This repository was archived by the owner on Sep 20, 2023. It is now read-only.
- Client cache contains more detailed informations about engine version used to compile scripts
- new cache is requested if cached version info does not match Client
- all players are disconnected when reloading client scripts
- scripts changes
- import errors slightly more developer-friendly
- when possible, AngelScript error codes are converted to their names from angelscript.h (
asINVALID_CONFIGURATION
,asOUT_OF_MEMORY
etc.) - [Server] with
VerboseInit
enabled, all imports are displayed in log - [Server] dependencies saved in .fosb files are relative to scripts directory
- [Client, Server] precompiled scripts (cache/.fosb files) are saved with version of AngelScript used to compile them; in case of version mismatch:
- [Client] new cache is requested
- [Server] script is compiled from source
- [Client, Server] importing functions from other modules is done only if no errors has been detected during scripts loading
- temporary changes
- warnings during scripts compilation are treated as errors (enabled during AngelScript updates, disabled in release)
- additional notes
- as this release contains more than one AngelScript update, it has been splitted into smaller parts (marked with git tags) which should be easier to handle for everyone
- table below contains links to official AngelScript announcements (Version) as well as script engine repository (Revision); other than that, it's recommended to read more detailed changelog - especially sections script language and library interface (in case of extensions workin with angelscript.h)
- for long-running servers, it's recommended to update engine tag-by-tag; links to compiled binaries are provided (note that AppVeyor keeps artifacts for about 6 months)