Releases: MegaMek/megamek
Releases · MegaMek/megamek
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
v0.41.17
v0.41.16
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
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
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