Engine
June 7, 2024

Engine 2511 Released

This release is mostly focused on bug fixes and improve the stability of games. Click through to see the details.

author
TarnishedKnight
Last updated:
June 7, 2024

Engine 2511 Released

This release is mostly focused on bug fixes and improve the stability of games.

For Players

  • Fixed: When mutltiple builders are tasked with building something floating on the surface of the water and build multiple versions of the intended unit.
  • Fixed: issue where units may not get out of the way when trying to build long buildings.
  • Fixed: issue where units can get stuck walking into each other.
  • Fixed: slow aiming units could keep switching between targets and not firing as a result.
  • Fixed: rotating the camera with the middle mouse stopped unit tracking.
  • Fixed: units can sometimes get left behind at a “gather and wait” point.
  • Fixed: issue with game save/load.
  • Fixed: some graphical issues with structure decals.
  • Fixed: collision momentum was being maintained on a unit when it gets turned back into a nanoframe. Causing the nanoframe to move when it should remain still.
  • Fixed: a client that takes too long to connect can potentially trigger a desync.
  • Fixed: units pathing using HAPFS (like ZeroK, not BAR) could can caught in an infinite looping cycle, never reaching their move goal.

For Developers

  • Burst-fire weapons can now be configured with alterntive behaviour if their target is outside the weapon’s permitted aiming arc during a burst fire. By default the unit fires at those targets, which isn’t always appropriate. Now, weapons can be additionally configured to either not fire shots outside the arc, or fire in the direction the weapon is facing (note that means the weapon has to correct set weaponDir in the aim scripts.)
  • Fixed: Spring.GetGroupUnitsCount could crash if given an invalid group.
  • Fixed: Prevent logging general log information before the game engine has started.
  • Fixed: provide a UnitArrivedAtGoal event so that the game can tell that the engine believes the move is complete to help avoid custom move code breakage.

More Images

More microblogs