Level Editor
New toolbar option which allows the selections of markers only
Markers can now be single selected, even if clipping mode is active
Adjusted widget system so X, Y, Z, XYZ scaling is axis aligned to entity orientation
Added new EDITORS\KEYMAP folder with ability to remap any key used by GameGuru
Sped up entity zoom in mode
Spray mode now has a range, similar to the dynamic lights.
Added a modifier to all entity properties to control when LOD kicks in
Current editing mode is now displayed in window title area
Using return with clip mode finds the floor rather than the roof
Fixed PGUP and DOWN respects the size of the selected entity when in snap mode
Adjusted free flight mode to not break the sound barrier!
Fixed a slowdown in the IDE
The D/L button in the Store Downloader is not ghosted out when updating the list
Character Creator now reports head limbs being shot and has been added to light ray render
Fixed an issue with Character Creator heads
Fixed an undo issue with regards to raising terrain with characters on, then undoing
Fixed an issue where an entity would turn to wireframe when still above the ground
Fixed an issue with SKYSPEC file settings
Fixed an issue where the property panel would stay open if a video was selected whilst in properties
Fixed a problem with resetting weapons
Fixed an issue with using the widget and R key to rotate
Editor/Importer
Waypoints are no longer shown in the importer
Importer collision tab drag handles now work
Removed objectives from the importer options as they are never used
Games and Models
New Gem World game added
Media from Gem World added to the Cartoon category for you to use.
Gameplay
Head-shot feature added
Added back spot flashes for player and enemies shooting
Picking up an enemy weapon now yields more than one bullet
Rendering
We’ve made some subtle and important changes to the rendering engine.
Ambience does not contribute to shadows on highest entity settings
Fixed enemy fire decals not displayed in the correct order
The Occluder no longer causes shadows of occluded objects to being rendered
Fixed an issue where fairly large objects would be distance occluded far too soon
Fixed an issue with the occluder where certain objects would flicker
Stand-alone
We’ve improved the save stand-alone system to ensure all files are exported properly.
Lua Scripting
The scripting commands have been expanded significantly. We’ve added new sprite commands which are ideal for creating your own HUDs.
LoadImage: myImage = LoadImage ( "myFolder\\myImage.png" ) -- Anywhere inside GG Files folder (however it is best to put into scriptbank images folder for making standalones)
CreateSprite: mySprite = CreateSprite ( myImage ) – creates a sprite using image #myImage
DeleteSprite: DeleteSprite ( mySprite ) – deletes a sprite
SetSpritePosition: SetSpritePosition ( mySprite , x , y ) – sets the position of a sprite at the % based x,y pos
SetSpriteSize: SetSpriteSize ( mySprite , sizeX , sizeZ ) – sets the size of a sprite. Passing -1 as one of the params ensure aspect ratio retained
SetSpriteDepth: SetSpriteDepth ( mySprite , depth ) –sets the ordering of a sprite, 0 is front, 100 back
SetSpriteColor: SetSpriteColor ( mySprite , red , green, blue, alpha ) – adds a coloured tint to a sprite
SetSpriteAngle: SetSpriteAngle ( mySprite , angle ) – Sets the angle of a sprite. Default angle is zero
SetSpriteOffset: SetSpriteOffset ( mySprite , xoff , yoff ) – Sets where the handle is for the sprite.
SetSpriteImage: SetSpriteImage ( mySprite , myImage ) – change the image assigned to a sprite.
GetFirstEntitySpawn() GetNextEntitySpawn() useful for scripts that need to deal with entities that can come into existence at any time (both return 0 if no new entity)
GetDeviceWidth() and GetDeviceHeight() return the width and height of the device.
SetFogIntensity(v) – sets the fog intensity.
SetFont ( "FontName" , 1) To change in game font. Font 1-3 are defaults.
SetPlayerWeapons(0) – A value of 0 disables player weapons, 1 restores them
SetAttachmentVisible(e,1). 1 sets the entities attachment to be visible (such as their weapon), 0 switches it off
SetFlashLight(1), 1 switches the flashlight on, 0 off
SetFlashLightKeyEnabled(1) - 1 for on, 0 for off. Disables the flashlight key from being used
SetOcclusion(100), control the occluder setting - from 0 (off) to 100 (max). 10 and under for minimal popping
Fixes and changes to existing Lua commands
If SetAnimationSpeed(speed) has a speed value over 100, it is divided by 100. So 100 becomes 1.
UnFreezePlayer() no longer has the fade in effect or resets anything in the game
SetSound(e,v) to be used before functions such as SetSoundVolume(vol) which do not specify a sound to use
Added new keyboard, mouse and entityinzone LUA commands and scripts
Fixed the LUA dynamic music load command
Fixed a LUA bug where GetInkey()
SetAnimationSpeed now accepts a negative number
Fixed Dynamic music system (new scripts included)
Error messages no longer go behind the window
Loading an image no longer causes a runtime error, instead it silently fails and writes to the default log file
Radar
Updated Radar script to use new commands
Radar and objective scripts, plus media can be found in scriptbankadar
Added the new Radar to The Big Escape, Morning Mountain Stroll and Get To The River maps.
Performance
Shadows+Occluder are sped up to previous fast speed, but retrain the non popping of nearby objects
Fixed the occluder to handle spinning round fast
F9 Mode
When in F9 mode, going into entity (e) mode no longer causes a slow down
Fixed an issue with F9 mode where sometimes characters would not animate
Misc
DBO self-delete now detects down to the minute so any change in minutes upwards triggers a refresh
Fixed rocket enemy killing themselves after respawning
Fixed a memory leak relating to keyboard input
Fixed a crash that could occur in multiplayer
Light mapping
The light mapper has had some subtle improvements too.
Added light mapping settings in SETUP.INI for higher quality shadows
Smoothing angle added to light mapper settings and setup.ini
Fixed light map darkness issues
Fixed an issue that ignored certain objects scaling
Shadow intensities now match when comparing real time to prebake