Changes between Oolite 1.73.4 and Oolite 1.74: Gameplay * With the Advanced Navigation Array you can now see the fastest (as opposed to shortest) route by pressing control-shift-6 (Mac: control-^). * Mouse control (full screen mode only) can be enabled with a yaw-and-pitch flight model by pressing control-shift-M. (As before, shift-M will use a roll-pitch model.) * The ECM alarm no longer goes of while you’re docked. * The "Missile/Mine armed" message now specifies what type of missile/mine it is. * Greatly improved traffic control dialogues. * Speech synthesis is now available on all platforms. * Improved behaviour on various menu screens. * When dying, the last saved game is now reloaded. (In strict mode, the game restarts.) * Auto-saves are now named "Commander Name (autosave)" instead of just "autosave". There is no auto-save immediately after restarting. Graphics * The default shader mode is now Full except on first-generation shader- capable systems. Full shader mode will be disabled on some or all of those systems in future, but is currently enabled for testing purposes. * [Mac] Enabled "Detailed Planets" option. * Flashers and particle effects look better. Very large flashers no longer pop into view at unexpectedly close range. * Reduced aliasing artefacts ("twinkling") in star field and distant flashers/ particles. * Many of the built-in ships have been edited to fix minor lighting issues. * Light maps are now supported in shaderless mode (on systems that support "texture combiners"). * Improved specular highlights in shaderless mode on most systems. * Hyperspace and dock tunnels look different. * [Linux] Fixed tearing issues (v-sync). * Shader mode changes now take effect immediately. * "Pink oceans" are no longer a lie. Bug fixes * Lasers now hit the right shield, even if they happen to be fired by subentities. * No more messages about broken equipment, lost targets and so forth after you die. * Fixed lighting issues for objects with shaders, notably demo screen and shipyard lighting, and shadows. * Fixed blocked docking queue when ships in the queue die. * The game now distinguishes between overlapping systems properly. * Hot ships now dump hot cargo (and escape pods). * Ships can no longer be sold with both types of energy unit (the regular one is removed). * Cargo bay extensions now work again as expected. * [Mac] Full screen mode is once again restored when relaunching as appropriate. * [Mac] No longer freezes indefinitely while waiting for iTunes to respond if, say, you have a dialog box open in iTunes. * Collisions are now reported to both ships involved. * It is now possible to use the same mesh with and without smoothing. * Callbacks passed to Oolite JavaScript methods can now access variables in the enclosing context. * JavaScript scripts can no longer survive the transition to strict mode (except by attaching themselves to the debug console). * Lots of boring little crashes, log messages and things. Many lots. Known bugs * Planets' axes of rotation can now be messed up in several new ways. There is still no un-messed-up option. (Bug #17243) * Scooping is too hard. (Bug #17245) * Exhaust plumes jump around stupidly after a jump. (Bug #17246) * New substitution dictionary parameter to expandDescription()/ expandMissionText() has lower priority than description.plist entries, should be higher. (Bug #17193) * Overlays and underlays have a fixed resolution and interact badly with texture rescaling. (Bug #17201, technically old) * Shot cycle times depend on the last weapon fired, not the currently selected weapon. (Bug #17240, old) * Scanner markers appear in the wrong place for one frame when summoning an NPC ship. (Bug #17215, old) * When overriding a market system-wide ("market" entry in planetinfo.plist), the specified market is applied to all stations in the system, not just the main station as was most likely intended. (Bug #17247, old) * [Mac] Occasional bursts of very loud noise, causing the system to compensate by lowering effective volume. (Bug #17214, old) Remember, if it isn’t in the bug tracker, we officially don’t know about it. Miscellaneous * Decreased memory usage, primarily for flashers and textures. * The log file is a bit more readable. * [Mac and Windows] Add-ons, log and screen shots can now be found through menus. * Added support for working around specific 3D hardware issues. In particular, the default shader setting is now hardware-dependent, and point and line smoothing are disabled on some hardware. * [Mac] Oolite now requires Mac OS X 10.4 or later. * [Mac] Oolite is now 64-bit clean in Mac OS X 10.6. * [Windows and Linux]: Screenshots are now saved in PNG format. OXP/scripting * New mission screen model: use mission.runScreen(), ignore everything else. Generally, use missionScreenOpportunity() event to run mission screens. Several of the old mission properties and methods are deprecated. See http://www.aegidian.org/bb/viewtopic.php?t=6860 for details. * All ships now have "real" equipment that can be manipulated through scripts, not just the player. Several new equipment-related methods and properties have been added. Damage status is separated from equipment type (no more _DAMAGED suffixes in JavaScript). ship.hasEquipment() has been deprecated. * Script state no longer persists when the game resets/reloads. In particular, the reset() event is gone; instead, scripts are reloaded from scratch and startUp() is called again. Also, the ability to create "persistent" timers that survived resets is gone. * Background and overlay images: can be set with screenbackground.plist or setScreenBackground() and setScreenOverlay() functions. * Whitelisting is now fully in effect: unpermitted methods in legacy scripts, AIs or HUD dial definitions will be ignored. * The "homebrew" plist parser has been removed. * Ship.remove() now takes an optional boolean parameter, suppressDeathEvent. If true, the ship will not be sent a shipDied() event (and death_actions will not fire.) A new event, shipRemoved(), is sent regardless (before shipDied()). * The shipLaunchedFromStation() event now passes the station as a parameter. * New context string for shipDied(): "cascade weapon". * JS timers stop if their callback’s "this" object (the first parameter to the constructor) dies. * expandDescription() and the new expandMissionText() can optionally be passed a dictionary of substitution pairs, as in: expandDescription("My ball is [my_color].", { "my_color": "red" }); Bug: at the moment, description.plist values take precedence. In 1.74.1, this will be reversed. * Ship models can now include per-vertex normals, so you can import models with smooth parts directly from a real live 3D editor. Unfortunately tangent generation for such files is completely broken, so they can’t be normal mapped at the moment. * Flashers are now taken into account when determining a ship’s cull distance. This means ships with ridiculous giant flashers are now seen from much further away. It also means they affect performance from much further away. Also, distant flashers fade out rather than suddenly disappearing. * Player ships with player-only shader bindings can now be displayed on the demo screen and shipyard screen without causing errors. (The same fix also applies to the doppelganger created when the player ejects.) * Ship "personality" numbers and "random" shader uniforms are now generated in a consistent fashion for the player, and transferred from the display model when buying ships. This means player ship shaders can usefully use "random" parameters. * Cube map textures are now supported - especially useful for, but not limited to, planets. * Greyscale+alpha PNG textures are now supported. * Changes to material model: renamed diffuse, specular, ambient and emission to diffuse_color, specular_color, ambient_color and emission_color. (The old names are still supported for compatibility.) Added specular_modulate_color and emission_modulate_color, and added illumination_modulate_color; these are used to recolour the corresponding texture maps (specular and emission used to do this, but are now only used when there’s no texture map). See http://www.aegidian.org/bb/viewtopic.php?p=109378#109378 for details. * It is now possible for a texture to be specified as a specific channel of a file, as in { name = "my_texture.png"; extract_channel = "r"; };. This comes with some overhead, but makes it easy to reuse channels of shader effect maps as emission or illumination maps in non-shader mode. * Shaders no longer have implicit tex0, tex1 etc. uniforms. Easily fixed: uniforms = ( tex0 = { type = "texture"; value = 0; }, ... ); * Subentities and flashers can now be specified as dictionaries instead of non-descriptive strings. * Flashers with a frequency of 0 now always have full intensity. (Previously, it was always 0.5.) * Using the new dictionary-type definition, flashers can now be any colour. They can also take an array of colours and switch between them in sequence. Use black to create intermittent flashers. * Ship radar marker colours can be specified in shipdata.plist as scanner_display_color1 and scanner_display_color2, and in JavaSCript as scannerDisplayColor1 and scannerDisplayColor2. * The ship property cargo_carried can now be set to "SCARCE_GOODS" or "PLENTIFUL_GOODS". The selected goods then depend on the prices at the local market. * Improved missile HUD icons. Outlines are now of consistent thickness. Arbitrary concave and complex (self-intersecting) polygons are supported, and more than one contour may be used (by specifying an array of arrays). To maximise compatibility with existing missiles, the relatively obscure Positive polygon winding rule is used; you can punch holes by using polygons with opposite winding order to the first one. Convex corners are bevelled at 30° or sharper angles. For troubleshooting, use the polygon-sprite-dump-svg hidden setting (http://wiki.alioth.net/index.php/Hidden_Settings_in_Oolite). * Support for HUD "dial" for joystick sensitivity, drawStickSensitivityIndicator:. See comment in hud.plist. * HUD elements can be adapted to window aspect ratio using the new x_origin and y_origin properties. -1 is bottom/left, 1 is top/right, 0 (default) is centre. * HUD elements can have their alpha modified individually. * New OXPMessages.plist to put notifications on the startup screen. * New generate-ai-graphviz hidden preference (http://wiki.alioth.net/index.php/Hidden_Settings_in_Oolite) to dump flow control graphs for AIs. * NPC missiles are now associated with equipment types (so that appropriate EquipmentInfo objects can be used to describe them). If no equipment.plist entry exists, an EquipmentInfo will be synthesised as needed. * Carrier AIs now receive DOCKING_REQUESTED and DOCKING_COMPLETE messages in connection with docking clearance requests. * New CARGO_DUMPED AI message. * Overheating behaviour changed as per http://aegidian.org/bb/viewtopic.php?t=6922. * Giving player a trumble may fail if they already have some. * Better error reporting in various situations. New world events: * compassTargetChanged() * guiScreenWillChange() * missionScreenOpportunity() * shipSpawned() (Sent immediately after ship event of the same name) New ship events: * shipCloakActivated() * shipCloakDeactivated() * shipRemoved() * shipTargetDestroyed() - replaces shipDestroyedTarget() * shipTargetLost() - replaces shipLostTarget() New JavaScript properties and methods: * expandMissionText() * setScreenBackground() * setScreenOverlay() * clock.addSeconds() * console.displayFPS * console.glVendorString * console.glRendererString * console.glFixedFunctionTextureUnitCount * console.glFragmentShaderTextureUnitCount * console.platformDescription * console.shaderMode * console.writeLogMarker() * equipmentInfo.scriptInfo * EquipmentInfo.allEquipment * mission.setInstructions * mission.runScreen() * oolite.gameSettings * planet.texture * planet.orientation * playerShip.addPassenger() * playerShip.awardContract() * playerShip.awardEquipmentToCurrentPylon() * playerShip.compassMode * playerShip.compassTarget * playerShip.engageAutoPilotToStation() * playerShip.disengageAutoPilot() * playerShip.hud * playerShip.hudHidden * playerShip.manifest * playerShip.targetSystem * ship.abandonShip() * ship.aftWeapon * ship.awardEquipment() (replaces playerShip.awardEquipment()) * ship.canAwardEquipment() * ship.cargoSpaceAvailable * ship.cargoSpaceCapacity * ship.contracts * ship.equipment * ship.equipmentStatus() (replaces playerShip.equipmentStatus()) * ship.exitSystem() * ship.fireMissile() (NPCs only) * ship.forwardWeapon * ship.fuelChargeRate * ship.isCargo * ship.isDerelict * ship.isMissile * ship.isMine * ship.isRock * ship.isBoulder * ship.isWeapon * ship.lightsActive * ship.maxThrust * ship.missileCapacity * ship.missiles * ship.passengers * ship.portWeapon * ship.removeEquipment() (replaces playerShip.removeEquipment()) * ship.savedCoordinates * ship.scannerDisplayColor1 * ship.scannerDisplayColor2 * ship.selectNewMissile() * ship.setCargo() * ship.setEquipmentStatus() (replaces playerShip.setEquipmentStatus()) * ship.setMaterials() * ship.setShaders() * ship.starboardWeapon * ship.thrust * ship.thrustVector * ship.velocity * station.dockedContractors * station.dockedDefenders * station.dockedPolice * station.equipmentPriceFactor * station.launchDefenseShip() * station.launchMiner() * station.launchPatrol() * station.launchPolice() * station.launchScavenger() * station.launchShuttle() * station.launchShipWithRole() * station.suppressArrivalReports * system.addGroup() * system.addGroupToRoute() * system.addShips() * system.addShipsToRoute() * systemInfo.coordinates * systemInfo.galaxyID * systemInfo.systemID * systemInfo.distanceToSystem() * systemInfo.routeToSystem() * SystemInfo.filteredSystems() Deprecated JavaScript properties and methods: * mission.choice - convert to mission.runScreen(). * mission.runMissionScreen() - convert to mission.runScreen(). * mission.showShipModel() - convert to mission.runScreen(). * mission.setBackgroundImage() - convert to mission.runScreen(). * mission.setMusic() - convert to mission.runScreen(). * mission.setChoicesKey() - convert to mission.runScreen(). * mission.clearMissionScreen() - convert to mission.runScreen(). * planet.setTexture() - assign to planet.texture instead. * player.hasEquipment() - use equipmentStatus() instead. * playerShip.awardCargo() - assign to manifest entry instead (e.g. playerShip.manifest["Food"] += 3). * ship.availableCargoSpace - use ship.cargoSpaceAvailable instead. * ship.cargoCapacity - use ship.cargoSpaceCapacity instead. * timer.isPersistent - no replacement. New/modified shipdata keys: * auto_ai (fuzzy boolean, default: true): now applies to escorts. * cloak_passive (boolean, default false): if true, ship’s cloak is disabled when firing weapons. * debris_role (role, default "boulder" or "splinter"): specifies the type of debris generated when an asteroid or boulder breaks up. * docking_pattern_model (DAT file name): replace docking effect model (see the rock hermit for an example). * has_scoop_message (boolean, default true): if false, the standard " scooped." message is suppressed when this ship is scooped. * market (commodities.plist key): for carriers, specifies the commodity market to use. * max_missiles (number, default: same value as "missiles"): now applies to NPC ships. * missile_load_time (number, default 0): specifies the minimum interval between missile shots. * scanner_display_color1, scanner_display_color2 (colour specifiers, default: depends on scan class): see above. * Inconsistent shipdata keys "escort-role", "escort-ship", "hasShipyard", "isCarrier" and "scanClass" have been supplemented with idiomatic "escort_role", "escort_ship", "has_shipyard", "is_carrier" and "scan_class". If both are present, the new one is used. like_ship merging does the right thing. New AI commands: * checkAegis * checkEnergy * setCoordinatesFromPosition * setThrustFactorTo: ------------------------------------------------------------------------------- Changes between Oolite 1.73.3 and Oolite 1.73.4: * Fixed nova mission. * Fixed missing planet name in Constrictor Hunt mission. * Fixed bug where subentities of sold ships could come back to haunt your log. * When buying a ship which does not specify a HUD, the default HUD is now used immediately. * Scooping can no longer overfill your cargo bay. * Fixed some cosmetic issues with equipment list UIs. * removeEquipment scripting method now works with damaged equipment. * awardEquipment scripting method now works with EQ_REMOVE_MISSILES. * Fixed spurious OXP verifier warning about display_name key. * Hyperspeed is now turned off when dying. * [Windows] Installer now uninstalls old versions correctly. * [Mac] Fixed an error where random (often very loud) noise could be played through the right channel at the end of long sounds. * [Mac] Game now starts in full-screen mode if it was in full-screen mode when last quit. * [Non-Mac] Fixed a problem with mouse control. * [Non-Mac] Added option to suppress splash screen, which forces the game to run with software rendering on some systems. ------------------------------------------------------------------------------- Changes between Oolite 1.73.2 and Oolite 1.73.3: * Fixed failure on startup when two OXPs define the same equipment. * Partial fix for bug where the system data screen showed a planet in systems that had gone nova. * Fixed AI habit of trying to steal cargo right out of other ships' scoops, with hilarious results. * [Mac] Docking clearance, the wormhole scanner and targeting of incoming missiles are now enabled. * [Mac] Fixed incompatibility with Debug OXP. * [Mac] Fixed minor leak in Snow Leopard resulting from the recent crash report enhancement. ------------------------------------------------------------------------------- Changes between Oolite 1.73 and Oolite 1.73.2: * Fixed incorrect counting of cargo when docked, which partially resulted in misbehaviour of -availableCargoSpace. * Fixed laser purchasing bug. * Fixed bug whereby after buying an item, the equip ship screen would be refreshed, even if this screen had ceased to be the active one. * Various cosmetic and spelling errors fixed (especially 'targetting'). * Improvements to Mac OS X 10.6 crash reports. * Legacy scripts inside CARGO_SCRIPTED_ITEMs now work again. (bug #15454) * Fixed bug that allowed players to get rich quickly by selling missiles at start of game and then going to the shipyard screen. ------------------------------------------------------------------------------- Changes between Oolite 1.72.2 and Oolite 1.73: Gameplay * Made procedurally textured planets a game option. Can be switched on/off in settings. (This feature is currently not available on the Mac environment.) * Added splash screen and application icon to Windows and Linux versions. * Added support for tangent space effects in shaders, including normal mapping. * Default shader now supports normal mapping and parallax mapping options. * Game over screen now displays ranking as well as credits. * Made passenger carrier market a bit more interesting by rewarding long taxi runs. Credits paid increase exponentially with number of hops required. Reputation of player is also taken into account. * Interface change: While in flight, pressing H from the local galaxy map will initiate hyperspace jumps - before, the player had to exit the map to do so. * Added new equipment: Wormhole Scanner. * Implemented targeting of nearest incoming missile. This is activated using Shift+T or an assigned joystick button. * Sell/buy as much as possible on the F8 screen via Shift+left/right. Prefer to buy with Shift+Return. * Time Acceleration Factor. Activated while in pause mode with left and right arrow keys. Can be from 1/16 to 16 times the normal time. TAF is visible in the FPS display. * Raised the limit on gold, platinum and gemstones to 10000 units. * Various AI changes. Most noticeable is that docking ships are now more likely to react to attacks, and less likely to crash during the final docking stage with bigger ships. * Find systems on the long range chart screen: all possible matches now highlighted while typing. * Last save directory is now saved in prefs; oolite-saves is only created when defaulting to it. * Repositioned message row. Messages are now fully readable in standard Oolite. * Equipment on the status screen now displays on multiple screens when needed, instead of overwriting the message and HUD areas. * Repeating messages: after 6 seconds of displaying a message, the same message is shown again. They're discarded otherwise, as before. * Game settings screen: Mac fullscreen resolution changes are now immediate. * If no external views are defined for player ships, the cobra3 ones are used instead. * The left and right square bracket keys can now be used as controls. * Joystick hats are now supported on the Windows and Linux builds. Expansion packs * Icons and symbols can now be associated to beacons, and will be shown on the advanced compass. * Subentity definitions in shipData can now be dictionaries. * Removed restrictions on vertex and face counts for ship models. * Introduced the cloak_passive ship dictionary key. When set to true (or yes), it will cause the cloaking device to be deactivated whenever a main weapon or missile is fired, making the cloak somewhat less of a superweapon. Default is no. * CLASS_NO_DRAW can be used inside plists for specific (ghost?) ships again, as in 1.65 and before. However, the system populator still overrides CLASS_NO_DRAW for incoming ships. * Customsounds.plist now accepts arrays, in a similar way to descriptions.plist. * Added new system settings to planetinfo.plist: "sun_radius" (float), "sun_color" = (any colour specifier), "corona_shimmer" = (float: 0-1), "corona_hues" = (float: 0-1), "corona_flare" = (float: 0-1). Two more settings: "texture" = (string), "texture_hsb_color" = (hsb color) available when procedural textures are active. * Renamed planets: %H and %I now use scripted planet names, including inside planet descriptions. * Plural handling for languages with more than one plural form. * requires_equipment, requires_any_equipment and incompatible_with_equipment restrictions now work for weapons. * New %J token for string expansion: expands %J000 to %J255 to its corresponding system name. * Implemented the key cloak_indicator_on_status_light in hud.plist (Off by default). * Added example of drawing a yaw indicator bar (disabled by default). Scripting * Work towards securing legacy scripts, AIs and shader uniform bindings by whitelisting methods. Game will now print an error message in the log if non-whitelisted methods are used in legacy scripts or AIs. * Added class ShipGroup. Groups are now defined in a different way than previously. ShipGroups are exposed to JS as a property of ships. * Made time acceleration factor controllable by JavaScript using the read/write timeAccelerationFactor global property for bullet-time-like effects. * PlayerShip.removeEquipment() now works for missiles. Also, awardEquipment()ing a missile when the player has none now causes the new missile to be selected. * Reworked Aegis messages. sun aegis is recognised, approaching planet event is restored, all handlers have a planet or station as argument. * Added the JavaScript read/write player ship property scriptedMisjump. Boolean value, scripted misjumps have a lifespan of one jump only. After that, auto reset occurs and subsequent jumps become normal ones again. * Bounty for script added pirates and traders now follow populator rules when auto_ai is true. * JavaScript system.info.xx & system.infoForSystem([present galaxy],[system number]).xx are read/write now. Reading infoForSystem values from outside the present galaxy is not supported and will return null. However, writing system info anywhere in all galaxies is fully supported at all times. New event handlers: * stationLaunchedShip(ship) * playerWillEnterWitchspace() * playerTargetedMissile(missile) * playerBoughtNewShip(ship) * arrivalReportScreenEnded() New JavaScript methods: * ship.setAIState() * ship.fireECM() * player.ship.galaxyCoordinates() * player.ship.cursorCoordinates() * station.dockPlayer() * player.addMessageToArrivalReport(message) New AI commands: * dropMessages * debugDumpPendingMessages * exitAIWithMessage: * messageSelf: * abortAllDockings * throwSparks * randomPauseAI: * launchIndependentShipWithRole: * checkOwnLegalStatus * setSpeedToCruiseSpeed Changed commands: * Added delay parameter to playerStartedJumpCountdown event. * Made Entity.position and Entity.orienation read/write, and deprecated Entity.setPosition() and Entity.setOrientation() * Ship.exitAI() now can specify a message. Default is RESTARTED. * Deprecated system.goingNova and system.goneNova in favour of existing Sun equivalents. Bug fixes * Fixed far away docking of ships. Ships that start the dockingAI further away than 2.5 times scanner distance from a station are sent back to their original AI. * SDL & Windows fixes: reworked Windows port to resize game view without texture loss. Splash screen for both Linux and Windows. When switching fullscreen resolutions using F11 Oolite now saves the new fullscreen resolution. * Fixed negative cargo bug shown in shipyard for ships with cargo capacity less than 5t that had EQ_PASSENGER_BERTH as optional equipment. * Oolite now takes incompatible equipment into account when generating ships for sale. * Fixed weapon position. It now follows the defined position in shipData instead of always using the default one. * Fixed an inconsistency in oolite-font.plist. * Prevent ships from escorting things with different scan classes. * Pirates returning to their own pirate cove are now correctly added to the station defence ships. * Cloak no longer works as an energy generator when not cloaked. * Escorts cannot have escorts of their own anymore. This avoids memory overflows in cases of recursive escort-ship, escort-role and mutual escort ship references between two or more ships. * Motherships with a clean legal status now only accept clean escorts. * Fixed hasShipyard. * Fixed crash when max_missiles is set to higher than maximum allowed (16). * Fixed bug in performFaceDestination where a ship would hang still in space. * launchTrader now launches traders with correct escorts for that ship type. * sun_radius loop bug: should now cope with all sun_radius values. * Limited checkcourseToDestination to scanner range so it only changes course when it actually "sees" something. * scanForOffenders no longer finds fellow group members. * Minimum player-bouy distance when entering system raised from 500 to 750 metres. * Resolved bug that caused ships with subentities to explode inside closed structures and other sudden collisions near bigger ships. * More systemInfo changes for the current system are now validated and are effective immediately, including most sun settings, main planet texture, and derivative ones (ie commodity market/economy, ship and equipment markets/ techlevel). Properties not yet effective immediately produce a warning. * AI command setCourseToPlanet no longer sets course to moons, only to the closest planet. * Fixed joystick precision mode switch causing continuous yaw to left (Linux and Windows builds only). ------------------------------------------------------------------------------- Changes between Oolite 1.72.1 and Oolite 1.72.2: * Fixed bug in selecting ships after a spawn condition blocked the initial selection. This was causing disappearing buoys and police ships with some OXPs. * Fixed a bug where by flooding the market when selling a ship, cargo remained on the newly acquired ship even if said ship had no cargo carry capability. Now, all cargo that cannot be sold when changing ships due to flooding the market will be lost. * Fixed an AI bug where a police ship that received a distress call while returning to the station could get stuck after dealing with the call. * Fixed a bug where defense ships launched by stations had a patrol AI instead of a combat AI. * Cloaking device mission now works again. * Background images in HUD are now affected by HUD alpha (and thus HUD hiding). * key_docking_clearance_request is now set in keyconfig.plist. * Possible fix for texture corruption bug on Windows machines with more than two processors. * Cargo pods added by scripts now have cargo. * Fixed a problem with JavaScript system property setup. * playerStartedJumpCountdown JS event is now always playerStartedJumpCountdown and never playerStartedJumpCountDown. * Improved various error messages. ------------------------------------------------------------------------------- Changes between Oolite 1.72 and Oolite 1.72.1: Crashes: * (Non-Mac) Fixed crash when no sound device available. * Fixed a bug making random ship selection take unnecessarily long when script conditions failed - sometimes infinitely long. * Strict play mode partially fixed - switching no longer crashes, but OXP world scripts keep running, which they shouldn't. * Fixed crash when colliding with a ship whose model couldn't be loaded, and took steps to ensure that such ships don't exist anyway. Game behaviour: * Fuel now costs money as nature intended. * Thargoid death curses no longer have infinite range. * Tharglets created by scripts are now unpiloted. * Probabilities for high-tech optional extras on ships are now calculated correctly. * Fix for stations/carriers becoming main station in interstellar space. * Docking clearance cancelling works as intended, and docking clearance is not required for escape pods. Technicalities: * (Mac) Enabled docking clearance system. * Trumble sounds fixed. * Fixed bug where going into any of the F6 screens with the injectors key pressed would result in injectors continuing to run even after releasing the key. * SystemDescription.dot file (a tool for people translating Oolite) now appears in the same directory as the log on all systems. * Possible fix for rendering problems with Windows and ATI cards (but it's a long shot). Ship registry: * Ships whose model can't be found are now dropped from the ship registry (with a warning message). * is_template now works properly (specifically, ships inheriting from templates do not inherit the is_template value and get dropped). * Subentities are no longer required to have roles. * Ships with bad subentity definitions are reported and dropped. * New ship key is_external_dependency suppresses warning when like_ships resolution fails. (The ship is silently dropped.) Misc configuration: * "hasShipyard" shipdata key now works. * Setting a shader uniform to a constant float with short syntax (e.g. myUniform = 42;) in OpenStep-format property lists now works. * Overall HUD alpha now affects comm log and message log. This also affects hiding the HUD ("o" key while paused). JavaScript: * Galactic hyperspace behaviour properties updated in accordance with documentation (http://wiki.alioth.net/index.php/Oolite_JavaScript_Reference:_PlayerShip#galacticHyperspaceBehaviour). * playerBoughtEquipment event now fires even when equipment cost is 0. * player.bounty fixed. * player.spawnOne() now works (with deprecation warning, will be removed for version 1.74). * equipmentDamaged and equipmentDestroyed events now consistently provide the equipment key rather than localized name. * player.ship.setEquipmentStatus() now raises an equipmentDamaged event when appropriate. * Passing invalid parameters to Sound.play(), Sound.playSound(), expandDescription() and displayNameForCommodity() no longer crashes Oolite. * Ship.heatInsulation setter now works properly. * System.infoForSystem() no longer causes delayed crash. ------------------------------------------------------------------------------- Changes between Oolite 1.71.2 and Oolite 1.72: * New "ship registry" handles ship types and ship roles more robustly and efficiently. Benefits include less stutter when generating ships (especially traders and pirates) and various shipdata.plist errors being reported up front (when rebuilding cache). Also adds new shipdata-overrides.plist and shipyard-override.plist, which can be used to selectively override certain properties of ships without redefining them completely. Overrides are silently ignored for ships that don't have a "primary" shipdata.plist/shipyard.plist entry. * New equipment type handling. This is less far-reaching than the ship registry, and isn't used everywhere, but it's exposed to JavaScript as EquipmentInfo objects (see EliteWiki for documentation). * Missiles no longer collide with parent on launch. * Disarmed missiles now stay disarmed when cycling through targets with Target System Memory Expansion. * Workaround for key conflict in old BBC key config files: if both roll and yaw are assigned to ,/. keys, yaw is disabled. * Fix for NPCs becoming offenders when counterattacking player. * Only one energy unit is allowed at a time. Thargoid Plans mission script now reflects this. * Approaching non-main planets (including the sun) no longer points compass at main station. * Player ship turrets now work. * Escort turrets now work. * Carriers can now control their launched defenders. * Miniature planets from F7 screen no longer float around invisibly mass-locking you. * (Non-Mac) Fix failure to launch when cache is corrupt. * Fixed rounding behaviour of some currency displays. * Suppressed pointless "Cannot iterate into directory" messages. * (Non-Mac) Support for joysticks with up to 16 axes and 64 buttons. If you need more than 16 axes, I shall require photo evidence. * More (all?) sound goes through customsounds.plist. * (Non-Mac) SDL sound code rewritten to be more like Mac code. Most noticeable effect is that more than one instance of a sound can be played at once. As a result, afterburner2.ogg is no longer needed. * (Non-Mac) Logs are now written to ~/.Oolite/Logs/under Linux and \Oolite\Logs\ under Windows. (Oh yes, I intended to change it to GNUstep default locations. Oh well.) OXP verifier logs also end up there, named by OXP. * (Mac only) Updated Smart Crash Reports to 1.5 for Leopard compatibility. * Similarly, showShipModel: no longer generates escorts. * More stuff made localizable. * New is_template shipdata.plist property. Set this to yes/ for ships which are only used through like_ships and are not intended to be used directly. If your (otherwise working) OXP generates warnings about ships with no roles or model attribute, you probably need this. * New is_submunition shipdata.plist property for cluster weapons. Missiles with this property inherit their launcher's current target. * New shipdata.plist key hyperspace_motor_spin_time to modify jump countdown time. * New planetinfo.plist keys star_count_multiplier and nebula_count_multiplier. (Can be used in universal section to modify overall star and nebula density.) * Putting planets in interstellar space no longer breaks the game. * Failure to set up a station is now handled somewhat more gracefully, with useful diagnostic log messages. * Added commsMessageByUnpiloted: for AIs and legacy scripts. * switchLightsOn/Off now applies to subentities. * Fixed some spurious errors in OXP verifier. * Condition flags for equipment are now enforced when adding items directly, not only when shopping. More condition flags are now available. The full list is: available_to_all, requires_empty_pylon, requires_mounted_pylon, requires_clean, requires_not_clean, portable_between_ships, requires_free_passenger_berth, requires_full_fuel, requires_non_full_fuel. Other types of condition are: requires_cargo_space, requires_equipment, requires_any_equipment, incompatible_with_equipment. Legacy script conditions can also be used (only apply to player). * New HUD plist key reticle_target_sensitive makes target selection box go red when active target is in position (requires Scanner Targeting Enhancement). Also exposed to JS as player.ship.reticleTargetSensitive. * Fix for the occasional 15-20 seconds slowdowns experienced during gameplay. * Some AI tweaks from Eric, and general cleanup of AI formatting. * Docking clearance support, see http://www.aegidian.org/bb/viewtopic.php?t=5060 * Oolite now builds for Irix, but (last I heard) doesn't run due to threading issues in GNUstep. * New shader uniform types randomFloat, randomUnitVector, randomVectorSpatial, randomVectorRadial and randomQuaternion (which supports asMatrix option, default is true). * Various changes for 64-bit compatibility under OS X and Linux. This release is not 64-bit, though. * Oolite can now correctly count CPUs under Linux, not that this makes much difference. * New web site at oolite.org. (Hey, it's in the subversion log.) * Spot the graphical tweaks! JavaScript changes: * Potential crashing bugs throughout JS code fixed (exceptions weren't being handled properly). Also added more and better JS error checking. * missionVariables object no longer treats strings starting with digits but containing letters as numbers. * AI sendScriptMessage: can now pass parameters. The AI statement "sendScriptMessage: foo bar baz" is equivalent to the JS ship.script.foo(["bar", "baz"]). Note that the parameters are passed as an array of words. * Debug console now allows definitions to be split over several lines; for instance, you can type "this.test = function() {" on one line and "return 3: }" on the next. Enter an empty line to cancel multi-line input. Lines which are considered "incomplete" are echoed with a _ prefix instead of >. (Mac-only: the integrated console also supports multi-line input using option-return, as it always has.) * New global function randomInhabitantsDescription(plural : Boolean) : String. * Entity.call() is now only available when debug OXP is active. * Entity.isValid now works for invalid entities. * New Ship properties and methods: desiredSpeed, cargoSpaceUsed, availableCargoSpace, passengerCount, passengerCapacity, remove(). * Renamed Ship properties: maxCargo -> cargoCapacity, shipDescription -> name, shipDisplayName -> displayName. * player split into player and player.ship. All Entity/Ship methods now live in player.ship. There are compatibility accessors in player, which will be removed in future (and generate warnings). * New Player properties and methods: contractReputation, passengerReputation, increaseContractReputation(), decreaseContractReputation(), increasePassengerReputation(), decreasePassengerReputation(), reticleTargetSensitive, rank, legalStatus, forwardShield, aftShield, maxForwardShield, maxAftShield, forwardShieldRechargeRate, aftShieldRechargeRate. * player.orientation is now right way around. * New System properties and methods: info and infoForSystem(), equivalent to legact setPlanetInfo: and setSpecificPlanetInfo:. For example, system.info["foo"] = "bar" is equivalent to "setPlanetInfo: foo bar". Currently, values can only be written, not read. Also countShipsWithPrimaryRole(), pseudoRandomNumber, pseudoRandom100, pseudoRandom256. * system.setSunNova() deprecated in favour of system.sun.goNova(). * Better error messages for legacy_addShip*() family. * system properties now make some sort of sense in interstellar space. * Vector renamed to Vector3D. * Ability to pass several numbers instead of a vector or quaternion is deprecated. Use an array or Vector3D instead. (For instance, instead of ship.position.add(100, 0, 0) use ship.position.add([100, 0, 0]).) * New script events: playerBoughtEquipment(equipmentKey), equipmentDamaged(eqipmentKey), equipmentDestroyed(equipmentKey). * New events for approaching and leaving planets: shipEnteredPlanetaryVicinity(planet)/shipExitedPlanetaryVicinity(planet) for JS, CLOSE_TO_PLANET/AWAY_FROM_PLANET for AIs. (Actually, I'm not clear on how CLOSE_TO_PLANET differs from AEGIS_CLOSE_TO_PLANET. If none, suggest removing CLOSE_TO_PLANET. Kaks?) * shipLaunchedEscapePod() is now triggered slightly earlier, before resetting legal status and trumbles. NOTE: one warning generated by the ship registry is disabled by default for the benefit of Realistic Shipyards, namely the warning when a shipyard.plist entry does not correspond to a shipdata.plist entry. This warning will be enabled by default in 1.73. To enable it, change shipData.load.shipyard.unknown to yes in logcontrol.plist. ------------------------------------------------------------------------------- Changes between Oolite 1.71.1 and Oolite 1.71.2: * Fixed delayed crash after looking at system info screen in interstellar space. * Fixed crash when an array in descriptions.plist is empty. * Suns, Q-mine explosions and wormholes are now the same size no matter which direction youíre looking at them from. * Fix for ships launching with the wrong AI. * ECM, space compass and ident are now reset properly when restarting the game. * Fixed HUD alpha/hiddenness for empty missile slots. * Fixed glitch where it would become impossible to stop playing music after attempting to play music that does not exist. * Creating a JavaScript timer with a negative delay value now creates a paused timer as documented. * Player.alertEnergy and Player.alertHostiles now work on Windows and Linux. * Squashed spurious ìship generated with infinite top speed!î log messages. ------------------------------------------------------------------------------- Changes between Oolite 1.71 and Oolite 1.71.1: * Fixed hang when entering interstellar space. * Cloaking device mission now works. * Credit quantities now display correctly on big-endian systems (such as PowerPC Macs). * Fixed problem with double-clicking on load/save screen. * Growl mode strings can now be localized (Mac OS X only). ------------------------------------------------------------------------------- Changes between Oolite 1.70 and Oolite 1.71: Stability: * Fixed the nasty bug that would occasionally cause Oolite to crash after having consumed all memory during system population. * Fixed the selling ship with subentities causes crash bug. * Fixed strict mode to/from crashes. * Fixed unmarkSystem crash. * Removed crash when loading save game with 'stale' oxp missiles (see http://aegidian.org/bb/viewtopic.php?p=47921&highlight=#47921) JavaScript: * All internal game scripts are now JavaScript -- adopted somewhat twiddled versions of Eric Walch's scripts. * Implemented JS sound and music interface. * Fixed scriptActionOnTarget: not setting the script target correctly (note: scriptActionOnTarget: is now deprecated, use safeScriptActionOnTarget: instead). * Added shipHitByECM(pulsesRemaining) script event. * Added JS systemNameForID() and systemIDForName() methods. * JS mission.choice is now read-write, mission.resetMissionChoice() deprecated. * Added JS Ship methods dumpCargo(), ejectItem() and ejectSpecificItem(). * Added playerEnteredNewGalaxy(newGalaxyNumber) script event. * Added missionChoiceWasReset() script event. * Most AI reactToMessage: calls now also have a script event; see http://www.aegidian.org/bb/viewtopic.php?p=47620#47620 * Setting the player's target through JS now works as expected (locks on ident, with UI feedback, unless a missile is selected in which case current missile is locked on to the new target). * Added Ship.explode(), which kills any ShipEntity through energy damage including the main station. Once again made blowing up the main station with blowUpMainStation (or explode()) work. * Added experimental planet.setTexture in JavaScript. Usage restricted to shipWillExitWitchspace()& shipWillLaunchFromStation(). Bugfixes: * Fixed a serious memory leak on the short-range chart screen. Other smaller leaks plugged as well. * Linux shader support added (did not work with 1.70). * Fix for trade-ins (like selling missiles or replacing lasers) not working. * Fix for scripting bug, whereby when adding a second ship to the system with the same script that was active before, all references to player, system, mission, worldScript etc. were gone and using them was giving an error in the log. * Fixed the "too many saved games in oolite-saves causes weird behavior" bug. * Fix for OXP verifier turning off log message classes. * Fix for bug where awardEquipment:EQ_TRUMBLE while a trumble infection is in progress would innoculate the player against future trumble infections. Also added code to un-innoculate existing saved games. * Fixed laser purchasing mishandling bug in equip ship screen. * Fixed a small bug that was there since 1.65, whereby switching to equip ship screen would sometimes display information for equipment other than the normally selected missile. * Fixed bug where purchasing a ship with an upgraded laser does not reward the laser (bug #12791). * Fixed bug whereby when docked with a non-primary station, the New Game option would be unreachable in the menu, although it was shown as available. * Fix for Asps not having lasers when bought. * Fuel injectors on NPC ships are not allowed any more if we are on strict mode. * Made newly added ship entities get crews only if they are not scanClass CLASS_CARGO or CLASS_ROCK. This way, when scooping scripted cargopods or boulders, for example, the correct scooped commodity is diplayed, instead of messages of the type 'You have captured a slave'. * Reverted laser rendering to mode where lasers are clearly visible against the sun. * Resolved music not looping problem in SDL builds. * Station defense Viper's AI fixed and deafult maximum number of station defenders launched when station is under attack increased from 3 to 8. Key max_police sets the main stations defenders / number of system patrols. * Sticky messages bug has been most likely fixed. * Fixed bug for APPROACHING_SURFACE returning incorrect results. * Shuttles now take off directly away from the planet (bug #12212). * Bugfix for very long passenger names in the Carrier Market. * Fixed bug where scripted cargo pods do not award cargo as expected when scooped (bug #12659). * Added the CLASS_CARGO scan class to alloy and splinter in shipdata.plist, so that they don't appear unscoopable and with legal status when spawned by scripts. * Better diagnostics for bad AIs. * JavaScript legacy_addShipsWithinRadius method fixed and works as expected. * Fixed Thargoid death broadcast. * Demo screen behavior has now been fully fixed. No more ships going past the screen on game startup. Missing/broken ship models displayed as question marks, missing textures displayed as no-textures-material. No comms message will be received when on Demo2 screen. * Comms log now works as expected. First in, first out. * Repairing a damaged weapon (awarded via oxp) doesn't add an extra weapon anymore (bugs #13471 & #13481). * Shipyard techlevel bugfix. It now works as described in the wiki (i.e. techlevel=5 will allow ships to appear for sale in systems with technological level 6) * JS Bugfix: changes to local system properties (tech level, government, etc...) now take effect immediately. * Oolite now gives the right message when trying to jump more than 7 ly. * Added code to hopefully work around sky rendering glitch on S3 hardware. Improvements: * Improve speed of traversing saved games list by writing the current system name in the save file. When Oolite displays summary information about the saved game, it will try to look for this string. If the current system name string does not exist, it will fall back to using galaxy seed and coordinates to extract the system name. * Great improvement in escort AI. * Oolite's sound system rewritten for maximum flexibility. Most sounds now go through customsounds.plist. * Changed several built-in plists to OpenStep format. * Mission choices are now sorted. * Legacy foo_actions can now have local variables, which are cleared when the _actions completes. * Special cargo expanded and amended: it can now be saved, and no containers can be loaded on board while the special cargo is in the hold - scooping cargo will not work, and purchasing & awardCargo are only allowed for small valuables. * Implemented power braking for ridiculous speeds. * awardEquipment: if undamaged equipment present, trying to assign its damaged equivalent will fail with a warning. Trying to award an undamaged weapon using awardEquipment() will also fail with a warning. New Features: * Added ability to explicitly bind shaders to subentity rather than root entity. * Added support for hull heat glow to default shader (full shader mode only). * Added support for constant vector and quaternion uniforms for shaders. * Implemented analog joystick yaw control code. Many more analog joystick improvements (SDL builds only). * Added Eric Walch's list of pre-existing roles to pirate-victim-roles.plist. * Intergalactic jump destinations have been made user/scripter controllable. * Missiles now use the accuracy variable to determine how well to track targets. Accuracy must be between 0.0 and 10.0. If not specified, it defaults to 0.0, which corresponds to standard missile accuracy. * All game strings are now externalized and easily changeable by the user. * Added support for 8-bit character encoding, thus enabling Oolite's internationalization. Oolite now has built-in support for Western European (Latin-1) text and Greek, Cyrillic, Turkish and Eastern European (Latin-2) "starter kit" OXPs are now available. * Made the equipment.plist array mergeable like a dictionary, thus enabling OXP created equipment to override the standard one instead of being added on top of it. * Added support for 'abs' co-ordinate system. * Added auto_ai support for escort set-up. * Added script events for planet and station proximity events. * Added full support for aft lasers in shipyard. Side lasers should work if defined in a plist, but we don't offer random "upgrades" to them in the shipyard (bugs #012362 and #012363). * Added Autosave option in the game options sub-menu. * Graphics fiddle: scarred alloy is now only scarred on one side, and has a specular intensity map (if shaders enabled); both types of alloy are now shinier. * Oolite now supports multiple textures for nebulae and stars; also uses mix of sun and star colours for ambient light. * Added overall_alpha key to HUD dictionaries, defaulting to 75% opacity (25% transparency). * HUD can now be switched off with the 'o' key and turned on again with the 'n' key while game is paused. Miscellaneous: * Subentities no longer count as kills. * Made ship AI send a beingAttacked message to scripts when a missile is fired against ship. * Most legacy script methods now show the name of the current script if an error occurs, but this only works for world scripts. * Change to Console.consoleMessage: ConsoleMessage('message') is now shorthand for consoleMessage('command-result','message'). * Ejected items and debris are now spawned with 85% of the parent's cabin temperature. * Weapon mounting positions with weapons already mounted are now shown in a darker green color in the equip ship screen. * Game over changes: After the player ship has been destroyed, game restarts at Lave, pulse laser only, 100Cr. * Energy unit changes: energy units recharge rate adjusted to offer a better challenge to the player, and naval/extra energy unit purchase behaviour more flexible (see resolution of Bug #13507, Naval Energy Unit bug in berlios). * Warnings added if energy units are going to be removed. * Made the required Advanced Nav Array tech level equal to 7, as it was meant to be. ------------------------------------------------------------------------------- Changes between Oolite 1.69.1.1 and Oolite 1.70: * Greatly enhanced JavaScript scriptability. Ships and planets are now scriptable objects. Every ship now has an attached JavaScript script. Added timers and clock object. The system object provides flexible methods for searching for entities. * Implemented interactive JavaScript/debug console. Under Mac OS X, this is integrated into the application (when a special OXP is installed). On all platforms, the game can communicate with a separate console program over TCP. Writing a good console is left as a third-party opportunity. * Added -verify-oxp command-line option. * Fixed inconsistent usage of "role" attribute by splitting it into a set of roles and a primary role. * New extendable property list, pirate-victim-roles.plist, specifies which (primary) roles pirates will look for when selecting victims. This allows OXP developers to make their special ships potential victims. * Integrated Commander McLane's external views OXP. It is recommended that the OXP be removed when running Oolite 1.70. * Added travel time estimate for stars within one jump. * Split game options out of menu. * Added option to play in wireframe mode. * Added option to set shader complexity level (Off/Simple/Full) on shader- capable systems. * Added default shader, used for all ships in full-shader mode and for materials with smoothing or options in simple-shader mode. Added material options for illumination mapping, glow mapping and specular mapping, currently only implemented with shaders. Made all ships slightly shiny by default. * New AI methods: scanForNearestShipWithPrimaryRole: (new, preferred name for scanForNearestShipWithRole:) scanForNearestShipWithAnyPrimaryRole: scanForNearestShipWithoutPrimaryRole: scanForNearestShipHavingRole: scanForNearestShipHavingAnyRole: scanForNearestShipNotHavingRole: scanForNearestShipWithScanClass: scanForNearestShipWithoutScanClass: sendScriptMessage: * Converted several plists to OpenStep format for legibility, and cleaned up some redundant information from shipdata.plist. * Updated JavaScript engine. JavaScript 1.7 is now supported. * Legacy script methods awardFuel: and setFuelLeak: now work on the current script target, not always the player. * Fixed bug where local planetinfo overrides were not being restored from saved games properly. * Fixed bug where several shipdata attributes were ignored for stations (bug #11684). Added has_npc_traffic attribute to suppress NPC traffic at carriers. * Fixed bug with stars and nebulae looking wrong when inside an atmosphere. * Fixed trumble-related crash. * Added clearMissionScreen scripting method to simplify mission screens. * Several AI bug fixes contributed by Eric Walch. * Fix for a certain class of AI crashes (recursive reactToMessage:). * Made evil XML DTD swizzling hack work with plists generated under Mac OS X 10.5. * Made asteroids created by scripts behave the same as asteroids created by the system populator. * Fixed bug where cancelling the Open Game dialog caused broken behaviour (Mac OS X only; bug #11691). ------------------------------------------------------------------------------- Changes between Oolite 1.69.1 and 1.69.1.1: * Fixed a consistent crash at startup on x86-based Macs. ------------------------------------------------------------------------------- Changes between Oolite 1.69b and 1.69.1: * Several crashes and other severe bugs fixed. * Fix for a wide class of potential crashes and strange behaviours which were latent in earlier versions but obscured by an otherwise unhelpful caching mechanism. * Fix for ship death_actions and script_actions not working. * Fix for awardCredits: stealing all your money. * Fix for shipyard refusing to sell ships whose price is less than your current trade-in value. * Added notequal operator to legacy scripting system. * Reduced trade-in values by 25% across the board to reduce market exploits. * Temporarily disabled procedurally textured planets to avoid a crashing bug. * Fix for problem with ships that have multiple common roles being created by scripts and having the wrong AI, as discussed at http://www.aegidian.org/bb/viewtopic.php?t=3654 . * Better handling of out-of-range numbers in property lists. * Fix for JavaScript methods randomly not doing anything. Also fixed system.legacyAddShipsWithinRadius() ignoring radius parameter. * Fix for scripts running while paused, if on a menu screen. * Fix for wrong galaxy being shown when switching from Open screen to Map screen. * Fix for out-of-range laser heat value in shaders on demo screen. * Damaged equipment is now shown in orange as intended. * Big yellow question mark is now shown as intended on the Open screen when selecting a saved game using an unavailable ship. ------------------------------------------------------------------------------- Changes between Oolite 1.69 and 1.69b: * Fixed an error that caused certain scripts tied to ships not to run. ------------------------------------------------------------------------------- Changes between Oolite 1.68 and 1.69: * New materials model and more flexibility for shaders. * Lasers can now be any colour, with the limitation that they must be reasonably bright. The new colour spec syntax introduced for lasers is also supported for sky colours, but not planets in this release. * Raised vertex and face counts for meshes, while reducing memory usage. * Reformatted keyconfig.plist to be more legible and easier to edit. * Advanced Navigation Array default key changed to ^ (shift-6 on UK keyboards) to avoid surprise launches. * Save/load screens now show more information, and show the correct ship type even if it isnít currently installed (only applies to games saved with 1.69 or later). Also, a question mark is now shown in place of unknown ships (but looks bad due to bugs in setting up smoothed models). Under Mac OS X, this only applies in full-screen mode as standard system dialogs are used in windowed mode. * The commander status screen now shows damaged equipment in orange. * The appearance of interstellar space is now set in planetinfo.plist. * (Mac OS X only) Support for a new Debug menu added. It is enabled by a special OXP, Debug Menu.oxp. * New debugging key, key_dump_target_state, which dumps a lot of information about the playerís target (or the player, if there is no target) to the log. Not bound to anything by default. * New requires.plist key added: max_version. This is not expected to be useful very often, except for Debug Menu.oxp. Any unknown keys in required.plist will now cause an OXP not to load. * Improved robustness in various ways, especially with regards to property list parsing. * Various redundant bits of code removed; code cleanup; some optimization. * Cache is no longer pruned at all. Since itís rebuilt when OXPs are changed, the maximum size of the cache is limited by the installed OXPs. In practice, sizes of a few MB can be expected. Under GNUstep, cache read/write should be more efficient and the folder the cache lives in will be created if needed. * Under Mac OS X and Windows, you can force a cache rebuild by holding down shift during start-up. This probably sort of works on Linux other systems if you press it just at the right moment. * Fixed various issues under Linux (catching up with changes since pre 1.67). * (Mac OS X only) Spotlight indexer indexes name of ship for games saved with 1.69 or later