In the last release some annoying bugs were present, so we decided to do a bugfix release. Unfortunately some of these were bugs in the simulation code, so we have to force this Spring 0.81.2 update to keep everyone in sync.
Changes in Spring 0.81.2 (since 0.81.1.3):
Engine:- Removed OpenGL 1.4 version check
- Fixed sync with GCC 4.3 builds
- Fixed crash when sending startpositions of uncontrolled team
- Fixed race condition when taking screenshot
- In 'info' screen, human name instead of archive name is shown
- Reduced input CPU usage
- StartSpectating only has an effect if the player is not already spectating
- Packet resends have higher priority now than new packets
- Print message to infolog when traffic from unknown IP gets dropped
- Fixed vsync for Linux
- Removed OpenGL immediate mode rendering to work around broken ATI drivers
Engine / Simulation:- Kamikaze distance is now 3D, this fixes mines
- Added new UnitDef tag 'kamikazeUseLOS' (default false)
- Fixed submarine stacking
- Fixed units using smoothMesh unable to land at repair pads near hills
- Fixed COB interpreter incorrect compiler optimizations (fixes e.g. XTA hovercraft)
- Fixed features not taking damage from impactOnly weapons
- Fixed multiple-cons-build failing on structures with open yardmaps
- Fixed maxParalyzeTime when paralyzeOnMaxHealth is enabled
Engine / AI:- Fixed AI initialization process for games with >1 human player and for Lua AIs
- Fixed NETMSG_AISHARE for message size >32k
- Allow fetching the file path of an AI interface plugin
- Fixed crash on Skirmish AI death
Engine / Lua: - Spring.MarkerAddPoint now defaults to local
- Spring.CreateFeature heading value is converted to closest-matching facing
Lua Unit Scripts:- Fixed handling of AimShield return value
- Fixed Sleep/WaitFor not working in Killed
- Slightly improved AimWeapon/AimShield/Killed error messages
AIs:- E323AI 3.18.1
- AAI: Doesn't use minkowski metric for retreat distances anymore
- AAI: Fixed some NaNs
Thanks everyone for their contributions!
Download links:And a final note for game developers: do not forget to adapt your game to the next version of Spring.
See
the threads for details.
Have fun!