I recently got myself a branch where I've committed most of the features I've made during (almost) the past year or so. Here's test builds for anyone who wants to help in testing or to just get to play with the features.
Win:
http://swc.fs2downloads.com/builds/WIN/FS2_Open_Zookeeper_r9729.zipOSX:
http://swc.fs2downloads.com/builds/OSX/FS2_Open_Zookeeper_r9729.zipIf you're on Linux then you probably want to compile yourself anyway, in which case the branch can be found at
svn://svn.icculus.org/fs2open/branches/zookeeper/.
Here's a list of the additions along with tabling/scripting examples where needed:
The ones already merged to trunk marked with
red strikethrough.
***
1. Controlconfigdefaults.tbl can now accept multiple #ControlConfigOverride blocks; each one defines a different set of default controls which can be cycled through via the "Defaults" button in the control config screen (you'll want to rename the button to something like "Cycle\nPresets" in strings.tbl). You can also rename binds.
...
$Bind Name: Enter Subspace (End Mission)
$New Name: Engage Hyperdrive (End Mission)
...
***
2. A ship:canWarp() scripting function which checks whether the ship is capable of warping.***
3. $On Action Started and $On Action Stopped scripting hooks, and an $Action hook condition to go with them. These are needed because $On Key Pressed and $On Key Released only check for a given key, not the action bound to it. Note that $On Action Stopped only triggers with continuous actions (firing primaries, flight controls, etc). Also, only key/button presses are recognized at the moment (no mouse movement for example).$Action: Fire Primary Weapon
$On Action Started: [
ba.warning("started firing primaries")
]
$On Action Stopped: [
ba.warning("stopped firing primaries")
]
***
4. Auto spread shields....
$SBank Capacity: ( )
$Shields: 500
+Auto Spread: 50 ;makes the shield 50m thick
+Spread From LOD: 2 ;OPTIONAL: projects the shield based on LOD2, helps performance a lot
...
***
5. Enabled gr.drawCircle to draw both filled and unfilled circles and added a gr.drawArc function for drawing arcs.***
6. Exposed a ship's autoaim value to Lua via ship.AutoaimFOV and allowed the FOV to be given as floats (as opposed to only ints) in ships.tbl.***
7. Allowed the center reticle ani to switch to a different frame when autoaim is active, and enabled sounds to be played when gaining/losing autoaim lock-on.
...
$Autoaim FOV: 1.8
+Converging Autoaim
+Minimum Distance: 100
+Autoaim Lock Snd: 78
+Autoaim Lost Snd: 79
...
...
+Center Reticle:
Position: (307, 232)
Firepoint display: YES
Firepoint size: 2
Firepoint X coordinate multiplier: 5
Firepoint Y coordinate multiplier: 5
Autoaim Frame: 1
...
***
8. Made the is-facing SEXP able to check for target objects other than ships.***
9. Added a Lua function gr.drawOffscreenIndicator for drawing offscreen indicators.***
10. Made eyepoints match the orientation of their parent submodels. Means that if you parent an eyepoint to a rotating submodel, then the camera will rotate along with the submodel.***
11. Also includes
exposing ship orders to Lua, patch by Admiral MS.