Nerf 300 beta Patch Notes Thread

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6 years 1 month ago - 6 years 1 month ago #624 by Rajada
  • Added new in-editor icons for LiftCenters, LiftExits, TriggerLights, TriggeredBlinkers, BallTriggers, JumpCenters, JumpExits, JumpTriggers, ToggledAmbientSounds, and TriggeredAmbientSounds.
  • Fixed some masking issues on icons for PathNodes.
  • Updated Icons for ScorePoints and LocationIDs.
  • Fixed a backwards detail on the Ball Shooter skin.
  • Added AimPoint class for easier identification of BallBlast bot scoring / aiming locations.
  • Added volatile ammo support to all vanilla ammo. This feature can be activated with the new "Live Ammo" mutator.
  • Fixed assumptions of non-negative scores causing some point losses to revert your score to 0 when you have a negative score.
  • Added missing minus sign to score fonts.
  • Added the Bounty mutator.
  • Set default point, time and frag limits to 0 on all career games.
  • Fixed PlayerReplicationInfo's spree variable not updating.
  • Moved score away from the edge of the screen to match standing.
  • Fixed assumptions of non-negative score and kill counts causing incorrect drawing offsets in HUDs and scoreboards.
  • Updated scoreboard drawing code to be more efficient and reliable with drawing offsets.
  • Placed some more space between point and kill limit drawing when both are in use on a scoreboard.
  • Fixed a bug where team kill limits were being drawn over team kills due to incorrect offset math.
Last edit: 6 years 1 month ago by Rajada.
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6 years 1 month ago #627 by Rajada
  • More (not yet implemented) PBR code refinement.
  • Fixed two Nerf-specific engine fonts transposing the "+" and "," glyphs.
  • Updated underscore glyphs in Nerf-specific engine fonts to be more readable.
  • Updated countdown clock rendering to not break on time limits greater than an hour long (in case a future update utilizes long time limits).
  • Updated countdown clock rendering to only show a leading 0 when necessary.
  • Updated time limit modification code to allow un-owned time changes for gamemodes where adding time to the game might be needed (think like capture points from TF2).
  • Updated HUD rendering for point and frag limit to not overlap vertically.
  • Updated HUD rendering for frag limit to match the offset from the side of the screen point limit has.
  • Replaced rendering of slashes and pluses for frag and point limits and trials with font glyphs rather than textures. This also allowed for more simplified and efficient code.
  • Added glyphs for plus, slash, and space to score fonts.
  • Fixed a bug where the colon in the countdown clock readout wasn't appearing.
  • Removed score font plus and slash textures from PDA.utx.
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6 years 1 month ago #628 by Rajada
  • Fixed an accidental introduction of a bug where projectiles' momentum were reduced by fluid friction code when entering a non-fluid zone.
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6 years 1 month ago - 6 years 1 month ago #629 by Rajada
  • Player camera position is now calculated such that screen effects while spectating, guiding discs, or viewing from other non-player entities are relative to the position of those entities, and not always based on the position of the player.
  • Updated some more menu strings to be clearer. (Thanks Binary!)
  • Corrected a string that referred to the old amount of ammo in a Dart Pack.
  • Fixed missing text and inconsistent offsets of player identification info when spectating a player.
  • Fixed an issue where player identification info would not show correctly when spectating with the scoreboard open.
  • Localized the string for lives player identification info.
  • Fixed incorrect offsets for lives player identification info.
  • Fixed an issue where one could see both spectator player identification info and info for players "looked at" at the same time overlayed on top of eachother.
  • Renamed Armor and Health abstract base classes to NerfArmorPickup and NerfHealthPickup respectively to eliminate classname conflicts when importing Unreal maps to NerfEd.
  • Added NerfUtilityWeapon and NerfUtilityAmmo abstract base classes to help mod authors protect future gametype-dependent tools / weapons from mutators that may wish to remove them.
  • Added the Chatty mutator.
  • Fixed darts and rockets leaving behind streams of bubbles after exiting a body of water.
  • Fixed darts not leaving bubble trails when fired from inside a body of water.
  • Fixed Whomper shockwaves not respecting player knockback reduction.
Last edit: 6 years 1 month ago by Rajada.
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5 years 10 months ago #636 by Rajada
Please note that I am aware of some lighting and texture issues in this version of the game. Some major steps forward were made in the rendering engine, and not all materials reacted well to the changes. You might find that there are some really inappropriately shiny surfaces and some textures missing transparency. I am aware of these, but you may report the missing transparencies so that I can track them down quicker.
  • Per map backdrop support added (still being worked on).
  • Removed the hit and death effect textures from Engine and moved them to the more appropriate NerfRes package.
  • Lots of rendering back-end changes.
  • Fixed wrapped textures not displaying correctly in editor texture browser.
  • Now using FP16 HDR framebuffer for lighting calculations and rendering.
  • Solved some of the shading issues on surfs with code cleanup.
  • Textures now require alpha channels to be interpreted as translucent. Added new settings in texture to help facilitate other cases of translucency including coverage vs opacity rendering.
  • Code cleanup on team-checks for damage events. Solved many small issues with interpreting whether a shot was friendly fire or not, or even should count as damage.
  • Fixed a bug that prevented the bonus 25 or 100 points for a hit or chest-hit from being awarded when the hit resulted in a knockout.
  • Removed all references to engine-bound sound effects from point targets in default maps. They were replaced with correct file references as the sounds had been moved.
  • Removed HitPoint and PointPickup classes from Engine and moved them to NerfI. Old implementations utilizing these items were updated to be no longer engine-dependent.
  • GameInfo classes now handle the spawning of PointPickups instead of the player's code, meaning it can now be modified or disabled in custom gametypes.
  • Replaced several instances of "goomba stomp" code doing some finite amount of damage. These now directly call death routines, making them impossible to "cheese" with the right armor setup.
  • Fixed a mip-map texture loading bug.
  • Added some initial translucency alpha channels to vanilla textures that need them. Note that I may have missed some, but I am still working on them.
  • NerfTeleporters and any child class can now discriminate entry based on team number. By default this behavior is disabled.
  • Fixed a bug in NerfEd where focus would be lost when clicking inside any viewports, requiring you to click the toolbar to use any commands and shortcuts.
  • Fixed an out of date texture package (NerfMap.utx) throwing logspamming errors about alpha properties.
  • Fixed an improperly formatted error string for class load mismatch errors.
  • Fixed some incorrect metaclass descriptors in NerfI.int that were changed in a recent patch.
  • Fixed some outdated instances of 'Health' and 'Armor' base classes used in code.
  • Updated all file dependencies.
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5 years 10 months ago - 5 years 10 months ago #637 by Rajada
  • Fixed some more translucency errors in the Sequoia maps.
  • Fixed some missing texture property issues.
  • Split rendering code into editor and game portions.
  • Updated configuration for new rendering code. Please note this will reset your configuration. Profiles should not be affected.
  • Fixed an issue with respawning in AR-Sequoia, adding some extra platforms to accommodate new spawns.
Last edit: 5 years 10 months ago by Rajada.
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