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Просмотр полной версии : Natural Selection 2 Updated


steam_news
30.04.2013, 08:03
OptimizationSped up server start times by pre-computing hashes for files for consistency checking[br][br][B]ImprovementIt is no longer possible to spam console commands on the Client[br]Sound effects are now entity based and inherit the relevancy of their triggering entity[br]Added custom HUD indication for exosuit thrusters[br]By default, the consistency configuration file will include all file types except UI textures and View Model assets[br]Adjusted phase gate engagement point so hydras and other AI units less likely miss their attacks[br]There is now a warning before auto-concede ends the round[br]Auto-concede will not kick in for the first few minutes of a round[br][br][B]ChangeOnly 2 mods will download at a time on the Client while connecting to a Server[br]Added 1 second cool down to scan to prevent spam[br]Mods downloaded while connecting to a Server are no longer deleted when you exit the game[br][br][B]EditorWireframe/show-edge rendering should be much faster - fixed some inefficiencies[br]With the line/rect/circle tool, you can now hold CONTROL to ignore existing geometry. Ie. you can create boxes inside rooms without exiting the room.[br]If anything is selected and a rect/line/circle is active, those will only modify selected stuff[br]CORRECTION: By default, geo tools will not edit non-selected geometry. Hold CONTROL to edit non-selected geo.[br]Double-clicking faces should now select orphaned edges as well[br][br][B]SDKCreated new streamlined mechanisms in LaunchPad for creating and publishing mods[br]Made it possible for multiple people to work on a mod that is managed by LaunchPad[br]Private is now the default publishing option[br]Fixed issue where string material parameters could not be set on a RenderModel[br]Fixed bug where gettign the coordinates of attachment point point in a model with no bones would give the wrong result[br]Added the ability to specify the target texture size for a camera[br]Fixed bug where "angles" network fields were inaccessible from script[br]Fixed crash when calling Shared.LinkClassToMap twice with the same map name[br]Fixed "reload" parameter in Script.Load() function in NS2[br]Fixed issue where dofile and loadfile would not use the engine file system[br]Added support for game://, config://, temp://, and cache:// style file names in Shared.GetMatchingFileNames[br][br][B]Refinery[br]Fixed exploit of doom [br][br]Дальше... (http://store.steampowered.com/news/10503/)