Guest User

STALKER Anomaly 1.5.1

a guest
Jan 30th, 2021
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 59.94 KB | None | 0 0
  1. ------------------------------------------------
  2. - STALKER Anomaly 1.5.1 raw change log
  3. ------------------------------------------------
  5. Changelog for all changes in 1.5.1 since RC23:
  6. ----------------------------------------------
  8. GAME
  9. - Fixed missing "Burer brain" item from burer loot
  10. - Adjusted few weapons that had dynamic zoom enabled by default dispite having upgrades to handle this already
  11. - Reverted the change to gas anomalies glow
  12. - A small fix for hiding few HUD elements when using iron sights
  13. - RU: Afterglow's Transmission task text tweaks and general fixes
  14. - Reduced volume of gasmask breathing
  15. - A few cam animation improvements
  16. - Cancel npc medkit usage if wounded
  17. - Vanilla values for new minimap ui settings
  19. ENGINE
  20. - Fixed hand sync on animation end only working for the left hand
  21. - Slightly increased zoom in speed for weapons and devices
  22. - Device zoom in animation is now synced with zoom factor
  23. - Renamed zoom idle animation to "anm_idle_zoom" and moved zoom in/out into a single animation "anm_zoom"
  24. - Few Flashlight fixes regarding animations and battery state
  25. - Small fix for hanging lamp ambient light color after blowouts
  26. - Fixed Torch omni light position not updating
  27. - The return of the "rs_refresh_60hz" command (-60hz launch param can be used alternatively)
  28. - Removed hardcoded transparency for the minimap and allow to change it back to a rectangle minimap in the ui xml
  32. Changelog for RC23:
  33. -------------------
  35. GAME
  36. - Companions: Fixed a new bug where manually exchanged items disappear when given to a quest companion
  37. - Removed dynamic zoom from vssk since it has a dynamic zoom upgrade and corrected the freelook offset
  38. - Fix for safe zone detection during emissions and other things, this will fix weird safe zones found outdoors
  39. - Rebalanced rain + helm rain audio
  40. - Fixed big prefetch file for when launcher/options supported is added
  41. - Fixed HOM/occlusion mesh for Dark Valley
  42. - Fixed guitar and harmonica not playing sounds properly by player
  43. - Fixed weapon parts conditions changing every time an attachment is attached/detached
  44. - Fixed tent taking few seconds to deploy when item animations are disabled
  45. - fixed double use button on sleeping bag
  46. - Lab weather fixes
  47. - Underground labs were not working correctly with weather because the level fog+env files override some parameters
  48. - Updated weather preset for making PDA map shots
  49. - Weather fixes
  50. - small fixes to some skyburn/contrast issues
  51. - Added fire_point, fire_point2, fire_direction and shell_point to the weapon hud editor
  52. - Fixed HOM mesh for Wild Territory
  53. - rain&storms : reworked rain density + rain color to reduce the flicker of the rain particles
  54. - storms: removed sun from daytime storms b/c the sun shadow jumps not nice
  55. - reworked lightning intervals b/c some had very long intervals
  56. - rebalanced lighting and contrast to better match
  57. - improved sunrise+sunset times to hopefully remove all the instances sun is visible through the terrain
  58. - further improvements to minimize the bad skyboxes
  59. - Removed the broken colt kimber from trade presets and npc loadouts
  60. - Slightly increased Cordon's terrain brightness
  61. - Fixed few outfits getting damaged by radiation
  62. - Fixed a case where NV effect still on if you choose to drop the active headlamp
  63. - foggy: created new sun texture for foggy weather
  64. - fixed a few small instances where there might be sun under terrain
  65. - Jupiter: geometry fixes
  66. - Jupiter Underground: Fixed sector bug with stash in train
  67. - Swamps: R1 lighting fixes, misc fixes
  68. - Cordon: R1 lighting+geom fixes
  69. - Garbage: R1 lighting fixes
  70. - Agroprom: R1 lighting fixes
  71. - Darkvalley: R1 lighting fixes
  72. - Bar: r1 lighting fixes + patched terrain near stash
  73. - Army Warehouses: R1 lighting fixes
  74. - Zaton: R1 lighting fixes + geometry fixes
  75. - fix not being able to set crosshair color values back to 255 if changed
  76. - Fixed incorrect texture path in Jupiter Underground
  77. - Fixed msaa can't be turned off again
  79. ENGINE
  80. - Small fix for detector screen on/off functionality
  81. - Remove blood splatter from acid anomalies
  82. - Print detailed error if script failed to load
  83. - Replaced _alloca with xr_alloc in xrCDB Collector::calc_adjacency and added verify checks
  84. - Use fire_direction for fire_bone rotation
  85. - Hud adjust for fire_bone(2), shell_point and fire_direction
  86. - Fix abrupt ending of last shot animation for pistols
  87. - Working actor light definition for CTorch and some general improvements
  91. Changelog for RC22:
  92. -------------------
  94. GAME
  95. - Fixed portal issue in Yanov station
  96. - fixed possible issue in the tower near the station
  97. - Replaced FXAA with SMAA in advanced video settings
  98. - Added SMAA vertex shaders, updated pixel shaders
  99. - corrected some hemi colour in weather files
  100. - Moved all offset calculations to vertex shaders
  101. - Reduced volume of geiger counter clicks a little
  102. - Turn off detector/device display if the battery is empty
  103. - Updated Anomaly launcher to v1.0.5
  104. - Lowered halogen lamp idle sound volume a little
  105. - Companions carry weight no longer counts companion's items, avoiding cases of where player can barely put items in their inventories
  106. - Companions: Fixed cases of special companions items being available to player
  107. - Inventory: Fixed a case in trading mode where items in trade section are getting removed upon using inventory sorter
  108. - Fixed hand watch not working properly as it used to be
  109. - Fixed a case where player can access and take trade inventory of ISG leader
  110. - Fixed HUD elements being shown while using weapon/binoculars zoom
  111. - Fixed case of disassembled devices giving player an addition fully-powered battery
  112. - Possible fix for crash with immunities
  113. - Fixed breakable meshes in Trucks Cemetery
  114. - Reworked lighting shaders
  115. - Fixed combined sunshafts option
  116. - Fixed some inventory problems, unstable trader inv weight
  117. - Fixed log spam caused by bolt manager
  118. - Fixed DOF default values to make sure the PDA screen is clearly readable when DOF is turned on
  119. - Updated blur shaders
  120. - Red Forest: Fixed "hidden" tree/bush
  121. - Reduced detector beep volume
  122. - Cordon: fixed 2 sector/portal bugs
  123. - Optimized inventory UI update call, should help with fps issues on trading mode
  124. - Turned off the green glow emitted by gas anomalies
  125. - Fixed shader crash when equipping detectors
  126. - Inventory sorting: RPG-7, RG6 and grenades are now listed in weapons section
  127. - Fixed an error related to spawning a psi-dog in Oasis
  128. - Companions: a new stupid yet effective hack to fix companions stucking randomly
  129. - Ammo wheel no longer shows home-made 12x70 buck shots, as they are removed previously from the game
  130. - Small edit for debug launcher (Release object at cursor) action
  132. ENGINE
  133. - Fixed script 3d UI being drawn even though device has empty batteries
  134. - Improved device battery charge handling (switch IsWorking() to true/false depending on battery charge)
  135. - PDA uniform is now used to control brightness of device display (to turn them on/off)
  136. - Improved handling for g_always_active keyboard input is now released when the game loses focus
  137. - Replaced vertex shaders in SMAA
  138. - Exported SVP frame to shaders
  139. - Fixed default r2_ls_depth_bias value
  140. - NPCs no longer throw grenades with 100% accuracy
  144. Changelog for RC21:
  145. -------------------
  147. GAME
  148. - Game no longer removes actor bleeding and radiation if you take damage right after loading a save (RC20 hotfix)
  149. - Fixed overheat particles playing when you swing with an axe
  150. - Fixed and improved aim and GL offsets
  151. - Fixed wrong radiation values for IAM with Stone Flower and Crystal
  152. - Fixed outfits with broken weight upgrades
  153. - "Adjustable Zoom" feature for SIG550 Sniper is only acquired by upgrades
  154. - Fixed SVU Alt having very low accuracy
  155. - Fixed Clear Sky guide guiding player above a chemical anomaly
  156. - Fixed an exploit that grants player with free XP using artefact containers
  157. - Improved the way corpses are cleared from the alife, to avoid cases of broken quests
  158. - Improved the way stashes are picked for related quests, to avoid cases of picking unique stashes for common quests
  159. - Fixed log error spam caused by killing stalkers at night
  160. - Fixed a crash when using the workshop to craft items_container_iam
  161. - Fixed workshop repair tab preventing the player from replacing helmets for some outfits
  162. - Fixed normal mapping on trees
  163. - Changed bumpmap intensity
  164. - Fixed sun size for PCSS
  165. - Fixed log spam during Barrier Defense quest on Monolith RPG wave
  166. - Fixed body_release_manager removing corpses with quest items
  167. - Added SMAA shaders
  168. - Removed FXAA shaders
  169. - Added SMAA textures
  170. - Fixed motion blur brightness problem
  171. - Reduced volume of rain audio
  172. - Fixed anomalies retriggering constantly by corpses
  173. - Cleaned up some shader code for improved G-Buffer layouts
  174. - Some weather fixes
  176. ENGINE
  177. - Fixed particles in hud_mode playing at the wrong position
  178. - Changed shader compile crash message to something more informative
  179. - Permanently disabled exclusive input mode since it only causes problems with overlays
  180. - Quickload keybind is now working the same way as the "Last Save" main menu button
  181. - Removed FXAA and added SMAA
  182. - Fixed half pixel offsets
  183. - Check for device state in R3 and R4
  184. - Properly clear geometry shader state
  185. - Removed some PIX events from renderers
  186. - Fixed actor bullet hit power modifier only applying to stalkers
  187. - Added missing rsSMAA flag for the console command
  188. - Fix for depth stencil buffer being recreated all the time
  189. - Fixed problem with fonts offset
  190. - Added position buffer samplers to blur blenders
  191. - The R2 shader compiler is no longer using the legacy flag
  192. - New command to toggle terrain z prepass (r2_terrain_z_prepass) - requires a restart
  196. Changelog for RC20:
  197. -------------------
  199. Game
  200. - Better achievement descriptions
  201. - Revised Bandit dialogues
  202. - Zaton bug fixes
  203. - Fixed diffuse cracks blending
  204. - Fixed "white vignette" problem
  205. - Updated gasmask reflection shader
  206. - Shader fix for hard edge problem
  207. - Improved reflections
  208. - Fixed tactical flashlight cone
  209. - Restored missing TOZ34 prop texture in Trucks Cemetery
  210. - Optimised rock textures in Rostok
  211. - Fixed missing texture on an94 with 1p29 scope
  212. - Fix for fast travel crash with long names enabled
  213. - Fixed inventory bug with item picker: using an item inside picker with right-click cause it to stuck
  214. - Disabled a dynamic electro anomaly above X-18 entrance due to clipping issues, might need a new game to get rid of it
  215. - Fixed alife storage exploding after a while because of ammo stacking inside NPCs inventories
  216. - Better handling of weapon auto-lowering when talking to npcs
  217. - Fixed being unable to equip weapons after talking
  218. - Item Details UI will show installed upgrades now
  219. - Disabled home-made buck ammo from the game
  220. - Fixed RPM bar not showing in item info box
  221. - Fixed crash caused by item picker inside inventory
  222. - Improved sunshafts performance
  223. - Fixed particle brightness
  224. - Many updates to RU translation files
  225. - Background change for weather editor
  226. - Added callbacks to allow preventing of blowout and psi storm
  227. - Monolith suicide now uses a scripted grenade
  228. - Removed slowdown from CoP thermal zones
  229. - Fixed possible log spam
  230. - Trading no longer checks for relation
  231. - Stalkers no longer need ammo in inv to reload weapons, removed all script functions that give them 1 ammo
  232. - New debug button: List items to print a list of all items the target NPC has
  233. - New Lamp Script Binder to control custom sounds and flickering per lamp
  234. - Removed all occurrences of "add_cam_effector2" since it was removed from the engine
  235. - Better looking blowout earthquake effect
  236. - Fixed a cooking related bug
  237. - Fixed the door leading from Sarcophagus to Monolith Lab being bugged
  238. - Improved safe zone detection script
  239. - Fixed Forester's vise not being available to use after payment
  240. - Improved SVD "Lynx" hit damage
  241. - Fixed guitar and harmonica not playing music by player
  242. - Fixed a crash in Warfare with missing helicopter for bonus factions
  243. - Fix for DX8 indoors lighting
  244. - Fix: npc self healing actually increased bleeding
  245. - Fixed issue with static geometry lighting
  247. Engine
  248. - Many rendering improvements and shader updates
  249. - Added "anm_close_empty" and "snd_close_weapon_empty" to shotgun classes
  250. - Fixed "anm_reload_misfire_w_gl" reloading instead of clearing the jam
  251. - Added "snd_shot_misfire" and "snd_shot_misfire_actor" to WeaponMagazined, will play on the last shot before a misfire
  252. - Misfire state is now updated before playing the shoot sound
  253. - Reload animations can now use motion marks to update the ammo counter before the animation has finished playing
  254. - Removed "add_cam_effector2", just call "add_cam_effector" with or without the optional arguments instead
  255. - Fixed devices playing the zoom out animation before hiding on weapon reload
  256. - Use weapon barrel direction on fire if actor was moving (or always if g_firepos is on)
  257. - Added another argument to add_cam_effector() to adjust the cam effect "power"
  258. - Few fixes for LAnim and flickering lights
  259. - Fixed zoom draw animation not playing for custom devices
  260. - Added "is_on" and "is_flickering" script exports to hanging lamps
  261. - Added "level.iterate_nearest(pos,range,func)"
  262. - Added "GetFireMode" script export to weapons
  263. - Unlimited ammo now works as it should, npcs are able to reload without the need for ONE ammo item in their inventory.
  264. - Fixed underbarrel grenadelauncher reload
  265. - Removed bloodmarks spawning when hit by burners
  266. - script exports: "can_be_harmed" and "set_can_be_harmed"
  270. Changelog for all changes in RC19 since Beta 3:
  271. -----------------------------------------------
  273. Features:
  275. - 3D PDA
  276. - Companions wheel, with a new inventory management button when you aim at a companion
  277. - Companions trade UI is changed to match default inventory, with a support for take all/give all buttons
  278. - Improved Ecologists model variation. Mercs and Loners guiding Scientiest now wear something that represent Ecologists instead of having armours identical to their factions (effect will take on new Ecologists squads).
  279. - Players can insert batteries in devices even if they are equipped in slots, no need to put them in inventory again to do.
  280. - Inventory items highlight now works in all item containers (hovering on weapon shows supported parts/kits etc... even in trader/loot inventories)
  281. - Improved advanced video settings layout
  282. - Optimized and cleaned up data files to reduce total size, mostly by removing unused assets
  283. - Engine inventory is remade completely in lua, for full control over its functionality
  284. - 3D UI for RF and Anomaly detector
  285. - Updated launcher will now create folders appdata and gamedata if they don't exist
  286. - New and improved psi damage system
  288. Shaders:
  290. - Improved lighting and water on DX8
  291. - Fixed skyburn on other renderes
  292. - Added simple subsurface scattering
  293. - Improved FXAA
  294. - changed SSDO loop for better performance
  295. - Updated visor reflection shader
  296. - Improved scope lens dirt texture
  297. - Updated shaders, removed dead code, optimized GBuffer Infomation
  298. - Attempt to fix some shader issues on AMD hardware
  299. - Fixed fog in particle shaders
  300. - Removed shaders
  301. - Removed glass reflection shaders
  302. - New gasmask shaders
  303. - Updated gasmask textures for new system | Compressed with DXT3.
  304. - Fixed broken vertex position of water
  305. - Fixed few incorrect variable names, added screen_res constant to gasmask_common.h
  306. - Added PCSS shadow filterind (DX11/10), removed old GSC code for filters
  307. - Changed shadowmap filtering for volumetric lighting
  308. - Fix for weapon shading in R1
  310. Gameplay:
  312. - Added new economy progression option: outfit drops. allowing playes to control how outfit drops happen with 3 choices (off / progressive / full)
  313. - On "progressive" choice, outfits and helmets drop on corpses is related to their relative performance vs player's progression, preventing high end outfits from dropping on early games
  314. - Rare stashes funcionality is changed. They no longer appear in specified locations. Player has a chance to get one each time they complete a set of any tasks, reward includes a toolkit.
  315. - Damaged ammo types are removed from items pool, existing objects will be replaced with old version (still available in files)
  316. - When player gives a drugkit to a medic, player will have access to drugkit crafting at the workshop of local mechanic
  317. - Adjusted reward money multiplier for weapons fetch tasks, by reducibg the penlty of low conditions
  318. - PDA screen glitch effect on surges and psi-storms
  319. - You can scroll item containers way faster by holding LSHIFT, useful for big inventories
  320. - You can check item details even if they belong to NPCs
  321. - Experimental feature: stealth kills
  322. - Improved PDA, Dosimeter and RF Receiver models + improved 3D UI
  323. - Integrated Yim's Weapon Tweaks
  324. - Added Freelook keybind
  325. - Added a faint background to the health bar
  326. - Added 4k console and small hud fonts
  327. - Added Aim Sensitivity Slider
  328. - You can detach attachments from weapons in loot mode for player and NPC bags
  329. - You can disassemble stuff in Loot mode (both for player and NPC bags)
  330. - keep dead mutants/npcs from triggering anomalies
  331. - Reworked zoom factors (use 'g_ironsights_zoom_factor 1' on the console to disable zoom without scope)
  332. - Made wounded monolith suicide a bit more fair
  333. - Added setting to prevent stalkers from looting corpses near the player
  334. - New in setting menu: Ironsight zoom factor, Headbobbing factor, Use 3D PDA model
  335. - Added psi health bar to HUD and tweaked status icons & bars
  336. - Make psi damage more balanced and psi heal rate depending on psi protection
  337. - Improved drop chance of bandages in loot
  338. - Added options for enemy weapon dispersion to the gameplay difficulty settings
  339. - Fixed npc not using healing items
  340. - No message if npc too far to avoid spam of npc in combat far from player
  341. - Aslan now accepts duty patches for the lottery
  343. Story:
  345. - Stitch's quest for medical supplies is more reasonable in terms of quantity and reward.
  346. - Rogue's stalker squad in Limansk shouldn't leave their smart terrain any more.
  347. - Target marker for "Mortal Sin: Dark Crusade" is updated correctly.
  348. - Chernobog initiates dialogues when you walk to him.
  349. - Stitch should no longer walk out of his hiding place in Generators and valiantly fight local mutants.
  350. - Failing the "Operation Afterglow: Undercover Agent" quest actually causes UNISG simulation squads to start spawning at the smart terrain.
  351. - Strelok no longers talks as if one of his companions died even when both are alive at the end of Operation Afterglow.
  352. - Tweaked/fixed the way some routes to new levels are unlocked during the campaign to make more sense based on progression.
  353. - Restored stationary simulation Duty squads to the Rostok checkpoint in the Garbage.
  354. - Pilot should no longer walk out of Skadovsk to duke it out with Bandits.
  355. - Fixed some spelling errors in text.
  357. Fixes:
  359. - Fixed companions dead brain. Now they see, hear, fight and kick ass.
  360. - Fixed Azazel mode not working in Warfare
  361. - Aspirin's long battle with the table has finally ended. "No more!" said Aspirin. He spend his days standing since then.
  362. - Fixed an occasion with anomaly scanner task failing to get server object of one anomaly, leading the constant lag
  363. - Warfare random start will no longer spawn special character on new game
  364. - Dynamic anomalies won't be activated if they are close to player, preventing meme deaths
  365. - Fixed SIG 550, MP5, G3 ironsights not being fully visible
  366. - Artefacts spawn 1 meter above spawn point to avoid clipping under the terrain (reported anomaly was in Dead City - AW enterance)
  367. - Added keybinds to radio buttons and companion wheel
  368. - Fixed delivery tasks targeting task giver
  369. - Fixed fast travel not being available for Renegades/ISG/Sin (by SinDeviance)
  370. - Fixed Sin tasks to bring documents targeting wrong characters
  371. - Fixed some weapons having inaccurate weight with attached scopes and sights
  372. - Fixed Renegades patch not being usable as repair bonus
  373. - Fixed NPCs getting doubled mutant loot
  374. - Reduced hit impulse on kicking Tushkanos
  375. - Fixed Meeker not handling ordered Gauss Rifle
  376. - Fixed Heavy Repair Kit playing animation on opening
  377. - Forced Doc and delivery tasks targets to be able to talk in all occasions
  378. - Fixed Survival mode being available to pick with Story or Warfare mode, these 3 modes are not compatible with each others
  379. - Fixed stalkers reporting deaths they witnessed despite being far or in different areas
  380. - Fixed default settings for alot of options
  381. - Fixed NPCs shooting only once with the new weapons they acquire through looting
  382. - Player will be able to retreive their dropped weapons peacefully from companions
  383. - Fixed Dynamic news not having enough location pointers for few levels
  384. - Fixed npcs fake reporting stuff they don't actually see
  385. - Fixed 2 electro anomalies in pripyat, one of them is on the ferris wheel, that have massive hit range (change will take effect on a new game)
  386. - Fixed medical packages not giving accurate amount of items
  387. - NPCs won't loot outfits or helmets, and outfits exist already in their possess will drop in low condition
  388. - Fixed wrong precondition for drugkit task by Professor Kalancha
  389. - Fixed Hip taking any amount of ammo despite asking for 20 buckshots in her quest
  390. - Fixed some unique squads spawning many times as time goes
  391. - Fixed player being able to cook on extinguished campfires
  392. - Fixed crash with TOZ-34 Bizon happening upon switching ammo with no-buck shot upgrade installed
  393. - Fixed a crash happening with Wish Granter: Rich
  394. - Fixed a fetch task for Charon with wrong requirements
  395. - Fixed Savarog detector not sensing few types of springboards anomalies
  396. - Fixed attachments being missing from inventory sorter
  397. - Fixed inverted fire wound/explosion parameters for artefacts (awaiting engine bins)
  398. - Fixed possible crash when selling documents to Barkeep
  399. - Fixed artefact fetch task for Fanatic not taking artefact if it's inside a container
  400. - Fixed possible crashes in all sort of UI windows when hint window frame get resized to small number
  401. - Fixed possible crashes with scenario autosave (CoP leftover)
  402. - Fixed some model textures lacking mips
  403. - Fixed a logic error for X-16 Timer which prevented it from working properly
  404. - Fixed an Arena dialog where Arnie takes 4K RU for a burer fight when he says he wants 5K
  405. - Disguise will be unaffeced in Arena regardless of player's state to avoid a load of issues
  406. - Fixed desynced reload sound for Remignston700 and SR-25
  407. - Massive text revision [Red Forest Cake] [Fritz]
  408. - Engine: fixed weapon scope upgrades being inverted and not saved properly
  409. - Adjusted sleep zones to be disabled if player is holding items in hand, allowing him to interact with other things around like taking items
  410. - Expanded action key range for campfire
  411. - Campfires now can be ignited only if player have matches or fire kit
  412. - Fix for wood plank in various maps
  413. - Fixed sectors in Pripyat Outskirts
  414. - Fixed a crash with dynamic news
  415. - Optimized artefact textures
  416. - Optimized some weapon textures
  417. - Fixed some crashes in Agroprom and Garbage
  418. - added "on_loot_monster_init" callback fired when mutant loot is generated by either player or npc
  419. - health bar showed object health at the time the hit happened but before damage was dealt
  420. - no more homing snorks, jump speed slightly faster to compensate
  421. - unload guns if key pressed and inventory is open
  422. - Fixed Mosin PU scope
  423. - moved rpg/rg6/m79 to weapon explosive in spawner
  424. - added smg category to debug spawner
  425. - fix missing gaslamp particles
  426. - Fixes and improvements for rain + wet surfaces
  427. - added debug command "toggle_all_talk" to enable talking to all npc regardless of their current state, only use sparingly (talk to doctor) and turn off again after use
  428. - fix items bought from random npc disappearing on level change
  429. - suits given in arena matches no longer work for disguise
  430. - Texture fixes for some Duty npcs
  431. - added "look_f" and "look_object_f" in beh logic to get target from function instead of static coordinates or story id or hardcoded objects
  432. - added "npc_on_eval_danger" callback to override danger detection
  433. - fix for stuck companions
  434. - added stealth headshots with silenced guns, too
  435. - Fixed eco gasmask
  436. - fix missing use button for sleepbag
  437. - fix missing use for tent
  438. - added a slider in game progression options to allow override minimum item condition to sell at traders
  439. - Exclude items from debug spawner that should not be listed
  440. - Fixed mechanics offering upgrades even if previous important upgrades are not installed
  441. - Fixed svd lynx crash on hovering the scope 10x upgrade
  442. - Fixed L85A2 scope
  443. - Fixed misaligned kobra crosshair texture
  444. - Lowered hud offsets for pistols and axe
  445. - Fixed a dialog bug that could cause "No available phrase to say" exceptions
  446. - Fixed some issues in dialog xml files
  447. - Fixed dialog issue in Operation Afterglow
  448. - Fix for inventory quick slots, double click no longer crashes but clears the slot instead
  449. - Added a faint background bar to the health bar to indicate how close to full health the player is
  450. - Fixed Pulse Anomaly not spawning and fixed a crash when it tries to hit the player
  451. - Fixed rare crash related to pda messages
  452. - Fixed crash with bounty tasks_bounty
  453. - Fixed a case where players can view and loot some animations items for NPCs
  454. - Fixed missing upgrades for L85A2
  455. - Lowering/raising your weapon plays a camera animation, using the new actor_on_weapon_lower and actor_on_weapon_raise callbacks
  456. - You no longer hide your weapon when you talk with npcs, instead the weapon will be lowered
  457. - Stalkers will act normally if your weapon is lowered, instead of telling you to holster your weapon and aiming at you
  458. - Fixed Fnx45 holosight
  459. - Fixed slightly flickering digits on Dosimeter screen on R2-R4
  460. - Actor effects fixes/improvements (mask wipe, headlamp, grenade quickthrow)
  461. - Fixed detector + zoomed in pistol
  462. - Added "fast" anim (if no weapon or detector is equipped)
  463. - removed 2d scopes on weapons that shouldn't have them
  464. - Wrong scope model on custom eotech m4a1
  465. - Missing texture on ak74u with 1p29 scope
  466. - Scaled down eotech crosshair
  467. - All barska sights should use the same crosshair texture now
  468. - Fixed aug a1 holosight (crosshair was offset and too small)
  469. - Fixed static crosshair on FN2000 nimble
  470. - Fixed ak102 (barska) showing two crosshair dots
  471. - Fixed type63 4:3 aim hud offset
  472. - Fixed stash tasks not spawning quest item (on rare stashes)
  473. - Fixed radiation restoration for consumables showing + instead of - number sign
  474. - Improved walk blend anm by asnen
  475. - Safemode from/to animations by souvlaki
  476. - Tweaked blend anm layers speed/power a bit
  477. - Added device aim offsets for the new engine build
  478. - Changed burner hit type to light_burn to remove the stuck in burner meme
  479. - Added "anomaly_on_before_activate" and "burer_on_before_weapon_drop" callbacks
  480. - Added lowered hud offsets to the wpn hud editor
  481. - Tweaked actor crouch walk speed
  482. - Fixed crash on using "take all" button in inventory
  483. - No roaming military squads in Cordon upon starting a loner playthrough
  484. - Fixed a case of non-clickable ammo in traders inventory
  485. - Reduced tube damage for controllers to 50%
  486. - Fixed a task for Voronin not giving +rep on complete
  487. - Pressing ENTER on mutant loot UI will perform "loot all" action
  488. - Fixed ammo and companion wheels flickering on fast key press
  489. - Item picker will no longer start for items with no condition bar
  490. - When a bounty squad unregistered from alife
  491. - Updated NPC inventory cleaning scripts to adapt better code
  492. - Fixed inventory resetting scroll upon item changes
  493. - Fixed missing sound effect on equipping items
  494. - Fixed crash with package delivery tasks
  495. - Added scroll pad for item containers
  496. - F5 will refresh the inventory. Handy if you want to reset trading windows or invetory after moving items
  497. - Items cells and containers will adapt to any new change for shown items
  498. - drag/drop functionality is now accurate regardless of update time/delay
  499. - Fixed some mutant parts not being available to trade
  500. - Dragging an item and aiming at top/bottom side of the container will scroll it up and down automatically
  501. - heavy pockets achievement now actually makes trader offer you best items as said in description
  502. - rearranged some items in spawner
  503. - added more items to blacklist because cause crash if spawned or dropped or used or whatever
  504. - HUD indicators (boosters and warning elements) are remade and controlled by LUA for automated layout to take less space
  505. - Companions list on HUD is reworked (health bar + indicators on detecting enemies)
  506. - Improved the visibility of health and stamina bars
  507. - Rearranged HUD layout
  508. - HUD elements will hide/show properly on various occasions
  509. - Fixed vanilla scopes not showing properly on weapons
  510. - Fixed crashes on attach or detach from weapons
  511. - New script (actor_status.script) to gather info like current safe zone or actor stats like Sateinty
  512. - New global function to execute custom functions
  513. - More improvements to scripts localizations
  514. - Removed some empty upgrades
  515. - shaders.xr fix for shader version mismatch
  516. - destroyable wooden boxes now have their own texture
  517. - Fixed run blend animation being used for walking
  518. - Improved headlamp hand animation position
  519. - Disabled grenade quickthrow in cars
  520. - Added screen space collimator shader
  521. - Fixed crosshair textures not being centered
  522. - Added Item Picker: Items of same sections will stack to preserve inventory size.
  523. - Stats icons: when player having boost effect for one of the stats (positive or negative), related stat icon will play animation as an indicator
  524. - Fixed cases of engine inventory being started instead of lua inventory by a handful of exports
  525. - Quick access icons will be highlighted when player hover on booster item
  526. - Fixed custom highlighting not working on trade or loot mode
  527. - Fixed equipped items not being evaluated for trading in trade mode
  528. - Fixed repair button being active when an item has full condition
  529. - Equipped Artefacts will be automatically moved to ruck once player unequip their outfit
  530. - New 2 outfits stats: belt size and carry weight
  531. - Item cell sorting is improved to favorite important kind and condition
  532. - Fixed screwed up trading mode
  533. - Fixed headlamp automatically going off once it's on
  534. - Installing upgrades is switched to use safer engine function instead of packets
  535. - Player won't interact with a campfire if they are looking at a nearby object, like a stalker, to prevent overlapping with use key
  536. - Fixed an error message cause by death manager
  537. - Fixed outfit unequip animation playing in different time
  538. - Fixed offline combat targeting special squads
  539. - Fixed cases of HUD elements not hiding properly when GUI classes are shown (like dialog window)
  540. - ShoC encyclopedia notification instead of dynamic news version
  541. - Some other stuff like new functions for sending hud msg/notification/fade msg etc in actor_menu
  542. - Player stats icons will play animation (white/red fade) if related stat is boosted
  543. - Added Keybinds for sorter buttons
  544. - Added Icons shadow
  545. - Outfits will show 2 new stats (Belt slots and Carry Wight)
  546. - Updated and organized callbacks
  547. - More updates to scripts layout
  548. - xr_patch read values from alife.ltx, you can control min and max distance switching from there
  549. - All console command executing in scripts are directed to "_g.on_console_execute"
  550. - Removed unused scripts
  551. - Equal item cells will be sorted by alphaptic order to keep similar sections near each others
  552. - Reduced the delay on item info box
  553. - Fixed item spawner not showing section name on item info box
  554. - More updates to localization files
  555. - Fixed Sid and Forester not showing their inventories with the new inventory_upgrades
  556. - Fixed a crash when releasing an equipped item
  557. - Fixed progression settings in new game menu crashing the game, along with incorrent points
  558. - Fixed some classes not sending callback ("server_entity_on_unregister")
  559. - Improved the way scripts get speaking NPC, a global function is added for that: get_speaker()
  560. - Layered animations are implemented and used globally on item huds
  561. - implemented quick-throw grenade keybind, headlamp animations and single-handed gas-mask cleaning
  562. - Automated alife online distance switching
  563. - Added the following lua GUI classes (utils_ui.script): UICellItem, UICellContainer, UIInfoItem, UIInfoUpgr, UICellProperties, UIHint
  564. - Modified a lot of UI classes like item details and others to use rely on the new UI utilities classes like item cells
  565. - Ground work has been done for scripts for more independency, organaizing and less direct calls between scripts
  566. - lua_help.script is updated with new engine exports
  567. - Fixed AUG having wrong repair kit
  568. - Fixed Galil ACE21 + Acog scope having small zoom factor
  569. - Removed vid_restart from a few commands that don't need it
  570. - Added mblur checkbox
  571. - Changed shadow geom optimization to use a checkbox
  572. - Changed how brightness modifiers work for much better control, see (dynamic_weather_graphs.ltx)
  573. - Brightness option change now take effect in-game
  574. - r2_sun_lumscale_amb is no longer hardcoded in scripts, NV will use a special modifier now for lumscale boost
  575. - Fixed crash with RF Receiver
  576. - Players can insert batteries in devices even if they are equipped in slots, no need to put them in inventory again to do.
  577. - Inventory items highlight now works in all item containers (hovering on weapon shows supported parts/kits etc... even in trader/loot inventories)
  578. - Fixed Savarog detector not sensing few types of springboards anomalies
  579. - Fixed attachments being missing from inventory sorter
  580. - Fixed inverted fire wound/explosion parameters for artefacts
  581. - Fixed possible crash when selling documents to Barkeep
  582. - Fixed possible crashes in all sort of UI windows when hint window frame get resized to small number
  583. - Fixed possible crashes with scenario autosave
  584. - lua_help.script cleaning
  585. - PDA will be autohidden on travel to prevent issues with level changes UI
  586. - Fixed default settings for tonemap
  587. - PDA has low interia effect now
  588. - Cordon - fixes for missing geometry, improved foliage on bald hill near car park, fixed trees and foliage clipping through buildings
  589. - Jupiter - fixed floating geometry elements, fix to bad lightmaps, corrected sector assignment of meshes inside factory warehouses, fixes to sector/portal issues causing some of interiors dissapear at specific spots and angles, fixed missing sides in broken warehouse roof at factory warehouse.
  590. - Corrected many default settings (commands)
  591. - Improvements for advanced options settings, sun rays now are listed properly
  592. - Fixed some models lacking mips
  593. - Fixed crashes that can happen on UI that deal with items
  594. - Fixed Hip task for getting 12x70 ammo, it told player to return to her once he get any amount of ammo
  595. - New debug launcher button: change faction for target npc's squad
  596. - Included new exports in lua help, with some organizing to game object class
  597. - Fixed crash on Fake map that can be caused by guide job script
  598. - Fixed crash with companions wheel
  599. - Fixed artefact fetch task for Fanatic not taking artefact if it's inside a container
  600. - Added 3 more impossible stashes to blacklist
  601. - Fixed oversized holosights on r1/r2
  602. - Fixed crashes related to pda messages
  603. - Fix npc holding of Mosin
  604. - Fixed inventory: can't attach silencers or GLs by drag/drop on equipped guns
  605. - Fixed inventory: doubled "detach scope" menus
  606. - Fixed inventory: disappearing guns/attachments after attaching/detaching
  607. - Experimental: attempt to reduce fps lag for grenade explosions
  608. - some RU string updates
  609. - Allow Movement with companion and ammo wheels
  610. - Escape and Use key can be used to close them
  611. - Fixed light disappearing when aiming at the ground with a flashlight
  612. - Improved device/detector positions, moved them closer to the screen to be more readable
  613. - Clean Veles texture
  614. - Freelook offsets (attempt to hide any clipping or other glitches when looking all the way to the sides)
  615. - Fixed some clipping on mosin and mp153
  616. - Removed scope texture from xm8
  617. - Removed any radiation from game materials
  618. - standing in water builds up radiation depending on map, this is to replace the radiation hardcoded in material that was removed to fix the meme instant 0 to 100 radiation zones
  619. - Fixed disappearing headlamp light (similar issue as flashlight for some reason)
  620. - RU string for the new autosave setting w/ stashes text fixes
  621. - Arszi's Psi Fix
  622. - Psi protection bar should be less broken
  623. - added option to make hunting kit bonus available only by having the item in inventory
  624. - Fixed psi storm frequency showing 6-12 twice (an not 12-24)
  625. - Fallback default setting for minimap is "disabled" now
  626. - draw detector on load if it was active on saving
  627. - Fixed crash when giving the TOZ to Hip
  628. - Fixed potential crashes when interacting with empty slots
  629. - RU string for a 'Hunter Kit' setting, general text fixes and adjustments
  630. - Fixed a ton of duplicate string issues
  631. - Fixed some animation issues
  632. - RU: Translation for updated LTTZ, and a small tweak for faction selection descriptions
  633. - Added missing "actor_on_item_before_use" callback to the scripted inventory
  634. - Removed lowering ability from the binocs
  635. - Improved PDA animations
  636. - Readjusted weapon aim offsets for the new static fov
  637. - Fixed broken item stat bars on non 16:9 aspect ratios
  638. - Return of the Map Keybind
  639. - Fixed detector stuck after headlamp switch animation
  640. - Better background for the health bar
  641. - fixed npc on use callback not firing when you use unlooted corpse the first time
  642. - Text updates and typo fixes in both languages (EN, RU)
  643. - Fixed that some weapon upgrades were not unlocked by previous tiers
  644. - Fixed some incorrect preinstalled upgrades on weapons
  645. - Disabled yet another instadeath material
  646. - Fixed an issue with a preinstalled upgrade on the alternative mp5
  647. - Fixes for SVU upgrades
  648. - Fixed military outfit permanently shifting the left hand position
  649. - Fixed settings not updating correctly for "Depth of Field" and "Wet Surfaces"
  650. - Fixed problem with selecting loadout while the text box to enter the player name is active
  651. - Minor LTTZ quest item fix (Monolith shard)
  652. - Updated Arszi's psi health system
  653. - Fixed wrong aim offset for Sig550 Arrow + Acog
  654. - Tweaked controller damage and efficiency of meds for psi healing
  655. - RU: translation updates
  656. - Changed some hardcoded text in scripts to use translations instead
  657. - Fixed inventory opening when trying to grab a body with Shift+F
  658. - Removed "stop at end" from a LOT of aim animations, zoom-in transition should be smoother now
  659. - Fixed drug making kit not available at the vice after giving it to a medic
  660. - Free vice access should work more reliably now
  661. - Added missing gasmask effect to "Hero of Freedom" armor
  662. - Fixed binoculars not appearing in trader inventories
  663. - Allow mask wipe and headlamp switch for zoomed in pistols
  664. - Fast travel spot discovering now uses a callback instead of updating every 100ms
  665. - Hand should no longer change position when crouch-walking with an AS Val
  666. - Enabled debug prints for timer actions - might be helpful to find which calls break timers for level changing, artefact containers, ...
  667. - Freelook offset wasn't used for basic AS Val HUD
  668. - Removed "on_smart_terrain_visited" in favor of "actor_on_interaction"
  669. - Refresh UIs on changed resolution
  670. - Refresh Level Changer hints on changed resolution
  671. - Holding shift no longer blocks accessing inventory boxes
  672. - Restored old act_arm_berill texture instead of the tree bark skin
  673. - Text fixes, adjustments
  674. - Fixed name on enemy healthbar not showing if enemy was a mutant
  675. - Fixed entering code freezing inventory
  676. - Fixed numpads carrying over code from other ones
  677. - Now you can open doors by enetering code even before finding the corpse
  678. - Fixed not being able to pick up stuff without having an outfit equipped
  679. - Adjusted slider so it can pick only valid values, or fix console command to accept form 0.1
  680. - Added new interactable encyclopaedia entries and supplied them with text
  681. - Entries now have images, also we have some more text tweaks.
  682. - More entries for Sin, more dialogue for generic NPCS, more text tweaks
  683. - NPC say healing line when they do mid combat
  684. - Removed a spam print, inverted move and donate in trading window and added a debug command
  685. - Improve the infamous Military Stalker note, sorted out weird lore on the knives, polished Voronin further and brought the Resistance tooltips more in line with how Anomaly works
  686. - Fixes, removed unused config lines, removed debug prints
  687. - Fixed losing hunting kit bug with first hip quest
  688. - Make punch drop item only if gun
  689. - New text translation and further text fixes
  690. - Added "squad_on_after_game_vertex_change" and "squad_on_after_level_change" callbacks
  691. - Fixed some shader related issues
  692. - Fixed some animation issues
  693. - Shooting the explosive barrels on darkscape bridge no longer cripples performance
  694. - Updated with latest psi changes
  695. - Added game.translate_string() for xr_eat_medkit chatter character community
  696. - Static hud_fov for the pda to avoid unreadable pda on high hud_fov settings
  697. - Removed physics from the workshop table to fix physics explosions caused by it
  698. - Added missing captures definition for hip's model
  700. ------------------------------------------------
  701. - Technical changes
  702. ------------------------------------------------
  704. Engine:
  706. - Added support for 21:9 ratio (_21.xml files can be added)
  707. - Added support for #include lines to use (for example) #include "w_*.ltx" to load all weapon config files
  708. - The log/console will no longer show the same line multiple times if it is spammed to the log multiple times (in a row - with no other text in between), instead it will only show the first line and the amount it was written in brackets
  709. - Removed rs_fullscreen, rs_borlderless and rs_refresh_60hz commands, Added rs_screenmode command to switch between windowed, borderless and fullscreen
  710. - Added actor-only dead body collision option to the g_dead_body_collision command
  711. - Screenshot key is no longer hardcoded to F12 when the main menu is open (still is when console is open)
  712. - Actor moving state export "level.actor_moving_state()"
  713. - Multi threaded sound prefetching. Always prefetch all sounds unless "-noprefetch" is used
  714. - TBB: Slightly faster HOM and textures loading
  715. - TBB: Particle performance improvements
  716. - xrSound: Don't crash on missing sound
  717. - Added support for custom inventory item cell textures ("icons_texture" in item section)
  718. - Added prefetching for individual textures or texture folders (requires textures.ltx in configs\prefetch folder)
  719. - Added "force_hide_detector" script function, useful for item animations and grenade quickthrow (or maybe quickmelee)
  720. - Moved ACTOR_FEEL_GRENADE and DEAD_BODY_COLLISION defines into console commands and improved dead body collision code to make toggling the command take effect on all dead bodies, not only newly "added" ones
  721. - Improved .ogm texture display (still not perfect but no more yellow tint)
  722. - Fixed cut off Dosimeter screen after using a veles detector
  723. - Fixed a bug in WeaponMagazined.cpp regarding firemode selection and cleaned up some code
  724. - Actor no longer hides their detector when talking to npcs
  725. - Important fix for player_hud (somehow got broken during merging commits)
  726. - Added ICU (for UTF-8 text support and conversion), included both static and shared libraries
  727. - NPC names are no longer stored in translated format, instead the game will save/load a name_*:lname_* string which will then be translated to the game's language upon loading a save/spawning an npc. (The names will only update translations on a new save but older saves are compatible nonetheless).
  728. - Changing the current localization now updates UIs, NPC names and the Discord integration strings
  729. - Added a few default values for commands
  730. - Added new console command types (CCC_Vector4, CCC_IVector3, CCC_IVector4)
  731. - Added new console command "g_crosshair_color" to change default crosshair color
  732. - Some improvements to the Discord integration
  733. - Discord Integration now displays Cyrillic text correctly
  734. - Added "timers_game" uniform for meatchunk (shader access to game/environment time)
  735. - Added FPS limiter (r__framelimit)
  736. - Changed most of the int commands into mask ones (support for on/off argument)
  737. - Player Hud overhaul (detectors no longer shift around when equipping a weapon + new hand animation system for script use)
  738. - Draw and holster sound support for throwables and the knife + throw sound for throwables
  739. - Added "power_critical" to inventory items, it determines at which battery charge they stop working (detectors/flashlight), default = 3%
  740. - Console command to turn off lens flare "r__lens_flares"
  741. - Game will now use Desktop resolution instead of 1024x768 on first launch
  742. - Added "mouse_sens_aim" command
  743. - Fixed inverted fire wound / explosion for artefacts parameters
  744. - Fixed PDA, campfires and sleep zones blocking the escape key in UIs
  745. - Screenshot mode is no longer hardcoded to png format, now there's a command "r_screnshot_mode" to switch between jpg, png and tga formats
  746. - Added Animation Blending/Movement layers support
  747. - Landing no longer resets the movement animation
  748. - Added another movement .anm type for ADS crouching
  749. - Added support for more than 6 material step, collide and breaking sounds.
  750. - #include "example_*.xml" includes can now be used in xml files to include multiple files
  751. - Missing script animation sections or lines should no longer crash the game, they will return a length of 0ms instead
  752. - Added custom device class "D_CUSTOM"
  753. - Non-1x1 item cells no longer crash if you use them from a quickuse slot
  754. - g_firepos no longer messes up melee weapon aim
  755. - Pressing the sprint key with crouch or walk toggle enabled will "unpress" those keys
  756. - Restored CustomZone particle optimizations, campfires and anomalies should no longer lose their particles despite being active
  757. - Material ID's greater than 4 can be used for shader stuff, still compatible with old thm files
  758. - PDA uses binoc third person animations and Weapon in safemode will now use NPCs lowered weapon idle animations
  759. - Added diffuse samplers into lighting blenders
  760. - Disabled q_sync_point by default, it can be enabled again using the "r2_qsync" console command
  761. - Fixed mouse4 - mouse8 buttons not working for most keybinds
  762. - Performance improvement in stalker path finding
  763. - Mouse keybinds should be working correctly now in demo_record if "m_b_redirect_input_to_level" is true
  764. - Fixed most cases of the cursor being clipped where it shouldn't
  765. - Improved borderless window mode
  766. - Added "smp_linear" to uber_deffer for another performance boost on details/grass
  767. - Added thumb rotation config settings for the PDA in case we use a different model/animations in the future
  768. - Esc key will now hide the PDA instead of opening the pause menu
  769. - Fixed crash when loading texture mip maps
  770. - Detectors/Devices no longer play no animation at all when the weapon is lowered
  771. - Shotgun no longer plays "anm_close" if it wasn't empty before reloading
  772. - Animation mixing for shotgun "anm_open" and rpg7 "anm_reload"
  773. - DiscordPresence fixes/improvements
  774. - Added console command to change the head bob factor
  775. - Added support for "volumetric_intensity_factor" and "volumetric_distance_factor" in weather configs + weather editor support
  776. - Re-enabled hardware yuv2rgb shader because software one didn't work on UI
  777. - Item names no longer show up randomly when holding a PDA without holding the use key
  778. - Added hud item support to bone_visible and set_bone_visible script functions
  779. - Fixed nearby items text with 3d pda
  780. - Added "g_3d_pda" command to switch between 2d and 3d pda
  781. - Safemode/lowered weapon improvements (blend anms for walk/sprint, switch animations), can sprint in safemode now
  782. - Burer StaminaHit will call the _G.CBurer_BeforeWeaponDropCallback callback to avoid weapon dropping by returning false
  783. - Burers, Poltergeists and Pseudogiants can no longer throw quest items around
  784. - Fixed "wrong animation index" spam
  785. - Force pda to not activate when moving it to the slot
  786. - Added support for texture2160 value for fonts (4k fonts) since vanilla fonts are too small for 4k displays
  787. - Devices now use their own aim offset to be compatible with different weapon offsets
  788. - Removed player_hud model pool since it clashed with the global model pool and caused crashes on exiting the game sometimes
  789. - Safemode no longer blocks most weapon actions, instead player will exit safemode and execute that action
  790. - Using wrong inputs in set_override_animation no longer freezes the script engine (why was there a NODEFAULT :O)
  791. - Fixed UI Dialogs with StopAnyMove() = false passing on ALL key inputs which led to strange behavior like sprint toggle being pressed twice
  792. - Removed sprint key hack from the pda ui since that bug is fixed now
  793. - Fixed fire key canceling empty reload animations
  794. - Fixed npcs being unable to reload if actor weapon is lowered
  795. - Added "adjust_hud_fov" setting to hud item sections which will make them auto adjust the hud_fov to look the same on all fov levels
  796. - Hud fov no longer updates for devices that aren't actually drawn
  797. - Fixed a crash if you draw the 3d pda in third person mode
  798. - Renamed the PlayEmptyClickAnm to a more universal sounding PlayBlendAnm for future use
  799. - Reverted to QPC FTimer code + OXR pause timer fixes, pause timer shouldn't cause any trouble now.
  800. - Changing a sound's pitch will now adjust its length to avoid sounds cutting out or having a pause at the end
  801. - All sounds will now adjust their pitch/speed to the current time_factor unless the "-sound_constant_speed" launch param is used
  802. - The game will now look for the commandline.txt in the working directory in case the exe is launched from somewhere else like through a debugger
  803. - Added hud adjust support for custom ui position/rotation
  804. - Removed the need for _16x9 animations for devices
  805. - Freelook fixes (PDA, missing arm parts, weird item scaling, head rotation, etc...)
  806. - Added bolt throw animations support for devices
  807. - Added "g_always_active" command to make the game keep running when focus is lost
  808. - Added hud_fov to the m_hud_params uniform
  809. - Added weapon safemode/lowered position
  810. - Weapon can be fired while sprinting or when in freelook mode and will fire in barrel direction, shooting will exit freelook
  811. - Some more animation/movement fixes, enabled blending where it should be enabled
  812. - All hud items use layered sound definitions now, added a few more sounds to WeaponMagazined, including actor/stereo sounds
  813. - All hud items use hud collision and inertia now
  814. - Lamps and Torches should return to their idle color now after flickering has stopped
  815. - Added fire point and shell point to hud adjust
  816. - Binoc fixes, should no longer show dead or out of fov objects (CoC)
  817. - Knife fixes, you can no longer do right click damage if you press both mouse buttons, left click attack no longer stops sprinting
  818. - Exported casting for a good amount of game object classes, which makes exports easier to expand in the future
  819. - Fixed crash that could sometimes happen with entity collisions
  820. - Fixed Discord integration crash with string conversion
  821. - Added console command to change the head bob factor
  822. - Fixed crash related to animation blending
  823. - Smoothed up Freelook
  824. - Slightly reduced cam speed when Freelook is active
  825. - Simplified CustomZone MoveScript function
  826. - Fixed crash if Weapon has a permanent scope but no "scope_texture" line
  827. - Freelook should look the same on different hud_fov settings now
  828. - "shooting_hud_effect" will affect the left hand device/detector if the weapon is zoomed in
  829. - Safemode freelook offset won't affect the left hand if holding a device/detector
  830. - Fixed empty hand appearing on script animations if weapon was removed from the slot
  831. - Fixed naruto run
  832. - Re-enabled weapon lights on R1 and added a minimum range to prevent the stutter on shooting
  833. - Implemented last shot and "_empty" animations for WeaponMagazined(WGrenade) and classes inheriting from it
  834. - Fixed freelook + lowered weapon
  835. - Fixed the detector/bolts crash
  836. - Fixed two possible missing animation crashes
  837. - Actor jump and actor land callbacks
  838. - Fixed completely broken luajit memory mapping
  839. - Workaround for string table crash
  840. - Allow left click canceling reloads for auto shotguns
  841. - Added "g_ironsights_zoom_factor" command (default 1.25)
  842. - Added fourth argument to r2_mask_control
  843. - Print failed VERIFY (only with -dbgdev launch param)
  844. - Removed R_ASSERT for UIFrameWindow size (800x600 crash)
  845. - Some smaller stability improvements
  846. - Added new script command to fix unloading weapons in npc inventory when looting
  847. - Fixed animation blending crash
  848. - Fixed some shader uniform bindings
  849. - Removed unnecessary assertion in UI that caused a crash in rare cases
  850. - write mini dump on crash (written to appdata\logs)
  851. - Added slight hud_fov modifier when aiming with ironsights to bring the weapon closer depending on the ironsight zoom factor setting
  852. - Fixed hand animations + lowered Weapon
  853. - Allow single-hand animations while freelook is active
  854. - Fixed device stuck in throw position after putting the bolt away
  855. - fov no longer affects the hud, only hud_fov does
  856. - [R3/R4] Engine will output define into shaders depending on detected GPU vendor
  857. - [R3/R4] Fixed delayed light testing Info: Should fix problems with "ghosting" shadows
  858. - [R3/R4] Fixed point light shadows and light plane Info
  859. - Main Menu will open instantly when pressing Esc while the pda is still hiding
  860. - Removed hud_fov auto adjust for ironsights since the fov change breaks it
  861. - Created new compile target VerifiedDX11
  862. - Compiled with better optimization settings to improve performance
  863. - Left/Right click outside of a text edit box will simulate pressing enter on that box
  864. - [R3/R4] Attempt to fix sun cascade problems
  865. - "Silent" (script) console commands no longer reset the console
  866. - Don't auto zoom out weapons when a script animation is played
  867. - Improved handling of errors during game object spawning
  868. - Better way to disable the ladder for the actor, also disabled ladders for mutants
  869. - More errors reported in log and gracefully handled instead of crashing
  870. - Changed build configuration for VerifiedDX11 (this exe is for debugging only)
  871. - Allow level map screenshots on DX10/11
  872. - No need to force fullscreen for level map screenshots
  873. - Added missing hud_mode to r3 and r4 lights and adjusted it to no longer use g_fov
  874. - Reworked script onbeforehit callbacks and added "weapon_id" to SHits, SHits can change the draftsman of onbeforehit callbacks now
  875. - Added _G.CActor__OnBeforePHCapture callback (comes with a bool that tells you if the visual you're trying to capture exists in [ph_capture_ visuals]
  876. - Adjusted "wpn_degradation" command min/max to 0.1 - 2.0
  877. - Removed "adjust_hud_fov" field for hud items since it's no longer needed
  878. - Added "hud_fov" field for hud items to give them a specific hud_fov (useful for the pda)
  879. - PiP scopes no longer render in alt-aim or grenade launcher mode
  880. - Fixed :set_visual_name()
  881. - All hud items can make use of custom script ui now
  882. - Removed unused samplers from raindrops blender
  883. - Nightvision framework, tweaked on/off "switch" for gasmask/nightivsion effects
  884. - Added temp rendertarget of scene for SSR
  885. - Clean depth/stencil buffer every single frame to avoid ghosting....
  886. - Added blur phase Info: Outputs full res, half res, quarter res, blurred image. Useful for NV/DOF
  887. - Added bloom phase for new pp_bloom
  888. - Updated gasmask renderphase
  889. - Updated pp_bloom renderphase
  890. - Updated blur renderphase
  891. - Updated depth of field renderphase
  892. - Updated raindrops renderphase
  893. - Updated nightvision renderphase
  894. - Changed grass culling mode
  895. - Updated vertex shaders for postprocessing blender
  896. - Added example of proper renderphase DX9-11.
  898. Scripts:
  900. - Added a new set of alife handlers to creating/releasing objects, all scripts are directed to rely on them for global logging and safe handling
  901. - Organized _G, and moved the most used utilities from other scripts into _G
  902. - m_data will automatically clean se_obj table from ids of unregistered server objects, this will avoid weird behaviour of new objects that take older IDs
  903. - Squad sections now new field "common" to determine if its a common squad, more reliable to deal with by scripts
  904. - Disabled companions list button inside PDA
  905. - All utils scripts are organized into "utils_*.script" files, each under its own purpose. Instead of having them in different random files
  906. - Added global temp table _EVENT to store and get values in global scope. Handy for scripts to pick up values without the need for callbacks or accessing other scripts (currently used for surge and psi-storms events)
  907. - Full revision for lua_help.script, now it mentions Anomaly engine exports
  908. - Added support for "actor_menu_inventory.CUIActorMenu_DonateCurrentItem" script function
  909. - Added script functions to move anomalies or change their attack range
  910. - Unified detectors/device code in CCustomDevice class, devices can use zoom animations now
  911. - Added support for custom script ui to devices
  912. - sound:play_no_feedback() can now change frequency as well
  913. - Added "hud_mode" property to script lights
  914. - Added a script function to UI Dialogs to toggle actor movement :AllowMovement(bool)
  915. - Added a second "set_override_animation" script function for monsters that uses id + index instead of animation name
  916. - Anomalies will send the "_G.CCustomZone_BeforeActivateCallback" callback before activating, returning false will stop the zone from activating and add the zone_ignore property to the object
  917. - Added "destroy_object" script function to safely destroy anomaly zones
  918. - Scripts can now read keystates and init key press/hold/release events
  919. - Added "set_position" function for script particle effects
  920. - Script can now adjust the PDA screen "glitch" factor using pda:set_psy_factor(0 - 1) and pda:psy_factor() to read it
  921. - Added 10 new custom keybinds
  922. - New exports for inventory owner (item management between bag, slots and ruck): iterate_ruck, iterate_belt, move_to_ruck, move_to_slot, move_to_belt
  923. - New exports for UIStatic xml class (custom textures rotation): EnableHeading, GetHeading, SetHeading, SetConstHeading, GetConstHeading
  924. - New export for CCustomOutfit and CHelmet to get bone protection
  925. - New exports for alife module: "objects", "get_children", "give_info", "disable_info"
  926. - get_movement_speed() script function now returns actual actor movement speed
  927. - Fixed npc object being nil in stalker and monster before hit callbacks
  928. - Added "script_light" and "script_glow" classes to spawn and manipulate script light sources
  929. - Added support for scripted static and skeleton wallmarks
  930. - inventory_for_each script function no longer skips untradable items
  931. - Added level.get_env_rads() function
  932. - Added support for inventory boxes in :object_id function
  933. - Added eOnWeaponLowered and eOnWeaponRaised callbacks
  934. - Added game.actor_lower_weapon(bool) script function
  935. - FS rescan_pathes script function
  936. - Added "game.world2ui()" script function to translate a world position into ui screenspace 2d pos
  937. - "bone_position" script function can now read bone positions of hud item models
  938. - StopShooting now calls FireEnd instead of just switching bWorking to false
  939. - Fixed Pulse Anomaly not spawning and fixed a crash when it tries to hit the player
  940. - Companion wheel keybind can be used to close it again, similar to the ammo wheel
  941. - replaced checkbox for autosave with input field to let users write how often to autosave
  942. - Toned down and re-enabled the "shooting_hud_effect"
  943. - Fixed many reported script crashes
  944. - Sleep menu won't trigger when aiming at an item/object
  945. - fixed unloading of weapons in npc loot UI
  946. - Fourth argument of r2_mask_control can now be used to set the opacity of the condensation droplets
  947. - Moved "update_best_weapon" from ai_stalker.script to _g.script
  948. - Added support for psi bar HUD element
  949. - Added m_ui_psy_bar and m_ui_psy_bar_show to CUIHudStatesWnd LUA bindings
  950. - Added SetPsyBar and GetPsyBar to CActorCondition LUA bindings
  951. - Renamed "dev_param_[1-8]" to "shader_param_[1-8] and made them available outside of debug mode
  952. - Added "time_continual" export, for timer based scripts while the game is paused
  953. - new callback to manage npc weapon
  955. Debug Mode:
  957. - Added a new option (debug error notifications). When enabled, it shows a notification on HUD if an error is logged
  958. - Added new alife handlers in _G, object creation/releasing in all scripts is directed to use them for full monitoring
  959. - More improvements for the debug mode
  960. - New debug launcher button: change faction for target npc's squad
  961. - Fixed crash on Fake map that can be caused by guide job script
  962. - Better callstack formatting
  963. - callstack function now has 2 parameters for print first stack only + return string instead of logging
  964. - Fixed potential crash with "change faction" debug menu
  965. - Fixed potential debug spawner crash
Add Comment
Please, Sign In to add comment