Updates to CHANGELOG.TXT.
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@ -2,11 +2,30 @@ Changes between Oolite 1.88 and Oolite 1.90:
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General:
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========
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* Custom sounds for specific lasers and specific hit types can
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now be defined.
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* Increasing opacity of GUI cursor for increased visibility.
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* Basic compass now changes shape when switching from planet to
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station and vice versa.
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* Cloaked ships do mass lock the player now.
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* The number of turrets on a ship, if they exist, is now shown on
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the Ship Library screen.
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* Entities designated as excepted for collision with the player will
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now not limit the torus speed variability.
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* The Javascript runtime size can now be adjusted by the user.
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* Default diffuse light model switched to Oren-Nayar instead of
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Lambert.
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* Light radiance and exposure introduced on all main shaders.
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* Illumination mapping of the dark side of custom planets is now
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supported on the diffuse map's alpha channel.
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* Custom planets now support normal maps, with specular on their alpha
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channel.
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* Visual improvements made on atmospheres.
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* Visual improvements made on atmospheres. Lave has now a blue
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atmosphere like Earth, while Reorte now has a blue planet
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terminator.
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* Visual improvements made on planets, which now use correct
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reflectivity values for water and land masses for more realistic
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specular reflections.
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* New nav and witchspace beacons deployed, replacing the previous ones.
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* Added the ability to limit star and nebula textures to particular
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galaxies, providing the opportunity to make galaxies more visually
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@ -36,10 +55,30 @@ Expansion pack development:
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Modified Plists:
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----------------
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* planetinfo.plist: Reactivated air_color and added air_color_mix_ratio
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and terminator_threshold_vector keys.
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* planetinfo.plist: Added texture_normspec key for specifying the normal
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and specular/gloss maps for custom planets.
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* equipment.plist: Added the fx_shot_miss_name, fx_shot_hit_name and
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fx_weapon_launch_name keys for controlling weapon sounds for individual
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weapons.
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* shipdata.plist: Added the escape_pod_rescue_time key.
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* Added support for equipment-overrides.plist.
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Scripting:
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----------
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* Added support for equipment-overrides.plist.
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* Planet terminator color and extent is now script controlled via the
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'terminatorThresholdVector' JS planet property.
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* Atmosphere color for planets is now fully script controlled via
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the 'airColor' and 'airColorMixRatio' JS planet properties. No more
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of that "always white" atmospheres of 1.88.
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* Implemetned an override mechanism for the amount of time a rescue
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in an escape pod takes by means of the 'escapePodRescueTime' JS
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player property.
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* Added activeMissile property to allow scripts to know which of the
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missiles is currently selected.
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* Added 'isSunlit' to JS entity, allowing scripts to determine
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whether entity is in the shadow or not.
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* Added playerWillBuyNewShip and playerWillReplaceShip world events.
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Replacing a ship is now considered a different event to buying one.
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* Added EquipmentInfo.calculatedPrice property. This is the calculated
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@ -59,6 +98,19 @@ Scripting:
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Bug fixes:
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==========
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* Fixed occasional equipment incompatibility references not being
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enforced, depending on the order of loading.
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* Fixed kg and g unit commodities not being removed when player ship was
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being replaced or when a new one was bought and excess kg and g
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quantities beyond station's capacity remained unsold during the cargo
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selling phase.
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* Fixed RGB to HSB conversion in OOColor class.
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* Fixed blocked station queues in case where ship in launch queue was
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too big for a dock and could not be launched.
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* Fixed randomInhabitantsDescription not being able to return the
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plural form and fixed a typo in its error message.
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* Fixed some quite important typos in the populator script.
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* Fixed scoopOverride causing scoop sound to play once when set to false.
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* Fixed case where an empty cargopod would be generated for specific
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quantities of precious metals and gemstones.
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* Fixed an 'index out of range' error on F5 Status screen.
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@ -73,6 +125,8 @@ Bug fixes:
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* Fixed effectRemoved event not triggering when hyperspacing.
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* Fixed bug where credits could be generated by 'failing to buy'
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multiple mount lasers.
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* Fixed planets' dark side always being completely dark, regardless of the
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ambient light level setting.
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-------------------------------------------------------------------------------
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