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1.5 raw changelog up to RC15

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Sep 9th, 2020
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  1. ------------------------------------------------
  2. - UPDATE 5 PROGRESS
  3. ------------------------------------------------
  4.  
  5. Features:
  6. - 3D PDA
  7. - Companions wheel, with a new inventory management button when you aim at a companion
  8. - Companions trade UI is changed to match default inventory, with a support for take all/give all buttons
  9. - 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).
  10. - Players can insert batteries in devices even if they are equipped in slots, no need to put them in inventory again to do.
  11. - Inventory items highlight now works in all item containers (hovering on weapon shows supported parts/kits etc... even in trader/loot inventories)
  12. - Improved advanced video settings layout
  13. - Optimized and cleaned up data files to reduce total size, mostly by removing unused assets
  14. - Engine inventory is remade completely in lua, for full control over its functionality
  15. - 3D UI for RF and Anomaly detector
  16.  
  17. Shaders:
  18. - Improved lighting and water on DX8
  19. - Fixed skyburn on other renderes
  20. - Added simple subsurface scattering
  21. - Improved FXAA
  22. - changed SSDO loop for better performance
  23. - Updated visor reflection shader
  24. - Improved scope lens dirt texture
  25.  
  26. Gameplay:
  27. - Added new economy progression option: outfit drops. allowing playes to control how outfit drops happen with 3 choices (off / progressive / full)
  28. - 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
  29. - 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.
  30. - Damaged ammo types are removed from items pool, existing objects will be replaced with old version (still available in files)
  31. - When player gives a drugkit to a medic, player will have access to drugkit crafting at the workshop of local mechanic
  32. - Adjusted reward money multiplier for weapons fetch tasks, by reducibg the penlty of low conditions
  33. - PDA screen glitch effect on surges and psi-storms
  34. - You can scroll item containers way faster by holding LSHIFT, useful for big inventories
  35. - You can check item details even if they belong to NPCs
  36. - Experimental feature: stealth kills
  37. - Improved PDA, Dosimeter and RF Receiver models + improved 3D UI
  38. - Integrated Yim's Weapon Tweaks
  39. - Added Freelook keybind
  40. - Added a faint background to the health bar
  41. - Added 4k console and small hud fonts
  42. - Added Aim Sensitivity Slider
  43. - You can detach attachments from weapons in loot mode for player and NPC bags
  44. - You can disassemble stuff in Loot mode (both for player and NPC bags)
  45. - keep dead mutants/npcs from triggering anomalies
  46. - Reworked zoom factors (use 'g_ironsights_zoom_factor 1' on the console to disable zoom without scope)
  47.  
  48. Fixes:
  49. - Fixed companions dead brain. Now they see, hear, fight and kick ass.
  50. - Fixed Azazel mode not working in Warfare
  51. - Aspirin's long battle with the table has finally ended. "No more!" said Aspirin. He spend his days standing since then.
  52. - Fixed an occasion with anomaly scanner task failing to get server object of one anomaly, leading the constant lag
  53. - Warfare random start will no longer spawn special character on new game
  54. - Dynamic anomalies won't be activated if they are close to player, preventing meme deaths
  55. - Fixed SIG 550, MP5, G3 ironsights not being fully visible
  56. - Artefacts spawn 1 meter above spawn point to avoid clipping under the terrain (reported anomaly was in Dead City - AW enterance)
  57. - Added keybinds to radio buttons and companion wheel
  58. - Fixed delivery tasks targeting task giver
  59. - Fixed fast travel not being available for Renegades/ISG/Sin (by SinDeviance)
  60. - Fixed Sin tasks to bring documents targeting wrong characters
  61. - Fixed some weapons having inaccurate weight with attached scopes and sights
  62. - Fixed Renegades patch not being usable as repair bonus
  63. - Fixed NPCs getting doubled mutant loot
  64. - Reduced hit impulse on kicking Tushkanos
  65. - Fixed Meeker not handling ordered Gauss Rifle
  66. - Fixed Heavy Repair Kit playing animation on opening
  67. - Forced Doc and delivery tasks targets to be able to talk in all occasions
  68. - Fixed Survival mode being available to pick with Story or Warfare mode, these 3 modes are not compatible with each others
  69. - Fixed stalkers reporting deaths they witnessed despite being far or in different areas
  70. - Fixed default settings for alot of options
  71. - Fixed NPCs shooting only once with the new weapons they acquire through looting
  72. - Player will be able to retreive their dropped weapons peacefully from companions
  73. - Fixed Dynamic news not having enough location pointers for few levels
  74. - Fixed npcs fake reporting stuff they don't actually see
  75. - 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)
  76. - Fixed medical packages not giving accurate amount of items
  77. - NPCs won't loot outfits or helmets, and outfits exist already in their possess will drop in low condition
  78. - Fixed wrong precondition for drugkit task by Professor Kalancha
  79. - Fixed Hip taking any amount of ammo despite asking for 20 buckshots in her quest
  80. - Fixed some unique squads spawning many times as time goes
  81. - Fixed player being able to cook on extinguished campfires
  82. - Fixed crash with TOZ-34 Bizon happening upon switching ammo with no-buck shot upgrade installed
  83. - Fixed a crash happening with Wish Granter: Rich
  84. - Fixed a fetch task for Charon with wrong requirements
  85. - Fixed Savarog detector not sensing few types of springboards anomalies
  86. - Fixed attachments being missing from inventory sorter
  87. - Fixed inverted fire wound/explosion parameters for artefacts (awaiting engine bins)
  88. - Fixed possible crash when selling documents to Barkeep
  89. - Fixed artefact fetch task for Fanatic not taking artefact if it's inside a container
  90. - Fixed possible crashes in all sort of UI windows when hint window frame get resized to small number
  91. - Fixed possible crashes with scenario autosave (CoP leftover)
  92. - Fixed some model textures lacking mips
  93. - Fixed a logic error for X-16 Timer which prevented it from working properly
  94. - Fixed an Arena dialog where Arnie takes 4K RU for a burer fight when he says he wants 5K
  95. - Disguise will be unaffeced in Arena regardless of player's state to avoid a load of issues
  96. - Fixed desynced reload sound for Remignston700 and SR-25
  97. - Massive text revision [Red Forest Cake] [Fritz]
  98.  
  99. - Engine: fixed weapon scope upgrades being inverted and not saved properly
  100. - Adjusted sleep zones to be disabled if player is holding items in hand, allowing him to interact with other things around like taking items
  101. - Expanded action key range for campfire
  102. - Campfires now can be ignited only if player have matches or fire kit
  103.  
  104. - Fix for wood plank in various maps
  105. - Fixed sectors in Pripyat Outskirts
  106. - Fixed a crash with dynamic news
  107. - Optimized artefact textures
  108. - Optimized some weapon textures
  109. - Fixed some crashes in Agroprom and Garbage
  110. - added "on_loot_monster_init" callback fired when mutant loot is generated by either player or npc
  111. - health bar showed object health at the time the hit happened but before damage was dealt
  112. - no more homing snorks, jump speed slightly faster to compensate
  113. - unload guns if key pressed and inventory is open
  114. - Fixed Mosin PU scope
  115. - moved rpg/rg6/m79 to weapon explosive in spawner
  116. - added smg category to debug spawner
  117. - fix missing gaslamp particles
  118. - Fixes and improvements for rain + wet surfaces
  119. - 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
  120. - fix items bought from random npc disappearing on level change
  121. - suits given in arena matches no longer work for disguise
  122. - Texture fixes for some Duty npcs
  123. - 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
  124. - added "npc_on_eval_danger" callback to override danger detection
  125. - fix for stuck companions
  126. - added stealth headshots with silenced guns, too
  127. - Fixed eco gasmask
  128. - fix missing use button for sleepbag
  129. - fix missing use for tent
  130. - added a slider in game progression options to allow override minimum item condition to sell at traders
  131. - Exclude items from debug spawner that should not be listed
  132. - Fixed mechanics offering upgrades even if previous important upgrades are not installed
  133. - Fixed svd lynx crash on hovering the scope 10x upgrade
  134. - Fixed L85A2 scope
  135. - Fixed misaligned kobra crosshair texture
  136. - Lowered hud offsets for pistols and axe
  137. - Fixed a dialog bug that could cause "No available phrase to say" exceptions
  138. - Fixed some issues in dialog xml files
  139. - Fixed dialog issue in Operation Afterglow
  140. - Fix for inventory quick slots, double click no longer crashes but clears the slot instead
  141. - Added a faint background bar to the health bar to indicate how close to full health the player is
  142. - Fixed Pulse Anomaly not spawning and fixed a crash when it tries to hit the player
  143. - Fixed rare crash related to pda messages
  144.  
  145. - Fixed crash with bounty tasks_bounty
  146. - Fixed a case where players can view and loot some animations items for NPCs
  147. - Fixed missing upgrades for L85A2
  148.  
  149. - Lowering/raising your weapon plays a camera animation, using the new actor_on_weapon_lower and actor_on_weapon_raise callbacks
  150. - You no longer hide your weapon when you talk with npcs, instead the weapon will be lowered
  151. - Stalkers will act normally if your weapon is lowered, instead of telling you to holster your weapon and aiming at you
  152.  
  153. - Fixed Fnx45 holosight
  154. - Fixed slightly flickering digits on Dosimeter screen on R2-R4
  155. - Actor effects fixes/improvements (mask wipe, headlamp, grenade quickthrow)
  156. - Fixed detector + zoomed in pistol
  157. - Added "fast" anim (if no weapon or detector is equipped)
  158.  
  159. - removed 2d scopes on weapons that shouldn't have them
  160. - Wrong scope model on custom eotech m4a1
  161. - Missing texture on ak74u with 1p29 scope
  162. - Scaled down eotech crosshair
  163. - All barska sights should use the same crosshair texture now
  164. - Fixed aug a1 holosight (crosshair was offset and too small)
  165. - Fixed static crosshair on FN2000 nimble
  166. - Fixed ak102 (barska) showing two crosshair dots
  167. - Fixed type63 4:3 aim hud offset
  168.  
  169.  
  170. - Fixed stash tasks not spawning quest item (on rare stashes)
  171. - Fixed radiation restoration for consumables showing + instead of - number sign
  172.  
  173. - Improved walk blend anm by asnen
  174. - Safemode from/to animations by souvlaki
  175. - Tweaked blend anm layers speed/power a bit
  176. - Added device aim offsets for the new engine build
  177. - Changed burner hit type to light_burn to remove the stuck in burner meme
  178. - Added "anomaly_on_before_activate" and "burer_on_before_weapon_drop" callbacks
  179. - Added lowered hud offsets to the wpn hud editor
  180. - Tweaked actor crouch walk speed
  181.  
  182. - Fixed crash on using "take all" button in inventory
  183. - No roaming military squads in Cordon upon starting a loner playthrough
  184.  
  185. - Fixed a case of non-clickable ammo in traders inventory
  186. - Reduced tube damage for controllers to 50%
  187.  
  188. - Fixed a task for Voronin not giving +rep on complete
  189. - Pressing ENTER on mutant loot UI will perform "loot all" action
  190. - Fixed ammo and companion wheels flickering on fast key press
  191. - Item picker will no longer start for items with no condition bar
  192.  
  193. - When a bounty squad unregistered from alife
  194. - Updated NPC inventory cleaning scripts to adapt better code
  195. - Fixed inventory resetting scroll upon item changes
  196. - Fixed missing sound effect on equipping items
  197.  
  198. - Fixed crash with package delivery tasks
  199. - Added scroll pad for item containers
  200. - F5 will refresh the inventory. Handy if you want to reset trading windows or invetory after moving items
  201.  
  202. - Items cells and containers will adapt to any new change for shown items
  203. - drag/drop functionality is now accurate regardless of update time/delay
  204. - Fixed some mutant parts not being available to trade
  205. - Dragging an item and aiming at top/bottom side of the container will scroll it up and down automatically
  206.  
  207. - heavy pockets achievement now actually makes trader offer you best items as said in description
  208. - rearranged some items in spawner
  209. - added more items to blacklist because cause crash if spawned or dropped or used or whatever
  210.  
  211. - HUD indicators (boosters and warning elements) are remade and controlled by LUA for automated layout to take less space
  212. - Companions list on HUD is reworked (health bar + indicators on detecting enemies)
  213. - Improved the visibility of health and stamina bars
  214. - Rearranged HUD layout
  215. - HUD elements will hide/show properly on various occasions
  216.  
  217. - Fixed vanilla scopes not showing properly on weapons
  218. - Fixed crashes on attach or detach from weapons
  219.  
  220. - New script (actor_status.script) to gather info like current safe zone or actor stats like Sateinty
  221. - New global function to execute custom functions
  222. - More improvements to scripts localizations
  223. - Removed some empty upgrades
  224.  
  225. - shaders.xr fix for shader version mismatch
  226. - destroyable wooden boxes now have their own texture
  227.  
  228. - Fixed run blend animation being used for walking
  229. - Improved headlamp hand animation position
  230. - Disabled grenade quickthrow in cars
  231. - Added screen space collimator shader
  232. - Fixed crosshair textures not being centered
  233.  
  234. - Added Item Picker: Items of same sections will stack to preserve inventory size.
  235. - Stats icons: when player having boost effect for one of the stats (positive or negative), related stat icon will play animation as an indicator
  236. - Fixed cases of engine inventory being started instead of lua inventory by a handful of exports
  237. - Quick access icons will be highlighted when player hover on booster item
  238. - Fixed custom highlighting not working on trade or loot mode
  239. - Fixed equipped items not being evaluated for trading in trade mode
  240. - Fixed repair button being active when an item has full condition
  241. - Equipped Artefacts will be automatically moved to ruck once player unequip their outfit
  242. - New 2 outfits stats: belt size and carry weight
  243. - Item cell sorting is improved to favorite important kind and condition
  244. - Fixed screwed up trading mode
  245.  
  246. - Fixed headlamp automatically going off once it's on
  247. - Installing upgrades is switched to use safer engine function instead of packets
  248. - Player won't interact with a campfire if they are looking at a nearby object, like a stalker, to prevent overlapping with use key
  249. - Fixed an error message cause by death manager
  250. - Fixed outfit unequip animation playing in different time
  251. - Fixed offline combat targeting special squads
  252. - Fixed cases of HUD elements not hiding properly when GUI classes are shown (like dialog window)
  253. - ShoC encyclopedia notification instead of dynamic news version
  254. - Some other stuff like new functions for sending hud msg/notification/fade msg etc in actor_menu
  255.  
  256. - Player stats icons will play animation (white/red fade) if related stat is boosted
  257. - Added Keybinds for sorter buttons
  258. - Added Icons shadow
  259. - Outfits will show 2 new stats (Belt slots and Carry Wight)
  260. - Updated and organized callbacks
  261. - More updates to scripts layout
  262. - xr_patch read values from alife.ltx, you can control min and max distance switching from there
  263.  
  264. - All console command executing in scripts are directed to "_g.on_console_execute"
  265. - Removed unused scripts
  266. - Equal item cells will be sorted by alphaptic order to keep similar sections near each others
  267. - Reduced the delay on item info box
  268. - Fixed item spawner not showing section name on item info box
  269. - More updates to localization files
  270.  
  271. - Fixed Sid and Forester not showing their inventories with the new inventory_upgrades
  272. - Fixed a crash when releasing an equipped item
  273. - Fixed progression settings in new game menu crashing the game, along with incorrent points
  274. - Fixed some classes not sending callback ("server_entity_on_unregister")
  275. - Improved the way scripts get speaking NPC, a global function is added for that: get_speaker()
  276.  
  277. - Layered animations are implemented and used globally on item huds
  278. - implemented quick-throw grenade keybind, headlamp animations and single-handed gas-mask cleaning
  279. - Automated alife online distance switching
  280. - Added the following lua GUI classes (utils_ui.script): UICellItem, UICellContainer, UIInfoItem, UIInfoUpgr, UICellProperties, UIHint
  281. - Modified a lot of UI classes like item details and others to use rely on the new UI utilities classes like item cells
  282. - Ground work has been done for scripts for more independency, organaizing and less direct calls between scripts
  283. - lua_help.script is updated with new engine exports
  284.  
  285. - Fixed AUG having wrong repair kit
  286. - Fixed Galil ACE21 + Acog scope having small zoom factor
  287.  
  288. - Removed vid_restart from a few commands that don't need it
  289. - Added mblur checkbox
  290. - Changed shadow geom optimization to use a checkbox
  291.  
  292. - Changed how brightness modifiers work for much better control, see (dynamic_weather_graphs.ltx)
  293. - Brightness option change now take effect in-game
  294. - r2_sun_lumscale_amb is no longer hardcoded in scripts, NV will use a special modifier now for lumscale boost
  295. - Fixed crash with RF Receiver
  296.  
  297. - Players can insert batteries in devices even if they are equipped in slots, no need to put them in inventory again to do.
  298. - Inventory items highlight now works in all item containers (hovering on weapon shows supported parts/kits etc... even in trader/loot inventories)
  299. - Fixed Savarog detector not sensing few types of springboards anomalies
  300. - Fixed attachments being missing from inventory sorter
  301. - Fixed inverted fire wound/explosion parameters for artefacts
  302. - Fixed possible crash when selling documents to Barkeep
  303. - Fixed possible crashes in all sort of UI windows when hint window frame get resized to small number
  304. - Fixed possible crashes with scenario autosave
  305. - lua_help.script cleaning
  306.  
  307. - PDA will be autohidden on travel to prevent issues with level changes UI
  308.  
  309. - Fixed default settings for tonemap
  310. - PDA has low interia effect now
  311.  
  312. - Cordon - fixes for missing geometry, improved foliage on bald hill near car park, fixed trees and foliage clipping through buildings
  313. - 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.
  314.  
  315. - Corrected many default settings (commands)
  316. - Improvements for advanced options settings, sun rays now are listed properly
  317. - Fixed some models lacking mips
  318. - Fixed crashes that can happen on UI that deal with items
  319. - Fixed Hip task for getting 12x70 ammo, it told player to return to her once he get any amount of ammo
  320. - New debug launcher button: change faction for target npc's squad
  321. - Included new exports in lua help, with some organizing to game object class
  322. - Fixed crash on Fake map that can be caused by guide job script
  323.  
  324. - Fixed crash with companions wheel
  325. - Fixed artefact fetch task for Fanatic not taking artefact if it's inside a container
  326. - Added 3 more impossible stashes to blacklist
  327.  
  328. - Fixed oversized holosights on r1/r2
  329. - Fixed crashes related to pda messages
  330. - Fix npc holding of Mosin
  331. - Fixed inventory: can't attach silencers or GLs by drag/drop on equipped guns
  332. - Fixed inventory: doubled "detach scope" menus
  333. - Fixed inventory: disappearing guns/attachments after attaching/detaching
  334. - Experimental: attempt to reduce fps lag for grenade explosions
  335. - some RU string updates
  336. - Allow Movement with companion and ammo wheels
  337. - Escape and Use key can be used to close them
  338. - Fixed light disappearing when aiming at the ground with a flashlight
  339. - Improved device/detector positions, moved them closer to the screen to be more readable
  340. - Clean Veles texture
  341. - Freelook offsets (attempt to hide any clipping or other glitches when looking all the way to the sides)
  342. - Fixed some clipping on mosin and mp153
  343. - Removed scope texture from xm8
  344. - Removed any radiation from game materials
  345. - 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
  346. - Fixed disappearing headlamp light (similar issue as flashlight for some reason)
  347. - RU string for the new autosave setting w/ stashes text fixes
  348. - Arszi's Psy Fix
  349. - Psy protection bar should be less broken
  350. - added option to make hunting kit bonus available only by having the item in inventory
  351. - Fixed psi storm frequency showing 6-12 twice (an not 12-24)
  352. - Fallback default setting for minimap is "disabled" now
  353. - draw detector on load if it was active on saving
  354. - Fixed crash when giving the TOZ to Hip
  355. - Fixed potential crashes when interacting with empty slots
  356. - Fourth argument of r2_mask_control can now be used to set the opacity of the condensation droplets
  357. - RU string for a 'Hunter Kit' setting, general text fixes and adjustments
  358. - Fixed a ton of duplicate string issues
  359.  
  360. ------------------------------------------------
  361. - Technical changes
  362. ------------------------------------------------
  363. Engine:
  364. - Added support for 21:9 ratio (_21.xml files can be added)
  365. - Added support for #include lines to use (for example) #include "w_*.ltx" to load all weapon config files
  366. - 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
  367. - Removed rs_fullscreen, rs_borlderless and rs_refresh_60hz commands, Added rs_screenmode command to switch between windowed, borderless and fullscreen
  368. - Added actor-only dead body collision option to the g_dead_body_collision command
  369. - Screenshot key is no longer hardcoded to F12 when the main menu is open (still is when console is open)
  370. - Actor moving state export "level.actor_moving_state()"
  371. - Multi threaded sound prefetching. Always prefetch all sounds unless "-noprefetch" is used
  372. - TBB: Slightly faster HOM and textures loading
  373. - TBB: Particle performance improvements
  374. - xrSound: Don't crash on missing sound
  375. - Added support for custom inventory item cell textures ("icons_texture" in item section)
  376. - Added prefetching for individual textures or texture folders (requires textures.ltx in configs\prefetch folder)
  377. - Added "force_hide_detector" script function, useful for item animations and grenade quickthrow (or maybe quickmelee)
  378. - 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
  379. - Improved .ogm texture display (still not perfect but no more yellow tint)
  380. - Fixed cut off Dosimeter screen after using a veles detector
  381. - Fixed a bug in WeaponMagazined.cpp regarding firemode selection and cleaned up some code
  382. - Actor no longer hides their detector when talking to npcs
  383. - Important fix for player_hud (somehow got broken during merging commits)
  384. - Added ICU (for UTF-8 text support and conversion), included both static and shared libraries
  385. - 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).
  386. - Changing the current localization now updates UIs, NPC names and the Discord integration strings
  387. - Added a few default values for commands
  388. - Added new console command types (CCC_Vector4, CCC_IVector3, CCC_IVector4)
  389. - Added new console command "g_crosshair_color" to change default crosshair color
  390. - Some improvements to the Discord integration
  391. - Discord Integration now displays Cyrillic text correctly
  392. - Added "timers_game" uniform for meatchunk (shader access to game/environment time)
  393. - Added FPS limiter (r__framelimit)
  394. - Changed most of the int commands into mask ones (support for on/off argument)
  395. - Player Hud overhaul (detectors no longer shift around when equipping a weapon + new hand animation system for script use)
  396. - Draw and holster sound support for throwables and the knife + throw sound for throwables
  397. - Added "power_critical" to inventory items, it determines at which battery charge they stop working (detectors/flashlight), default = 3%
  398. - Console command to turn off lens flare "r__lens_flares"
  399. - Game will now use Desktop resolution instead of 1024x768 on first launch
  400. - Added "mouse_sens_aim" command
  401. - Fixed inverted fire wound / explosion for artefacts parameters
  402. - Fixed PDA, campfires and sleep zones blocking the escape key in UIs
  403. - 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
  404. - Added Animation Blending/Movement layers support
  405. - Landing no longer resets the movement animation
  406. - Added another movement .anm type for ADS crouching
  407. - Added support for more than 6 material step, collide and breaking sounds.
  408. - #include "example_*.xml" includes can now be used in xml files to include multiple files
  409. - Missing script animation sections or lines should no longer crash the game, they will return a length of 0ms instead
  410. - Added custom device class "D_CUSTOM"
  411. - Non-1x1 item cells no longer crash if you use them from a quickuse slot
  412. - g_firepos no longer messes up melee weapon aim
  413. - Pressing the sprint key with crouch or walk toggle enabled will "unpress" those keys
  414. - Restored CustomZone particle optimizations, campfires and anomalies should no longer lose their particles despite being active
  415. - Material ID's greater than 4 can be used for shader stuff, still compatible with old thm files
  416. - PDA uses binoc third person animations and Weapon in safemode will now use NPCs lowered weapon idle animations
  417. - Added diffuse samplers into lighting blenders
  418. - Disabled q_sync_point by default, it can be enabled again using the "r2_qsync" console command
  419. - Fixed mouse4 - mouse8 buttons not working for most keybinds
  420. - Performance improvement in stalker path finding
  421. - Mouse keybinds should be working correctly now in demo_record if "m_b_redirect_input_to_level" is true
  422. - Fixed most cases of the cursor being clipped where it shouldn't
  423. - Improved borderless window mode
  424. - Added "smp_linear" to uber_deffer for another performance boost on details/grass
  425. - Added thumb rotation config settings for the PDA in case we use a different model/animations in the future
  426. - Esc key will now hide the PDA instead of opening the pause menu
  427. - Fixed crash when loading texture mip maps
  428. - Detectors/Devices no longer play no animation at all when the weapon is lowered
  429. - Shotgun no longer plays "anm_close" if it wasn't empty before reloading
  430. - Animation mixing for shotgun "anm_open" and rpg7 "anm_reload"
  431. - DiscordPresence fixes/improvements
  432. - Added console command to change the head bob factor
  433. - Added support for "volumetric_intensity_factor" and "volumetric_distance_factor" in weather configs + weather editor support
  434. - Re-enabled hardware yuv2rgb shader because software one didn't work on UI
  435. - Item names no longer show up randomly when holding a PDA without holding the use key
  436. - Added hud item support to bone_visible and set_bone_visible script functions
  437. - Fixed nearby items text with 3d pda
  438. - Added "g_3d_pda" command to switch between 2d and 3d pda
  439. - Safemode/lowered weapon improvements (blend anms for walk/sprint, switch animations), can sprint in safemode now
  440. - Burer StaminaHit will call the _G.CBurer_BeforeWeaponDropCallback callback to avoid weapon dropping by returning false
  441. - Burers, Poltergeists and Pseudogiants can no longer throw quest items around
  442. - Fixed "wrong animation index" spam
  443. - Force pda to not activate when moving it to the slot
  444. - Added support for texture2160 value for fonts (4k fonts) since vanilla fonts are too small for 4k displays
  445. - Devices now use their own aim offset to be compatible with different weapon offsets
  446. - Removed player_hud model pool since it clashed with the global model pool and caused crashes on exiting the game sometimes
  447. - Safemode no longer blocks most weapon actions, instead player will exit safemode and execute that action
  448. - Using wrong inputs in set_override_animation no longer freezes the script engine (why was there a NODEFAULT :O)
  449. - Fixed UI Dialogs with StopAnyMove() = false passing on ALL key inputs which led to strange behavior like sprint toggle being pressed twice
  450. - Removed sprint key hack from the pda ui since that bug is fixed now
  451. - Fixed fire key canceling empty reload animations
  452. - Fixed npcs being unable to reload if actor weapon is lowered
  453. - 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
  454. - Hud fov no longer updates for devices that aren't actually drawn
  455. - Fixed a crash if you draw the 3d pda in third person mode
  456. - Renamed the PlayEmptyClickAnm to a more universal sounding PlayBlendAnm for future use
  457. - Reverted to QPC FTimer code + OXR pause timer fixes, pause timer shouldn't cause any trouble now.
  458. - Changing a sound's pitch will now adjust its length to avoid sounds cutting out or having a pause at the end
  459. - All sounds will now adjust their pitch/speed to the current time_factor unless the "-sound_constant_speed" launch param is used
  460. - 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
  461. - Added hud adjust support for custom ui position/rotation
  462. - Removed the need for _16x9 animations for devices
  463. - Freelook fixes (PDA, missing arm parts, weird item scaling, head rotation, etc...)
  464. - Added bolt throw animations support for devices
  465. - Added "g_always_active" command to make the game keep running when focus is lost
  466. - Added hud_fov to the m_hud_params uniform
  467. - Added weapon safemode/lowered position
  468. - Weapon can be fired while sprinting or when in freelook mode and will fire in barrel direction, shooting will exit freelook
  469. - Some more animation/movement fixes, enabled blending where it should be enabled
  470. - All hud items use layered sound definitions now, added a few more sounds to WeaponMagazined, including actor/stereo sounds
  471. - All hud items use hud collision and inertia now
  472. - Lamps and Torches should return to their idle color now after flickering has stopped
  473. - Added fire point and shell point to hud adjust
  474. - Binoc fixes, should no longer show dead or out of fov objects (CoC)
  475. - Knife fixes, you can no longer do right click damage if you press both mouse buttons, left click attack no longer stops sprinting
  476. - Exported casting for a good amount of game object classes, which makes exports easier to expand in the future
  477.  
  478. - Fixed crash that could sometimes happen with entity collisions
  479. - Fixed Discord integration crash with string conversion
  480. - Added console command to change the head bob factor
  481. - Fixed crash related to animation blending
  482. - Smoothed up Freelook
  483. - Slightly reduced cam speed when Freelook is active
  484. - Simplified CustomZone MoveScript function
  485. - Fixed crash if Weapon has a permanent scope but no "scope_texture" line
  486. - Freelook should look the same on different hud_fov settings now
  487. - "shooting_hud_effect" will affect the left hand device/detector if the weapon is zoomed in
  488. - Safemode freelook offset won't affect the left hand if holding a device/detector
  489. - Fixed empty hand appearing on script animations if weapon was removed from the slot
  490. - Fixed naruto run
  491. - Re-enabled weapon lights on R1 and added a minimum range to prevent the stutter on shooting
  492. - Implemented last shot and "_empty" animations for WeaponMagazined(WGrenade) and classes inheriting from it
  493. - Fixed freelook + lowered weapon
  494. - Fixed the detector/bolts crash
  495. - Fixed two possible missing animation crashes
  496. - Actor jump and actor land callbacks
  497. - Fixed completely broken luajit memory mapping
  498. - Workaround for string table crash
  499. - Allow left click canceling reloads for auto shotguns
  500. - Added "g_ironsights_zoom_factor" command (default 1.25)
  501. - Added fourth argument to r2_mask_control
  502. - Print failed VERIFY (only with -dbgdev launch param)
  503. - Removed R_ASSERT for UIFrameWindow size (800x600 crash)
  504. - Some smaller stability improvements
  505. - Added new script command to fix unloading weapons in npc inventory when looting
  506. - Fixed animation blending crash
  507. - Fixed some shader uniform bindings
  508. - Removed unnecessary assertion in UI that caused a crash in rare cases
  509. - write mini dump on crash (written to appdata\logs)
  510.  
  511.  
  512. Scripts:
  513. - 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
  514. - Organized _G, and moved the most used utilities from other scripts into _G
  515. - 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
  516. - Squad sections now new field "common" to determine if its a common squad, more reliable to deal with by scripts
  517. - Disabled companions list button inside PDA
  518. - All utils scripts are organized into "utils_*.script" files, each under its own purpose. Instead of having them in different random files
  519. - 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)
  520. - Full revision for lua_help.script, now it mentions Anomaly engine exports
  521. - Added support for "actor_menu_inventory.CUIActorMenu_DonateCurrentItem" script function
  522. - Added script functions to move anomalies or change their attack range
  523. - Unified detectors/device code in CCustomDevice class, devices can use zoom animations now
  524. - Added support for custom script ui to devices
  525. - sound:play_no_feedback() can now change frequency as well
  526. - Added "hud_mode" property to script lights
  527. - Added a script function to UI Dialogs to toggle actor movement :AllowMovement(bool)
  528. - Added a second "set_override_animation" script function for monsters that uses id + index instead of animation name
  529. - 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
  530. - Added "destroy_object" script function to safely destroy anomaly zones
  531. - Scripts can now read keystates and init key press/hold/release events
  532. - Added "set_position" function for script particle effects
  533. - Script can now adjust the PDA screen "glitch" factor using pda:set_psy_factor(0 - 1) and pda:psy_factor() to read it
  534. - Added 10 new custom keybinds
  535. - 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
  536. - New exports for UIStatic xml class (custom textures rotation): EnableHeading, GetHeading, SetHeading, SetConstHeading, GetConstHeading
  537. - New export for CCustomOutfit and CHelmet to get bone protection
  538. - New exports for alife module: "objects", "get_children", "give_info", "disable_info"
  539. - get_movement_speed() script function now returns actual actor movement speed
  540. - Fixed npc object being nil in stalker and monster before hit callbacks
  541. - Added "script_light" and "script_glow" classes to spawn and manipulate script light sources
  542. - Added support for scripted static and skeleton wallmarks
  543. - inventory_for_each script function no longer skips untradable items
  544. - Added level.get_env_rads() function
  545. - Added support for inventory boxes in :object_id function
  546. - Added eOnWeaponLowered and eOnWeaponRaised callbacks
  547. - Added game.actor_lower_weapon(bool) script function
  548. - FS rescan_pathes script function
  549. - Added "game.world2ui()" script function to translate a world position into ui screenspace 2d pos
  550. - "bone_position" script function can now read bone positions of hud item models
  551. - StopShooting now calls FireEnd instead of just switching bWorking to false
  552. - Fixed Pulse Anomaly not spawning and fixed a crash when it tries to hit the player
  553. - Companion wheel keybind can be used to close it again, similar to the ammo wheel
  554. - replaced checkbox for autosave with input field to let users write how often to autosave
  555. - Toned down and re-enabled the "shooting_hud_effect"
  556. - Fixed many reported script crashes
  557. - Sleep menu won't trigger when aiming at an item/object
  558. - fixed unloading of weapons in npc loot UI
  559.  
  560. Debug mode:
  561. - Added a new option (debug error notifications). When enabled, it shows a notification on HUD if an error is logged
  562. - Added new alife handlers in _G, object creation/releasing in all scripts is directed to use them for full monitoring
  563. - More improvements for the debug mode
  564. - New debug launcher button: change faction for target npc's squad
  565. - Fixed crash on Fake map that can be caused by guide job script
  566. - Better callstack formatting
  567. - callstack function now has 2 parameters for print first stack only + return string instead of logging
  568.  
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