v0.41.18
v0.41.18 (2016-04-16 19:30 UTC)
- PR #154: Replacing all internal mass and tonnage related variables with doubles
WARNING: This means that old unit caches will cause errors.
Delete them and let MegaMek rebuild! - PR #155: Adding the possibility to load parts of image (sprite sheets/texture atlases)
- PR #122: Updating coordinates hashing code ("nice" random distribution of hex images)
- Data: New Sprites
- Data: Lots of Unit Fixes (Thanks Clavius1 and Sartis for the research)
- Issue #158 Missing RATs From FM Warden Clans (Thanks to xStormforgex)
- Issue #162: "The armor panel is null." warning during deployment phase
- Issue #165: NPE in Compute.canCompleteNodePath
- Issue #157: When /reset used from a saved game, you lose map size options
- Issue #143: Super Heavy Endo Steel Weight Calculating wrong (in MML)
- Issue #132: Make pilot death more obvious in head destruction.
- Feature: Added a client settings option to toggle the use of board soft centering
- Inconsistencies between Server.processMovement and SharedUtility for moving
backwards over an elevation change (which could lead to getting a nag when
a PSR isn't necessary) - Bug [#4578]: Quirks need a way to distinguish unit type
- Fixed #173: Reorder of include lines in tilesets
- Fixed #179: PSR for jumping into ultra heavy woods
- Data: New Sprites, Unit Fixes, and Quirk additions
- Issue #166 - RATs From Interstellar Expeditions.
- Fixed #159: Added bw_atmospheric.tileset
- Fixed #175 Foot platoons can move infinite hexes while in woods per turn
- Fixed #127 Bug: Jungle move cost for infantry incorrect.
- Fixed #74 Bog Down Rules - Both stuck/unstuck should use same PSR modifiers
- Fixed #43 Conflicting rules on Rubble unit restrictions
- Fixed #187: Mechnized infantry able to enter prohibited terrain
- PR #141: SPA: Eagle's Eyes
- Fixed #191: Replacement truck_wreck image
- PR #99: Added a UI editor for skins
- PR 124: Hidden Units rules from TW
- Issue #185: Skins added by BLOODWOLF
- Data: New Sprites and a couple of quirk fixes.
- Issue #129: Artillery Scatter should be based on MoF for distance and not d6
- Issue #190: Artillery cannons generate indirect fire artillery images and
popup tooltip - Issue #101: Princess NPE in PathEnumerator.adjustPathForBidge
- Feature: Foot Calvary SPA
- Issue #101: Added on board check to Precognition.run()
- Issue #211: Saving in the Arty Autohit phase breaks the save
- Issue #207: Bot refuses to deploy because of NPE
- Issue #197: Sort weapons by firing arc
- Issue #194: Request: Mass Individual Camo
- Issue #214: BA get danger warning when jumping into heavy woods with
unofficial rule - SPA: Golden Goose #227
- New Sprites