Color Index:
- Relevant for engine devs
- Relevant for content devs
- Relevant for players
Ongoing work:
- Fixing bugs
- Causing new bugs
- Save/Load
- Implementing Lua state serialization
Previous work:
- Decoupling ExplosionGenerator from creg
- Fix creg errors
- Reimplemented Ellipsoid collision volumes. Don't overuse them since they're slower than the rest
- Added an option to make non fading features
- Allow changing the damage dealt by a unit's weapons/by a projectile
- Refactoring transports
- Every unit (including builders) can be a transport or be transported as well
- New LuaSyncedCtrl functions to attach/detach units
- Removing repair/refuel code
- Reimplemented Drop unload method
- Removed StartUnload callin (easy to implement in lua)
- Removed minAirBasePower unitdef tag
- Removed fuel and all related tags
- repairBelowHealth moved to MobileCAI
- Planes now try to land where their last order ended
- Add demo gzip compression
- Refactor shields
- Fix clang travis build
- Create a 64 bit windows build
- Fighting desyncs (path cache, float conversion)
- Fixed #4905: LOS view is no longer ugly when game is paused
- Fixed #4919: Clicking units (with per-piece colission) could cause other units to be selected
- Added DEBUG_GLSTATE compile option and GL_STATE_CHECKER macro that allow to check if there are openGL states which weren't reset when they were supposed to.
- Performance optimisation
- Implement model&texture preloading - reduces stutters resulting from hard drive activity
- Fix & increase performance on feature heavy maps
- Remove dynamic allocations where possible and make arrays hold contiguous data instead of pointers
- Fix & improve LoS calculation performance
- Add SFX.RECURSIVE flag to Explode(), allowing to draw the piece and all its children
- Use weapon priorities when picking a unit's target automatically
- Add FeatureRulesParams
- Save/Load
- Fix saving taking a long time
- Compress saved files
- Add more stuff to creg (such as the Cob VM and local models)
- Make ghosted buildings consistent for non-specfullview spectators
- Added LuaMenu - an unsynced stripped down lua environment that starts before the game is loaded and persists through reload
- Implemented VFS modes - VFS.MOD, VFS.MAP & VFS.BASE now actually work. Added VFS.MENU
- Removed all dependency on boost code in the engine