Re: Progress
Posted: Sun Feb 06, 2011 11:31 pm
Right, let’s see. *shuffles notes*
- Cube-mapped planets now have their poles in the right place. (I set out to fix this and found that it already worked. Don’t know when that happened.) Latlong textures are now wrong in a slightly different way than before, but I’m not very interested in fixing them; between the distortion, the misalignment, and the pinching, latlong textures have never looked very good. Use cube maps. (Bug #17243)
- Fixed the Mac sound bug where it would occasionally stick a knife into your ear and wiggle it around until your brain started running out of your nose. (Bug #17214)
- New ship script event
shipTakingDamage(amount, fromEntity, damageType)
. Amount will be zero if damage is absorbed by shields. DamageType is the same as forshipDied()
. The event is triggered after the damage is subtracted from the ship’s energy but before checking if it’s a kill, so energy may be <= 0 (and you can resurrect a ship by giving it energy in this situation). It should be called for any damage type except “removed”. (Feature request #5077) - As far as scripts are concerned, the player can now only die once. (Previously,
shipDied()
would be called twice, once without parameters and once with.) - When the player is killed by a q-bomb, the damageType parameter to
shipDied()
is now “cascade weapon” (not “energy damage”) and the player triggers a new cascade. - Sounds that are listed in customsounds.plist are now preloaded to avoid loading delays. (The code was there before, but was never invoked.) Sounds that are played through JavaScript by specifying a file name cannot be preloaded; if you’re doing this, and your sound isn’t particularly rare, I suggest going through a customsounds.plist entry.
- New Entity method
dumpState()
. Same type of dump as pressing 0 while paused, or the super-secret shift-H key (I’d completely forgotten about that one). - The JavaScript global and console objects are now replaced when resetting the game, and can no longer be used to smuggle information across sessions.
- Reduced memory usage of various special effects and JavaScript objects.
- Windows builds now support the JavaScript trace and profile commands (see upthread; only native functions at this time), and also the ability to turn Objective-C exceptions into JavaScript exceptions instead of crashing horribly.
- Updated to FireFox 4b10 version of SpiderMonkey, and dropped support for SpiderMonkey 1.7. Boring for you, fiddly for me, but I got to check in -121970 lines of code in one go. Nice big drop in the LoC graph.
- Bugs #17202, #17214,#17215, #17243, #17391,#17454, #17819, #17888, feature requests #5058,#5077,#5095 and task #3373 closed. Feature request #5031 deferred until after MNSR.