The changelog since release 105-966 until release 105-1214, which happened in October 2022.

Caveats

  • there is now only one UnitUnitCollision event for each unit pair, and return values from UnitUnitCollision are now ignored!
  • vsync springsettng now defaults to -1
  • ships now obey upright = false when pulled out of water (still always upright when floating).
  • killed most of ARB shader fallbacks

Features and fixes

Unit collisions

  • multi-threaded unit steering and collisions.
  • there is now only one UnitUnitCollision event for each unit pair, and return values from UnitUnitCollision are now ignored!
  • added modrule, movement.groundUnitCollisionAvoidanceUpdateRate, for controlling steering performance vs quality tradeoff load. Reduce to get better quality at the cost of perf. Default value is 3 for cycling through all units over 3 sim frames.
  • added modrule, movement.unitQuadPositionUpdateRate. Similar perf tradeoff to the above, but affects collision accuracy (incl. with projectiles). In particular, if this value isn’t 1 then sometimes beamlasers/lightning can visibly ghost through units. Defaults to 3.
  • added modrule, movement.maxCollisionPushMultiplier, limits the speed (as a multiplier relative to their base speed) units can push each other at. Defaults to infinity/unlimited.

Particles

  • add animated “flipbook” CEGs: animParams = "numX, numY, animLength". Enabled for BitmapMuzzleFlame, HeatCloudProjectile, SimpleParticleSystem and GroundFlash.
  • some semi-transparent objects can cast colored shadows
  • fixed smoke-trails with a non-standard smoke period
  • /dumpatlas for now only works with proj argument to dump projectiles atlases to disk

Units on slopes

  • ships now obey upright = false when pulled out of water (still always upright when floating).
  • added upDirSmoothing to unit def so units could update their upward vector smoother than by default
  • floating mobiles can be built over seafloor slopes

Bugger off!

  • add Spring.SetFactoryBuggerOff(unitID, bool? active, number? distanceFromFactoryCenter, number? radius, number? relativeHeading, bool? spherical, bool? forced) → bool active. Forced means it also asks push-resistant units to move. Everything is optional.
  • add Spring.GetFactoryBuggerOff(unitID) → active, distance, radius, relativeHeading, spherical, forced, same units as above.
  • add Spring.BuggerOff(x, y = groundHeight, z, radius, teamID, spherical = true, forced = true, excludeUnitID = nil, excludeUnitDefIDArray = nil) → nil, for standalone bugger-off in-world (like happens when units stand on a construction site).
  • /debugcolvol now shows factory bugger off, in cyan. Standalone bugger off not shown.

Key press scan codes

  • add Spring.GetPressedScans() → {[scanCode] = true, [scanName] = true, ...}, similar to Spring.GetPressedKeys but with scancodes
  • add Spring.GetKeyFromScanSymbol(scanSymbol) → string keyName that receives a scancode and returns the user’s correspondent key in the current keyboard layout
  • add wupget:KeyMapChanged() → nil callin for when the user switches keyboard layouts, for example switching input method language.

Selection box

  • add Spring.SetBoxSelectionByEngine(bool) → nil. If set to false, engine won’t apply selection when you release the selection box.
  • add Spring.GetSelectionBox() → minX, maxY, maxX, minY (sic) returning the screen coordinates of the selection box. Nil if not dragging a box.

Rendering internals

  • lots of engine internals (in particular, fonts) use modern approaches to rendering. Expect speed-ups.
  • applied more robust algorithm of culling shadow projection matrix. The net result is that shadows should not disappear any longer on small maps, at oblique camera angles, etc.
  • allow skipping the use of Texture Memory Pool to save ~512 MB (by default) of statically allocated memory. Note this might be detrimental due to possible memory fragmentation. See TextureMemPoolSize springsettings
  • removed most of the sanity checks from window positioning code (reverted back to 105.0 like code). Now the engine won’t resist to resizing the window as the user/widget wants. There are still some rules in place, but they shouldn’t be too restrictive.
  • FontConfig should be more robust upon failure and don’t crash that often on FC errors
  • fix multiple camera issues.
  • fix the hardware cursor on Linux/Wayland.
  • fixed incorrect cubemap texture mapping

Rendering API

  • add DrawGroundDeferred callin such that bound g-buffers could be updated from say game side decals renderer.
  • projectiles transformation matrices are now available through LuaVBO

Added the following GL. constants:

  • TEXTURE_{1,2,3}D
  • TEXTURE_CUBE_MAP
  • TEXTURE_2D_MULTISAMPLE
  • COLOR_ATTACHMENT{0...15}{,_EXT}
  • DEPTH_ATTACHMENT{,_EXT}
  • STENCIL_ATTACHMENT{,_EXT}

Miscellaneous

  • add Spring.GetSyncedGCInfo(bool forceCollectionBeforeReturning = false) → number usage in KiB. Use from unsynced to query the status of synced memory occupation and force garbage collection
  • introduced RapidTagResolutionOrder option to control priority of domains when resolving rapid tags in case multiple Rapid mirrors are used at the same time.
  • /dumprng switch to tap out the state of synced RNG, works similar to /dumpstate
  • skirmish AI interface: add FeatureDef_isAutoreclaimable
  • fix the 1 second pause/freeze players experience when a player or spectator disconnects from the match.
  • fix SaveLoad hang in case when AllyTeams > 2 and one or more teams died.
  • fix SaveLoad memory leaks.

pr-downloader

  • add options to override rapid and springfiles url.
  • add option to download from Rapid without using streamer.cgi, but files directly. See https://github.com/beyond-all-reason/pr-downloader/pull/9
  • improve file IO performance by multithreading it (big performance boost on Windows)
  • fix handling of unicode paths on Windows
  • fix finding and loading of SSL certificates on multiple Linux distributions (on Windows also switches to system certificate storage)

Written by: sprunk

sprunk