The changelog since release 105-861 until minor release 105-902, which happened in April 2022.
Caveats
- Default trees are now provided by basecontent. Chopped engine trees (removed engine tree generators and renderers). Trees have models/textures donated by 0 A.D. so these have outlived their utility.
Features and fixes
GLDB queries
This feature only existed until release 105-2314 and is now removed.
Add Spring.MakeGLDBQuery(bool forced) → bool ok
to create a query to the OpenGL drivers database. There’s generally only one query at a time allowed, forcing rewrites it.
Add Spring.GetGLDBQuery(bool blocking)
to receive the results of the query made with the call above. Blocking means it will wait for the answer so probably only use it in the lobby and not the game. Possible returns:
nil
if there was no query or the query failed completelyfalse
if it’s not ready yet and call isn’t blockingtrue, false
if it finished and drivers don’t have issuestrue, true, number glMajor, number glMinor, string URL, string driver
.
Texturing
- engine can load HDR textures (
.hdr
format/extension) with automatic upcasting to FLOAT internal storage format (takes 4x more memory). No user side changes are needed - LegacyAtlas now produces mipmaps. Previously it never did.
- s3o textures reload fix for Assimp models
Defs
- fix unitdef.useFootPrintCollisionVolume. Now the
useFootPrintCollisionVolume
tag takes precedence over the default sphere that appears whencollisionVolumeScales
are zero. - basecontent
setupdefs.lua
fillsUnitDefs[x].hasShield
correctly - added modrules to set default flanking min/max damages, though this was already possible (and is better done) via unitdefs_post.
Miscellaneous
- add boolean springsetting
RotOverheadClampMap
, default true, disabling it allows the rotatable overhead camera to move outside of map boundaries. - selection keys: add new filter
Guarding
(first command in the queue is guard) and new countSelectClosestToCursor
(always a single unit, doesn’t work withSelectNum_X
and doesn’t pick the second-closest if appending, etc). - area-reclaim: always ignore wrecks being rezzed (now the CTRL modifier is only for features with
autoreclaimable = false
in their def; use single-target reclaim for things being rezzed) - fixed
Spring.TraceScreenRay()
failing to hit terrain
Written by: sprunk