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Superfighters Deluxe 1.3.1 is out!

Posted: Mon Aug 12, 2019 6:59 pm
by Hjarpe
* Spectating while you're dead will now focus on other targets in the same way as if you were alive.
* Updated tooltip for "Map Interval" to clarify that campaign and survival maps have a fixed interval of 1.
* Updated map rotation information in the scoreboard for campaign and survival maps that have a fixed interval of 1.
* Fixed a bug where fast moving missiles (created from scripts) could clip through players and hit objects behind instead, e.g. when standing against a wall.
* Fixed a bug where the initial selected map would be skipped when map rotation interval is set to 1 when creating a new game.
* Fixed a bug where SpawnWeapon markers didn't handle Streetsweepers, resulting in a magenta tile.
* Fixed a bug where MedicalCabinet00 couldn't be targeted by other triggers.
* Fixed some faulty tile textures.

ScriptAPI:
* Added Events.PlayerKeyInputCallbackEvent to be able to listen on player key input.
* Added IPlayer.KeyPressed(..), IPlayer.KeyMovementIsFlipped, IPlayer.KeyDoubleTapSprintEnabled, IPlayer.KeyAttackAndBlockToGrabEnabled to be able to read pressed key states.
* Added IGame.SlowmotionModifier to be able to read the current speed of the game.
* Added Events.ProjectileCreatedCallback to be able to listen on created projectiles.
* Added IGame.GetBurningObjects() to be able to get all burning objects.
* Added IGame.GetFireNodes(..), IGame.EndFireNode(..) to be able to read and remove fire in the world.
* Updated IGame.SpawnProjectile(..) to return IProjectile instance.
* Updated ProjectileHitArgs with property bool RemoveFlag to determine if the projectile is going to be removed by the hit or not.
* IObject.TrackAsMissile(..) now registers it as thrown from a player.
* IPlayer.SetHitEffect(PlayerHitEffect.Metal) now plays a generic metal-destroy effect and sound instead of the gib effect.
* Made it possible to both call IPlayer.AddCommand(..) and IPlayer.SetInputEnabled(true) in the same update and still make the command execute.
* Fixed a bug where Events.OnObjectCreatedCallback wouldn't run unless you had registered Events.OnObjectTerminatedCallback as well.

Edit 2019-08-15: 1.3.1b is out!
* After a crash the editor will ask the user to save changes to a new file instead of overwriting the existing file.
* Fixed a crash caused by missing property 13 for SupplyCrate00 in older saved maps.
* Fixed a crash that could happen when copying/duplicating entire pulley joint structures or elevator path structures.
* ScriptAPI: Changed Events.PlayerKeyInputCallback, IPlayer.KeyPressed(..) so it only works while player input is Enabled, while PlayerCommands only work while input is Disabled. PlayerCommands and PlayerKeyInput are not compatible with each other.
* ScriptAPI: Added IPlayer.InputMode, IPlayer.SetInputMode(..) to be able to set input mode to Enabled, Disabled or to ReadOnly mode. PlayerInputMode.ReadOnly is useful if you want to listen on key input using the new ScriptAPI features added in v.1.3.1 while preventing a player from performing actions. Input mode Enabled and Disabled works the same way as IPlayer.SetInputEnabled(true|false).

Re: Superfighters Deluxe 1.3.1 is out!

Posted: Mon Aug 12, 2019 7:13 pm
by Gurt
v.1.3.0b is still available as a selectable beta-branch in Steam.

Re: Superfighters Deluxe 1.3.1 is out!

Posted: Mon Aug 12, 2019 7:33 pm
by Danger Ross
How come semi-transparent text objects were rejected? Was it a design choice or did you just not understand my suggestion?

Re: Superfighters Deluxe 1.3.1 is out!

Posted: Mon Aug 12, 2019 7:53 pm
by Gurt
Danger Ross wrote:
Mon Aug 12, 2019 7:33 pm
How come semi-transparent text objects were rejected? Was it a design choice or did you just not understand my suggestion?
Not all suggestions gets added into the game. In this case it's just too much work to get it done in a reasonable time. The text objects in the editor doesn't support alpha component so we would have to begin there, working our way up to the API while maintaining backwards support for current saved maps and data. It's a lot of work even if you don't think so. Other sound suggestions that's just a line of code or two gets implemented quickly if it's an area we're currently working on.

Re: Superfighters Deluxe 1.3.1 is out!

Posted: Mon Aug 12, 2019 8:45 pm
by GreenyShark
We're really not getting hair are we

Re: Superfighters Deluxe 1.3.1 is out!

Posted: Mon Aug 12, 2019 10:14 pm
by Shock
I think it's the best SFD update for now... Game works more faster than it worked before.

Re: Superfighters Deluxe 1.3.1 is out!

Posted: Thu Aug 15, 2019 7:13 pm
by Hjarpe
1.3.1b is out!
* After a crash the editor will ask the user to save changes to a new file instead of overwriting the existing file.
* Fixed a crash caused by missing property 13 for SupplyCrate00 in older saved maps.
* Fixed a crash that could happen when copying/duplicating entire pulley joint structures or elevator path structures.
* ScriptAPI: Changed Events.PlayerKeyInputCallback, IPlayer.KeyPressed(..) so it only works while player input is Enabled, while PlayerCommands only work while input is Disabled. PlayerCommands and PlayerKeyInput are not compatible with each other.
* ScriptAPI: Added IPlayer.InputMode, IPlayer.SetInputMode(..) to be able to set input mode to Enabled, Disabled or to ReadOnly mode. PlayerInputMode.ReadOnly is useful if you want to listen on key input using the new ScriptAPI features added in v.1.3.1 while preventing a player from performing actions. Input mode Enabled and Disabled works the same way as IPlayer.SetInputEnabled(true|false).