In order to keep everyone current with the new features and fixes in 3.6.12 I've decided to keep a changelog. Whenever a new feature is added, a quick summary of how it works can be added. That way everyone should be kept aware of all the new stuff going into 3.6.12 builds.
Unless you are an SCP coder you should not post on this thread. If you want to discuss a change start a discussion thread about it. Any non SCP posts will be split and repeat offenders dealt with.
![:p](https://www.hard-light.net/forums/Smileys/HLP/tongue.gif)
Coders should try to keep the list to things non-coders actually care about. We all do a lot of stuff behind the scenes but anyone interested in the full changelog can simply look at the SVN log to read up on that.
Anyway, here's some of the stuff I've added since 3.6.10
- Profiling changes to catch bottlenecks, game should run 5-10 FPS faster
- Advanced Team Loadout Functions
- Ability to play cutscenes before Fiction, Command Brief, Brief, Game Start and Debrief.
- Ability to chat to team mates only in TvT games briefings using /f: (you can also send a message to hostiles using /h:)
- Added support for lua to pass SEXP variables from client to server in multiplayer
- Added support for multiple docking in multiplayer
- Fix hud_gauges.tbl to allow the use of "$Wireframe Targetbox: x" to determine if the targetbox uses wireframe by default and $Lock Wireframe Mode: TRUE to prevent the player from changing it.
- Fix the issue where using " or ; in briefings and messages causes them to either vanish or truncate the message
- Various UI changes for FRED allowing easier cutting and pasting of variables, SEXPs and Data
- Added Trigger Count for events as an alternative to Repeat Count. Why it was needed is explained here
- Setting No Traitor by SEXP after the player has turned traitor now switches the traitor debriefing off, allowing the mission designer to supply his own via a debriefing stage
- Allow beams on any player ship to count for kills. Not just fighters and bombers.
- Cap on the maximum number of messages in a mission was removed.
- Allow FREDders to specify the maximum delay before a player ship will respawn in multiplayer
- Builtin Messages fixed to allow multiple messages of the same type for the each persona.
- New BuiltIn messages
- Praise Self - Pilot praises himself for a kill. NB I'm likely to change how often these play in some way, probably making it possible to define how boastful a pilot is about his kills.
- High Praise - This plays a different praise message if the player has more than 10 kills. If the message doesn't exist the game will play the old praise message instead.
- Rearm Primaries - When calling in support this message will be played instead of the more generic message if the pilot is out of ballistic primaries
- Primaries Low - If a ship is unable to call in support, this message will be played when it starts running low on ballistic primaries
- New SEXPs
- do-for-valid-arguments
- validate-argument
- afterburner-energy-pct
- weapon-energy-pct
- get-damage-caused
- primary-fired-since
- secondary-fired-since
- set-afterburner-energy
- set-weapon-energy
- set-shield-energy
- set-ambient-light
- set-respawns
- get-throttle-speed
- Various SEXPs were fixed to work properly in multiplayer. Fixed SEXPs include
- change-soundtrack
- set-persona
- change-subsystem-name
- change-ship-class
- play-sound-from-table
- play-sound-from-file
- close-sound-from-file
- ship-targetable-as-bomb
- ship-untargetable-as-bomb
- ship-invisible
- ship-visible
- ship-stealthy
- ship-unstealthy
- friendly-stealth-invisible
- friendly-stealth-visible
- lock-afterburner
- unlock-afterburner
- lock-primary-weapon
- unlock-primary-weapon
- lock-secondary-weapon
- unlock-secondary-weapon
- set-afterburner-energy
- set-weapon-energy
- set-shield-energy
- AI Profile additions - Defaults given.
- $Repair Penalty: 10, 20, 35, 50, 60 - The number of points deducted from the player when a support ship docks to them.