Author Topic: Nightly: 26 January 2023 - Revision ed14e03f7  (Read 236 times)

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Offline SirKnightly

  • George or Keira?
  • 211
Nightly: 26 January 2023 - Revision ed14e03f7
Here is the nightly for 26 January 2023 - Revision ed14e03f7



Group: Win64-SSE2
nightly_20230126_ed14e03f7-builds-x64-SSE2.zip (Mirror)


Group: Linux
nightly_20230126_ed14e03f7-builds-Linux.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20230126_ed14e03f7-builds-Win32-SSE2.zip (Mirror)


Group: MacOSX
nightly_20230126_ed14e03f7-builds-Mac.tar.gz (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit c70806a70
Author: Goober5000
Commit: Goober5000

    patch player tips
 code/menuui/playermenu.cpp | 16 +++++++++++-----
 1 file changed, 11 insertions(+), 5 deletions(-)

------------------------------------------------------------------------
commit e0baaa608
Author: mjn-mixael
Commit: mjn-mixael

    Allow way to prevent scpui loading hires animations
 code/mod_table/mod_table.cpp            | 6 ++++++
 code/mod_table/mod_table.h              | 1 +
 code/scpui/RocketRenderingInterface.cpp | 4 +++-
 3 files changed, 10 insertions(+), 1 deletion(-)

------------------------------------------------------------------------
commit 663ce18fa
Author: mjn-mixael
Commit: mjn-mixael

    warn if beams have damage factors while damage factors are disabled
 code/weapon/weapons.cpp | 22 ++++++++++++++++++++++
 1 file changed, 22 insertions(+)

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commit 9e1181b70
Author: mjn-mixael
Commit: mjn-mixael

    check if we have at least two linkable weapons
 code/ship/ship.cpp | 12 ++++++++++--
 1 file changed, 10 insertions(+), 2 deletions(-)

  

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: Nightly: 26 January 2023 - Revision ed14e03f7
Just as a note for Mod-developers, and really anyone using this or newer builds (not including any 23.0.0 RC up to 5), there will be a warning in debug about beams and damage factors.  If your mod intends to use the actual subsystem and armor values as defined in the weapons table value, then you need to add a line into the game_settings.tbl called $Beams Use Damage Factors:.  Otherwise you'll get a warning message on mod startup (even in release builds) about a whole number of errors in the mod.
The Trivial Psychic Strikes Again!