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.