine_empty callback for actor
  50. + Added cut-content AmebaZone
  51. + Added ZS_AMEBA and ZS_NGRAV class registrator ids
  52. + Added optional snd_shoot_actor and snd_silencr_shot_actor sounds (can be layered)
  53.  
  54. - remove distance check when opening inventory boxes to allow scripted exploitation to initiate actor menu trade with other inventories located anywhere on the level
  55. - remove ai_die_in_anomaly console command
  56. - disabled some compiler security features which should improve game performance and aren't necessary.
  57.  
  58. ~ Changed in-game text color for Neutral to yellow
  59. ~ _mp keybinds to work for _both
  60. ~ updated splash screen
  61.  
  62. * now disable the use of precompiled shaders by default. Can be re-enabled with r__use_precompiled_shaders 1 in dev console
  63. * added/change use1_functor and use1_action_functor to added up to 5 custom context menu options. use1_functor must return string or nil. If it's a string then it will be displayed in the context menu on right-click. If it returns nil then option won't appear. use1_action_functor will execute when clicking the option.
  64. * Enabled layered sounds in build_config_defines.h for snd_shoot and snd_explode
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