Forts Update 1.36
[p]
[/p]
[/p][p]Rows to make large item selections more manageable.[/p][p][/p][p]For material conversion buttons, create and add to a MaterialRows table:[/p][p][/p][p][c]MaterialRows =[/c][/p][p][c]{[/c][/p][p][c] { Name = "Row1", Label = "Weapon.ammo_high_explosive", Sprite = "hud-play" },[/c][/p][p][c] { Name = "Row2", Sprite = "hud-pin" },[/c][/p][p][c] { Name = "Row3", Label = "Weapon.ammo_acid"},[/c][/p][p][c]}[/c][/p][p][/p][p]Then set the appropriate RowName value in the material.[/p][p]In addition, we've allowed mod scripts to add to and modify a new layer of the context menu. While the built-in controls are off limits for now, they can be hidden with the call HideContextMenu(HIDECONTEXT_BASE) for complete replacement.[/p][p]Cheers,[/p][p]EWG
[/p][hr][/hr][h2]Change List 1.36.0 r20849[/h2][p][/p][p]Add: FRAME_CONTEXTMENU used with SetControlFrame script function to allow custom controls to be added to context menu[/p][p]Add: HideContextMenu script function taking HIDECONTEXT_BASE or HIDECONTEXT_ALL constants
[/p][p]Balance: (Scattershot) Shotgun maximum projectile density is consistent with the base weapon
[/p][p]Improve: (Machinegun) Reduce ClearanceAngleStdDevFactor from 1 to 0.4[/p][p]Improve: Ammo can be organised into rows in the context menu using AmmoRows table and ammo table RowName[/p][p]Improve: Desyncs, timeouts, and hangs cause ranked games to be voided unless network manipulation is detected[/p][p]Improve: Fort Select no longer locks up the UI for a few seconds on large maps[/p][p]Improve: Increase memory limit of scripts to 200MB[/p][p]Improve: Material conversion buttons can be arranged into rows in the context menu using MaterialRows table and material RowName[/p][p]Improve: Ranked season ends automatically at midnight UTC of the first day of every second month[/p][p]Improve: Reduced ClearanceAngleStdDevFactor from 1 std dev to 0.8[/p][p]Improve: Reduced GravityToClearanceAngleFactor by 50%[/p][p]Improve: Show 'technical issue occurred' message when game ends in a desync, hang or timeout[/p][p]Improve: Surviving reactors are considered to be at full health for the purpose of breaking ties
[/p][p]Fix: (Beams) Smoked, reflected or teleported Plasma Lasers destroy Warheads in one hit[/p][p]Fix: (Machinegun) ClearanceAngleStdDevFactor set for campaigns, potentially affecting balance[/p][p]Fix: (Map Editor) Crash cycling to the next block when there are no blocks[/p][p]Fix: (Phantom) Moving a weapon causes it to recloak after reloading[/p][p]Fix: (Phantom) 'Recloaking weapons' is missing from description[/p][p]Fix: (Seep) 'Narrow silos' is missing from description[/p][p]Fix: (Seep) Starting neutral silos have sprite of side 1[/p][p]Fix: Apparent hang while loading during long file validation[/p][p]Fix: Commander can be self-charged by shooting the platform of a device[/p][p]Fix: Crash when repainting during long file validation[/p][p]Fix: db/rules.lua missing from checksum[/p][p]Fix: Desync at start when a client selects a fort while another client does not have the map[/p][p]Fix: Desync when building devices on neutral structure[/p][p]Fix: Desync when using keys to adjust weapon power mid fire[/p][p]Fix: Devices can be built on recently neutral structure[/p][p]Fix: Game doesn't update when user moves or resizes the window[/p][p]Fix: Missing mod script causes crash during join[/p][p]Fix: Population caps can be exceeded using barrels in team deathmatch[/p][p]Fix: Population limited device construction can be accelerated using a neutral device of the same type[/p][p]Fix: Report button is sometimes missing from the 'player disconnected' notification[/p][p]Fix: Scoring on timeout incorrect when disconnection happens during ranked loading[/p][p]Fix: ScreenMode in Options > Video is not translated[/p][p]Fix: Season is not matched during the ranked lobby alert search[/p][p]Fix: SetControlFrame doesn't validate input[/p][p]Fix: Terrain rendering[/p][p]Fix: Unable to connect to ranked lobbies using alert popup
[/p][p]Optimise: Rendering performance
[/p][h2]Change List 1.36.0 r20914[/h2][p][/p][p]Fix: Crash calculating teleport when a node is missing[/p][p]Fix: Crash when a fully built weapon is disabled, deleted, and restored[/p][p]Fix: Crash when queueing for ranked play after casual match[/p][p]Fix: File validation sometimes fails[/p][p]Fix: Ranks are missing from the lobby[/p][p][/p][hr][/hr][h2]Make Sure To Join Our Discord[/h2][p][/p][p]If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.[/p][p][/p][p]Cheers,[/p][p]EWG[/p]
G'day Forts fans!
[p][/p][p]After a well earned Christmas break we got back to work. We hope you got to enjoy time with friends and family too.[/p][p]This update features some much needed bug fixes and improvements. The context menu has received some attention, as well as ranked play and various gameplay bugs and exploits.[/p][p][/p][hr][/hr][h2]Ranked Improvements[/h2][p]To make the season rollover more predictable, fair, and to make an event of it, we've automated the process. The new season starts at midnight UTC on the first of every second month.[/p][p]Also, when there are technical issues such as disconnection or desyncs, there will be no score change unless a player appears to have manipulated their connection.[/p][p]There are some bug fixes too, which we hope will improve the ranked experience.[/p][p][/p][hr][/hr][h2]Context Menu Modding[/h2][p]We've added some functionality to allow organisation of ammo and material conversion buttons into rows. Some mods have an ungodly number of items. This is a small effort to help tame them.[/p][p]They can have optional localised labels and icons to the left of the row.[/p][p]Just add the AmmoRows table to your weapon or ammo device configuration script, then assign each ammo an appropriate RowName value.[/p][p][/p][p][c]-- Name is used to identify the row, Label and Sprite are optional[/c][/p][p][c]AmmoRows =[/c][/p][p][c]{[/c][/p][p][c] { Name = "HarpoonRow1" },[/c][/p][p][c] { Name = "HarpoonRow2", Label = "Weapon.ammo_high_explosive", Sprite = "warmup" },[/c][/p][p][c] { Name = "HarpoonRow3", Label = "Weapon.ammo_acid", Sprite = "device-ammo"},[/c][/p][p][c]}[/c][/p][p][/p][p][/p][hr][/hr][h2]Change List 1.36.0 r20849[/h2][p][/p][p]Add: FRAME_CONTEXTMENU used with SetControlFrame script function to allow custom controls to be added to context menu[/p][p]Add: HideContextMenu script function taking HIDECONTEXT_BASE or HIDECONTEXT_ALL constants
[/p][p]Balance: (Scattershot) Shotgun maximum projectile density is consistent with the base weapon
[/p][p]Improve: (Machinegun) Reduce ClearanceAngleStdDevFactor from 1 to 0.4[/p][p]Improve: Ammo can be organised into rows in the context menu using AmmoRows table and ammo table RowName[/p][p]Improve: Desyncs, timeouts, and hangs cause ranked games to be voided unless network manipulation is detected[/p][p]Improve: Fort Select no longer locks up the UI for a few seconds on large maps[/p][p]Improve: Increase memory limit of scripts to 200MB[/p][p]Improve: Material conversion buttons can be arranged into rows in the context menu using MaterialRows table and material RowName[/p][p]Improve: Ranked season ends automatically at midnight UTC of the first day of every second month[/p][p]Improve: Reduced ClearanceAngleStdDevFactor from 1 std dev to 0.8[/p][p]Improve: Reduced GravityToClearanceAngleFactor by 50%[/p][p]Improve: Show 'technical issue occurred' message when game ends in a desync, hang or timeout[/p][p]Improve: Surviving reactors are considered to be at full health for the purpose of breaking ties
[/p][p]Fix: (Beams) Smoked, reflected or teleported Plasma Lasers destroy Warheads in one hit[/p][p]Fix: (Machinegun) ClearanceAngleStdDevFactor set for campaigns, potentially affecting balance[/p][p]Fix: (Map Editor) Crash cycling to the next block when there are no blocks[/p][p]Fix: (Phantom) Moving a weapon causes it to recloak after reloading[/p][p]Fix: (Phantom) 'Recloaking weapons' is missing from description[/p][p]Fix: (Seep) 'Narrow silos' is missing from description[/p][p]Fix: (Seep) Starting neutral silos have sprite of side 1[/p][p]Fix: Apparent hang while loading during long file validation[/p][p]Fix: Commander can be self-charged by shooting the platform of a device[/p][p]Fix: Crash when repainting during long file validation[/p][p]Fix: db/rules.lua missing from checksum[/p][p]Fix: Desync at start when a client selects a fort while another client does not have the map[/p][p]Fix: Desync when building devices on neutral structure[/p][p]Fix: Desync when using keys to adjust weapon power mid fire[/p][p]Fix: Devices can be built on recently neutral structure[/p][p]Fix: Game doesn't update when user moves or resizes the window[/p][p]Fix: Missing mod script causes crash during join[/p][p]Fix: Population caps can be exceeded using barrels in team deathmatch[/p][p]Fix: Population limited device construction can be accelerated using a neutral device of the same type[/p][p]Fix: Report button is sometimes missing from the 'player disconnected' notification[/p][p]Fix: Scoring on timeout incorrect when disconnection happens during ranked loading[/p][p]Fix: ScreenMode in Options > Video is not translated[/p][p]Fix: Season is not matched during the ranked lobby alert search[/p][p]Fix: SetControlFrame doesn't validate input[/p][p]Fix: Terrain rendering[/p][p]Fix: Unable to connect to ranked lobbies using alert popup
[/p][p]Optimise: Rendering performance
[/p][h2]Change List 1.36.0 r20914[/h2][p][/p][p]Fix: Crash calculating teleport when a node is missing[/p][p]Fix: Crash when a fully built weapon is disabled, deleted, and restored[/p][p]Fix: Crash when queueing for ranked play after casual match[/p][p]Fix: File validation sometimes fails[/p][p]Fix: Ranks are missing from the lobby[/p][p][/p][hr][/hr][h2]Make Sure To Join Our Discord[/h2][p][/p][p]If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.[/p][p][/p][p]Cheers,[/p][p]EWG[/p]