Bring CHANGELOG up to date

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cim 2014-03-30 16:05:17 +01:00
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Changes between Oolite 1.78 and Oolite 1.80:
General:
========
* Automatic expansion pack installer now available (not all existing
expansion packs are available for automatic installation; manual
installation still possible as before)
* Strict mode now only disables OXPs rather than making other gameplay
changes
* New game start screen, including access to a keyboard control
summary and a ship specification library
* New Tutorial option for starting a game, for a basic flight training
course
Gameplay:
=========
* Coordinate precision increased, allowing ships to travel much
further from the witchpoint without problems
* Ship hostility indicator no longer depends on weapon range
* New equipment: Integrated Targeting System
* Standard HUDs now include primable equipment dials, compass target
naming, and multi-function displays. HUD layouts reorganised
slightly to fit the extra components in. ';' and ':' keys manage
multi-function display (MFD) selection
* Major changes to NPC behaviour and AIs, including new courier,
smuggler, assassin, pirate leader, bounty hunter leader, pirate
raider, thargoid raider and police blockade roles. Significant
increases in diversity of ships used for existing roles.
* Widened the difficulty gap between Corporate States (now safer) and
Anarchy (now far more dangerous) systems. System danger now also
depends to an extent on events in neighbouring systems.
* Saving the game at stations other than the main system station is
now possible; stations added by expansion packs must be flagged by
the expansion pack as valid save locations for this to work.
* Save game file name and player commander name are now
independent. Interface added on F4 to set player commander name and
player ship name.
* Docking computers now fly a bit faster
* Improved short-term and long-term assessment of player actions for
more realistic and varied NPC responses
* Parcel and passenger contracts made much more varied. High-price
high-risk contracts added. Reputation scale increased.
* Station rotation slowed down
Graphics:
=========
* Graphics settings have changed to merge "shader settings" and
"reduced detail" into a single option. There is an 'extra detail'
option suitable for dedicated graphics cards.
* New look for the sun, including improved corona and a glare effect
* New explosion graphics
* Core ship models and textures replaced with significantly improved
ones by Griff/CaptSolo
* New planet and atmosphere graphics (requires 'extra detail')
Sound:
======
* Now uses the OpenAL library to give fully positional sound. Supports
stereo speakers up to 7.1 or binaural HRTF with headphones.
Controls:
=========
* Number pad keys can now be bound independently of arrow keys
* Number keys can now be bound independently of function keys
* GUI direction keys now independent of flight direction keys
* New ';' and ':' keys for multi-function displays
* 'tab' and '0' keys are now fast activation keys for primable
equipment. Equipment previously using those keys has been rewritten
to be primable equipment and will automatically be initially
assigned to those keys if it is installed. New interface on F4 to
rebind these keys.
* New joystick axis configuration interface, allowing much more
precise control
Expansion pack development:
===========================
Packaging:
----------
* New compressed OXZ format for easy - and automatic - expansion pack
distribution.
General:
--------
* Wormholes have a read-only representation
* The system populator is now run via Javascript and can be modified
by expansion pack scripts. There is also a system repopulator to
allow replacement of expected ship losses or departures.
* shipdata.plist reorganised to make heavy use of templates. This
allows shipset OXPs to be written to take advantage of future
changes to core shipdata.
* Primable equipment dial added to HUD
* Sun colour and background star colour are now separated
* Ship cargo is now defined when ships are created
* Javascript may be used as a language for ship AIs
* Priority-based AI library available for writing Javascript AIs in,
with a wide range of predefined behaviours and easy addition of
custom behaviours
* Mission screens can now have an arbitrary text entry prompt
* Waypoints can be added - like a compass target, but not attached to
any other entity.
* With an Advanced Navigation Array, the '?' key now cycles through
different colour highlights
* [oolite_key_FOO] description expansion describes keyconfig entry key_FOO
* Javascript representation for ship exhausts
* Javascript representation for flashers
* Description and mission text expansions now use a much better random
number generator
* Default Javascript properties set from manifest.plist
New properties:
---------------
* entity.isWormhole
* oolite.gameSettings.keyConfig
* player.cargoReputationPrecise
* player.parcelReputationPrecise
* player.passengerReputationPrecise
* player.roleWeights
* player.setPlayerRole(role [,index])
* player.ship.multiFunctionDisplays
* player.ship.renovationCost
* player.ship.renovationMultiplier
* player.ship.viewPosition*
* ship.AIScript
* ship.AIScriptWakeTime
* ship.autoWeapons
* ship.beaconLabel
* ship.cargoList
* ship.crew
* ship.destinationSystem
* ship.dockingInstructions
* ship.energyRechargeRate
* ship.exhaustEmissiveColor
* ship.exhausts
* ship.extraCargo
* ship.flashers
* ship.homeSystem
* ship.isFleeing
* ship.isTurret
* ship.markedForFines
* ship.shipClassName
* ship.shipUniqueName
* station.allegiance
* station.market[*].legalPenalty
* system.populatorSettings
* system.stations
* system.waypoints
* system.wormholes
* visualeffect.beaconLabel
* wormhole.arrivalTime
* wormhole.destination
* wormhole.expiryTime
* wormhole.origin
New methods:
------------
* Ship.keys() (static method)
* Ship.keysForRole(role) (static method)
* Ship.roleIsInCategory(role,category) (static method)
* Ship.roles() (static method)
* dock.isQueued(ship)
* player.endScenario(key)
* player.ship.hideHUDSelector(selector)
* player.ship.setMultiFunctionDisplay(index,key)
* player.ship.setMultiFunctionText(key, string)
* player.ship.showHUDSelector(selector)
* ship.becomeCascadeExplosion()
* ship.broadcastCascadeImminent()
* ship.broadcastDistressMessage()
* ship.checkCourseToDestination()
* ship.checkScanner()
* ship.damageAssessment()
* ship.dumpCargo (change to specify how many items to dump)
* ship.enterWormhole(hole)
* ship.findNearestStation()
* ship.getSafeCourseToDestination()
* ship.markTargetForFines()
* ship.notifyGroupOfWormhole()
* ship.offerToEscort(mother)
* ship.patrolReportIn(station)
* ship.performAttack()
* ship.performCollect()
* ship.performEscort()
* ship.performFaceDestination()
* ship.performFlee()
* ship.performFlyToRangeFromDestination()
* ship.performHold()
* ship.performIdle()
* ship.performIntercept()
* ship.performLandOnPlanet()
* ship.performMining()
* ship.performScriptedAI()
* ship.performScriptedAttackAI()
* ship.performStop()
* ship.performTumble()
* ship.recallDockingInstructions();
* ship.removeDefenseTarget(target)
* ship.requestDockingInstructions();
* ship.requestHelpFromGroup()
* ship.setCargoType(type)
* ship.setCrew(crew)
* ship.throwSpark()
* station.abortAllDockings()
* station.abortDockingForShip(ship)
* station.launchEscort()
* system.locationFromCode(code)
* system.setWaypoint()
New handlers:
-------------
* ship.cargoDumpedNearby(cargo,dumper)
* ship.defenseTargetDestroyed(target)
* ship.escortRejected
* ship.helpRequestReceived(ally,enemy)
* ship.shipAIFrustrated(context)
* ship.shipAchievedDesiredRange
* ship.shipNowFacingDestination()
* ship.shipWasDumped()
* ship.shipWitchspaceBlocked(blocker)
* ship.stationWithdrewDockingClearance
* ship.wormholeSuggested(hole)
* station.stationDockingQueuesAreEmpty
* station.stationReceivedDockingRequest(ship)
* world.guiScreenWillChange fires on changing to GUI_SCREEN_INTERFACES
* world.startUpComplete
* world.systemInformationChanged(gal,sys,key,newValue)
Plists:
-------
New plists:
* manifest.plist: required for OXZ format distribution
* role-categories.plist: supersedes and extends pirate-victim-roles.plist
* scenarios.plist: allows alternative game starts to be added
* shiplibrary.plist: adds ships to the start game ship database
New properties:
* equipment.plist: fast_affinity_defensive
* equipment.plist: fast_affinity_offensive
* equipment.plist: sort_order
* hud.plist: alert_conditions
* hud.plist: color_critical
* hud.plist: color_high
* hud.plist: color_low
* hud.plist: color_medium
* hud.plist: color_surround
* hud.plist: drawASCTarget
* hud.plist: drawPrimedEquipment
* hud.plist: drawWaypoints
* hud.plist: multi_function_displays
* hud.plist: reticle_scale (scanner targeting enhancement)
* hud.plist: scanner_non_linear
* hud.plist: scanner_ultra_zoom
* planetinfo.plist: nebula_color_1
* planetinfo.plist: nebula_color_2
* planetinfo.plist: populator
* planetinfo.plist: repopulator
* shipdata.plist: auto_weapons
* shipdata.plist: escort_roles
* shipdata.plist: exhaust_emissive_color
* shipyard.plist: renovation_multiplier
Shaders:
--------
* tradeInFactor uniform for player ship
* Simplified shader mode no longer exists
Bug fixes:
==========
* Stop previously unknown targets appearing in the target memory
* Reduce need for JS garbage collection while in flight
* Fix some bugs with combat flight causing misses on really easy shots
* Several Javascript crashes fixed
* Errors in NPC escape pod use for lighter ships fixed
* Fix bug with station subentity initialisation
* Fix bug in ship.forwardWeapon property
* Consistently use ship scanner ranges
* Asp can now equip a fuel scoop
* Core ships with only one missile pylon can no longer buy the
Multi-Targeting System as it's only useful to ships with at least
two missiles.
* Fix some bugs with the escape pod launch sequence
* Fix bug with reticle target sensitivity
* Fix some bugs with compass dial requirements
* Fix bug when pressing opposite movement direction keys together
* Fix various random number generation bugs
* Clean up momentum transfer in explosions
System requirements:
====================
Mac-specific
------------
* Oolite now requires Mac OS X 10.6 or later, and is 64-bit only.
-------------------------------------------------------------------------------
Changes between Oolite 1.77.1 and Oolite 1.78:
* Bug with behaviour of ship.forwardWeapon when ship had no forward