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Releases: MegaMek/megamek

v0.41.18

27 May 20:51
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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

v0.41.17

16 Apr 01:20
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v0.41.17 (2016-04-16 00:30 UTC)

  • Data: New Sprites and Unit Date Fixes.

v0.41.16

10 Apr 22:31
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v0.41.16 (2016-04-10 21:53 UTC)

  • Data: New Sprites and Unit Fixes.
  • PR #47: EntitySprite updates (AA, scaling, labels)
  • PR #49: Adding runway overlay fluff images
  • PR #45: SPA organization
  • Issue #51: Missing i18n entry: BoardView1. (for crew stunned)
  • Data: New Sprites and Unit Fixes (Thanks Greekfire)
  • Remove classpath entries for TinyXML (Also fixes #67)
  • PR #46: TacOps Alternate BattleArmor weights
  • PR #57: Remove dependency on TinyXML
  • PR #60: Ignore test data when building MegaMek.jar
  • PR #61: Extract named unit nicknames and (when present) display them
  • PR #65: Tilesets can use an 'include' keyword
  • PR #68: Ultra Rubble terrain level missing +2 movement cost
  • Issue #63: ASF free facing changes incorrect on ground maps
  • Data: New Sprites and Unit Fixes (Thanks Greekfire)
  • PR #87: Adding Simplex-based random landscape generator
  • PR #50: Shadows (optimizations, new effects for low-light levels)
  • Fixing MML Issue #6 - Wrong damage for Enhanced ER PPC (#6)
  • Data New Sprites.
  • Issue #81: Grappling a 'mech involved in a Grapple may cause hang
  • Issue #80: Flare Rounds not Illuminating Targets for Visual Detection
  • Bug: Floor deploy dialog for Infantry in buildings could select wrong floor
  • Bug: Landed dropships were allowed to hang off the edge of the board
  • Issue #82: Dropship Deployment Overlapping
  • PR #96/Issue #98: Fixed Industrial TSM calculation
  • PR #100: Minimap unit icons made more visible
  • Bug/PR #89: Keyboard scrolling made smoother by reducing calls to the minimap
  • PR #87: On Windows, RMB scrolling interacts better with the context menu
  • PR #88: Board soft centering to units
  • PR #77: Adjustments to Entity Sprites (transparency, coloring)
  • PR #94: Hotkey for toggling Walk/Jump, Movement Envelope now static on or off
  • Issue #106 - Fixing name generator resource loading derp
  • Data: New Sprites
  • PR #109: StratOps Symbols for the Minimap
  • Bug [#3399]: No Quicksand Image
  • Issue #92: Canon units being flagged as invalid designs (temp workaround)
  • PR #118: Mouse Button 4 will not show/hide the Minimap and Unit Display
  • Issue #126: Game saves regardless of button pushed
  • Data: New Sprites and Unit Fixes.
  • Bug: Entity tooltip could have incorrect movement mod with TO standing still

v0.41.15

21 Feb 16:19
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v0.41.15 (2016-02-21 14:15 UTC)

  • Issue #19: doTryUnstuck Error
  • Issue #20: Cluster Master should be labeled Unofficial not atow
  • Issue #18: Small Patch: changes lounge tooltip to act similar to board view tt
  • Issue #11: RFE: Open MiniMap during Artillery Designate Targets automatically
  • Added BattleValue field to MechcacheCSVTool
  • Data: New Sprites and Unit Fixes.
  • Issue #22: Mech UMUs attacker movement modifier and heat generation
  • Bug [#4683]: EntityWeightClass.getWeightClass doesn't consider SupportVTOL
  • Feature: Unit names in reports are now hyperlinks, clicking them displays unit
  • Help command now lists available commands in alphabetic order
  • Issue #26: Add keybinds for selecting tabs in UnitDisplay
  • Issue #27: Shift-letter keys don't appear to work in ChatterBox2
  • Data: New Sprites and Unit Fixes.
  • Issue #6: Issues with path separators for boards
  • Bug: CustomUnitDialog was using Entity's TL for verification, not game TL
  • Bug: Server appears unresponsive during a client feedback request
  • Issue #31: Ejected Vehicle Crews Should Count as Crippled
  • Bug: Quirks could not be assigned to melee weapons
  • Issue #33: Princess Fails to Deploy
  • Data: Quirk Fixes, New Sprites, TP Epsilon Eridani Units
  • Bug: Custom saved weapon quirks used wrong weapon name
  • Feature: Added ambient-occlusion like shadows, see client settings graphics
  • Issue #32: Hot Load LRMs check box will not stay checked

v0.41.14

02 Feb 23:37
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v0.41.14 (2016-02-02 13:10 UTC)

  • Data New Sprites/Various RAT and Unit Fixes.
  • Data New Sprites/Osts grow hands.
  • Bug:Protected Actuators quirk not working when Anti-Mek attacked.
  • Data New Sprites.
  • Bug:Quirks with Quirks (hitch on VTOLs, Actuator quirks on Vees)
  • Errata: Re-Engineered Laser changes.
  • Bug [#4680]: Vehicular Grenade Launcher Landed Wrong
  • Bug [#4681]: Fatigue point usage can be confusing
  • Errata: Turret Tech Level Changes
  • Data: New Sprites
  • Bug [#4679]: Entity deploymentZone won't save as -1 in MUL
  • Bug: It was possible to select mult/even init options with individual init on
  • Bug #4: Disallow simultaneous enabling of Lance Movement and Individual Init
  • Bug [#4577]: ECCM effective beyond its nominal range
  • Bug: Sprinting with low gravity could cause MASC failure checks
  • Bug: /replacePlayer wouldn't allow player names with hyphens ("-")
  • Data: New RATS (Thanks Magnus Kerensky)
  • Data: New Sprites.
  • Issue #17: Reactive armor critical hits don't work properly