Patch Information| Release | Full Source | Patch | Obsoleted |
|---|---|---|---|
| 0.9.6 | space-0.9.6.tar.gz | 0.9.5 -> patch-0.9.6.gz | patch-0.9.7 |
Patch v0.9.6
============
+ Moved object distance lists into the space_info
structure, and partially reworked some of the
sensor update code.
+ Reworked shield plugins to allow parameter passing
during object initialization.
+ Reworked the contact handling code so that each
object has its own contact numbers. It works as
follows:
If object A has no contacts, the next new contact
will have contact number 1.
If object A has contacts, the next new contact
will be given the previous highest number plus 1.
Example:
Object A sees Object B as contact 1
Object A sees Object C as contact 2
Object A loses Object B
Object A sees Object B as contact 3
Object A sees Object D as contact 4
Object A loses Object B, C and D
Object A see Object B as contact 1
+ Updated the stale contact detection code to
use a turn id instead of a 'is current' flag.
This avoids a complete scan of the contact
lists to clear the 'is current' flag.
+ Added a spacecall to do some checks on the sensor
structures to help track down reported oddities
with the sensor code. Any problems are written to
the space_debug_char, and logged. To use it, just:
sc(sensor_sanity,<space-number>)
+ Fixed the EV_NEW_CONTACT / EV_LOST_CONTACT events
to pass contact numbers, not pointers to contact
structures to softcode.
+ Fixed the abbreviated contact list check to only
flag ships that have locked onto the sensor.
Previously, spurious locks were shown for any
contact that had locked weapons on any other vessel.
+ A fix to the torpedo fire table code so that only
attackable objects are added to the table.
thIS RELEASE IS BUGGY AND SHOULD NOT BE USED
This code is provided as a development release. Not all of the functionality noted in the documentation may be present, and correct operation of the included components is not guaranteed. Caveat Emptor.