Skip to content

Version 0.3.1

Compare
Choose a tag to compare
@inkoalawetrust inkoalawetrust released this 25 Dec 18:05
· 102 commits to main since this release
0c9c1a0

This is a minor update to the mod, that mostly has a bunch of bug fixes and fixes for crashes.

The demo map and documentation have also been updated.

  • Fixed a startup issue.
  • Lowered the attenuation of air shell explosions.
  • Autocannon shells now have the ability to perform a proximity airburst if the APC shoots them at a flying enemy (That is not immune to blast damage). This applies to both flying monsters AND players.
  • Added debug CVARs that allow all hostile monsters to be able to see friendly monsters.
  • Added lights for the autocannon shells' explosions.
  • Added lights for the APCs' death animations.
  • Vehicles will now stop running from powerful enemies if the distance between the vehicle and the enemy is over 4 times longer than the distance specified by User_RetreatDistance. Before they would simply run away from the powerful foe until the enemy died or was out of sight.
  • Vehicles no longer try to crush corpses that are too big or don't even have a Raise state.
  • Slightly increased the range of the explosion produced when the autocannon shell explodes in the air.
  • Made it so the APC does not stop to have its' turret fire if it its' target or alternatively the APCs' target are out of range.
  • Added some sanity checks to prevent VM aborts from happening if the marines aren't loaded.
  • Organized the GLDEFS code a bit.
  • Fixed a bug that made the prop versions of the Army Car and Truck to not have lights attached to them.
  • Fixed a bug where after the Army Cars' Pain Ray is destroyed. It gets teleported back to the Car and flung off when the Car dies.
  • Fixed wildly inaccurate offsets on autocannon shell tracer.
  • Setting a vehicles' User_DefaultOrder to "Stand" now does the same thing as using "Stay".
  • Cleaned up code duplication by moving certain generic checks to an MVP_CheckFunctions mixin.
  • Fixed an egregious bug with the Army Truck and Cars' pre-gibbed props, where the optional flames they spawned didn't last forever(-ish).
  • Fixed a VM abort that happened when an APC with no turret entered its' See state.
  • Rewrote a bunch of code to use more proper math by using Vec3OffsetRelative(), fixing several bugs in the process.
  • Increased the amount of flames the Army Truck spawns when gibbed.
  • Hopefully fixed a bug that made flames not spawn. And also made flames able to spawn at random heights within the vehicles' hitbox.
  • Improved the behavior of the code that makes marines escape the destroyed APC. Now it uses an actual time instead of pure RNG.
  • Changed the token giving checks for when the mod is ran without the Smart Marines, now they check if the token exists at all instead of if the marines are loaded. This should allow other non-marine mods to make use of these tokens even without the Smart Marines loaded, by having their own copies of said tokens (SM_ImInDanger etc). Or something.
  • Made projectile tracers brighter.
  • Fixed being able to give the APC ruin prop turrets.