All built-in world scripts and ship actions are now implemented in JavaScript. (Thanks, Eric; I
changed them a bit.) Eric’s mission screen function is now available globally as
mission.runMissionScreen().
Added new method
Ship.explode(). For a change of pace, I’ll let you guess what it does. (Interestingly, it does it to the main station, too – it’s used in the new Nova script.)
I’ve done some other stuff over the last few days too, although as usual not the things I said I’d be doing. Actually done things include hunting for leaks (unsuccessfully) and cleaning up sound handling to be more consistent across platforms while also doing more stuff through
customsounds.plist (which I note doesn’t have a wiki page). Also, JS sound stuff now uses
customsounds.plist for sounds whose names are enclosed in brackets; for instance,
Sound.load("[mycustomsound]") will look up “[mycustomsound]” in
customsounds.plist, while
Sound.load("mysound.ogg") will treat “mysound.ogg” as a file name.
another_commander and Kaks have been hitting bugs with sticks, too.