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ChangeLog/1.8

3,360 bytes added, 21:48, 11 March 2018
Update to VO 1.8.451.1; lots of interface updates and the like
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== Vendetta 1.8.451.1 ==
* Fixed blank screen issue with Android HD and Gear VR versions.
 
== Vendetta 1.8.451 ==
* Fixed issue with dynamic shadows not rendering properly on Windows.
* Guild commanders can now appoint lieutenants if they are not logged in.
* Guild members are now notified at login of any guild actions taken on their character while they were not logged in.
 
== Vendetta 1.8.450.1 ==
* Fixed crash with certain combinations of objects in the sector.
 
== Vendetta 1.8.450 ==
* Integrated ClickCommander plugin and named it MultiClick. It allows commands to be bound to single, double, triple tapping, and holding buttons/keys. A UI to set up various actions is in the Settings -> Controls -> Keyboard tab as a button labeled "MultiClick Settings".
* Integrated WeaponSafe plugin as a command called /weaponsafe that effectively deselects weapon groups so fire controls don't do anything. To reemable your weapons, select an existing weapon group.
 
== Vendetta 1.8.449 ==
* Integrated the Multi-Aim plugin that adds the option for multiple lead-off reticles, one for each port, up to 5. It can be enabled in Options -> Interface -> HUD Settings.
* Added a 'Gunners' tab to the Ship tab that contains UI controls for the /gunner command.
 
== Vendetta 1.8.448 ==
* Increased maximum number of Guild Lieutenants to 5.
* Fixed spurious "Unable to jettison that type of cargo" message when logging in.
* Locust Swarm trails are now red.
* Capship Swarm turret trails are now green.
* Integrated the Trigger Colors plugin. It is disabled by default. The setting to enable it is in Options -> Interface -> HUD Settings named "Use Weapon Group Trigger Colors". When enabled, the HUD weapon group display highlight is blue if the weapon is connected to Primary Fire, Magenta if it is connected to Secondary Fire, and Yellow if it is connected to Tertiary Fire. If the weapon is connected to more than one trigger, the highlight will be multiple colors to indicate which trigger it is connected to.
 
== Vendetta 1.8.447 SERVER ==
 
* Exploits involving disconnection or duplicate-reconnection during mid-jump, usually for the purposes of avoiding a pursuing attacker, have been more extensively mitigated. Some of these mitigation techniques are old, some are new, but we've gone to some lengths to make them more consistent and robust for both Fighters and Capital ships:
 
* If a player disconnects mid-jump, a "proxy" ship controlled by the remote sector will be spawned in their place (with their ship and cargo), and will remain there until timing out normally (1 minute for fighters, 5 minutes for capships). This proxy ship may not spawn until up to a minute after the player's jump, so if another pilot is in hot pursuit, and then finds their target has "disappeared" during jump, the pursuer should have patience for up to a minute.
 
* Attempts at duplicate-reconnection to knock off existing connections while mid-jump will immediately spawn the replacement proxy ship in the destination sector, until the second player connection is able to establish control.
 
* In all cases, a disconnection mid-jump will always result in the disconnected player being placed in the destination sector.
 
* In all cases, if the disconnected user should re-connect while the proxy ship is "standing in" for them, they will re-establish control of their ship.
== Vendetta 1.8.447 ==