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Update the running changelog.
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sprunk committed Feb 17, 2024
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This is the changelog **since version 2314**.

# Caveats
These are the entries which may require special attention when migrating: (none so far)
These are the entries which may require special attention when migrating:
* some animations are now multi-threaded. It shouldn't cause desyncs, but an `AnimationMT` springsetting has been provided to disable it, just in case. See below.

# Features
* added a new optional boolean parameter to `Spring.GetUnitHeading`, default false. If true, the value returned is in radians instead of the TA 16-bit angular unit.
* added a new callin, `GameFramePost(number frame)`. This is the last callin in a sim frame (regular `GameFrame` is the first).
Use for batching events that happened during the frame to be sent to unsynced for use in draw frames before the next sim frame.
* added `Spring.GetTeamMaxUnits(teamID) -> number maxUnits, number? currentUnits`. The second value is only returned if you have read access to that team (max is public).
There is currently no corresponding Set.
* added `GAME/ShowServerName` startscript entry. If not empty, the initial connection screen's "Connecting to: X" message will display the value of that option instead of the host's IP.
* added `Spring.GetModOption(string key) -> string? value`. Returns a single modoption; replaces the `Spring.GetModOptions().foo` pattern for greater performance.
* added `Spring.GetMapOption(string key) -> string? value`, ditto for a single mapoption.

### Water
* add `Spring.GetWaterLevel(x, z) -> number waterHeight`. Similar to `Spring.GetGroundHeight` except returns the height of water at that spot.
Expand All @@ -35,7 +39,10 @@ Use for example to unattach units from the grounds and trigger skidding.
### Debugging tools
* `/debugcolvol` now also draws the selection volume, in green.
* `/track 1 unitID unitID unitID` lets you specify units to track via the command. If no unitID is given it still behaves the old way and uses the current selection.
* added an `AnimationMT` boolean springsetting. Defaults to true. Set to false if there's desync problems. Will be removed after some time, when MT animations prove to be sync-safe.
* COB piece errors say the culprit's unit def name (since the same script can be shared by many units, with different piece lists).

# Fixes
* inserting (via `CMD.INSERT`) a "build unit" command to a factory with a SHIFT and/or CTRL modifier (i.e. x5/20) will now work correctly (previously ignored and went x1).
* fix an issue where a unit that kills something via `SFX.FIRE_WEAPON` would sometimes continue to shoot at the location it was standing at at the time.
* `Spring.GetUnitWeaponState(unitID, "burstRate")` now correctly returns fractional values (was only full integers before).

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