Reintroduced legacy icons as part of a putMessage() clean up.The mouse cursor will no longer appear when loading a terrain.Parsing errors in TERRN2/OTC file formats are now logged.Fixed an issue where a crash would occur when deleting an actor while holding backspace.Fixed an issue of skinned vehicles being pink after reloading.Fixed another long-standing issue of a black sky being rendered on mirrors when using Caelum sky.A missing close bracket will now be tolerated in the.Fixed a long-standing issue of "flickering" with PSSM on Intel, AMD, and Nvidia that would affect the player character, certain terrains, and vehicles.When searching in the Selector in a certain category, the search bar will now correctly label which category it is searching in.Fixed an issue where the player character would stutter at high FPS.Added basic support for plugin scripts with AngelScript.Browse, download, and update mods from the repository without ever needing to interact with Zips.Fixed crash when reloading actor during race.Fixed an issue with hiding network actors.Fixed an issue when spawning any actors with hooks.Fixed an issue when a character would not exit a hidden network actor.Fixed Conan version conflict with libpng.Fixed an issue with reloading an actor doesn't reload the dash.Fixed an issue with Controls not showing built-in defaults. Fixed an issue with scripting not being able to write to disk.Fixed several crashes when in terrain editing.Removed dead code in preparation for major parser changes.Removed delay from EV_COMMON_RESET_SIMULATION_PACE and EV_COMMON_REPLAY_FORWARD.Removed color tags from actor names in top Menu.Removed hotkey `E` COMMON_TOGGLE_RENDER_MODE.Changed and cleaned up the analog dashboard.Changed the top Menu to hide in free cam.Changed to only use "nicemetal" materials.Changed the UI behavior if the cursor is focused.Changed Xbox controller input maps to support Xbox Series controllers via Bluetooth.Changed the mini survey map to be less cluttered.Changed prop animations with `eventlock` to remain active if character leaves actor.Changed Conan short paths for GitHub actions Windows build.Changed the parser to ignore 'v' beam option.Added ImGui AngelScript functions, script monitor UI, and `loadscript` command.Added hydro flag `j` and restored `i` for backwards compatibility.Added zoom in and out of the survey map with a mouse wheel.Added key map Xbox 360 Wireless for Linux.Added AI scripted driving modes "drag" and "crash".Added a switch for render modes in Tools.Added the groundwork for Terrain editing capabilities.Added procedural road editing using AngelScript.Not that I really have time for any of them anymore since I am completely wrapped up in Runes of Magic with my wife. I have it installed just to keep an eye on it and test stuff every once in a while, but I mainly use MSTS for the time being. However, it is in active development and should be considered as a usable, free, open-source alternative to the proprietary monstrosities. There isn't a whole lot available for it yet and what is there isn't necessarily of great quality. OpenBVE's development is a bit on the slow side as it is an open-source fork of BVE. OpenBVE leaves a lot to be desired by someone who has used Microsoft Train Simulator or other much more complete variations of train simulators. It is definitely a lot of fun and my texture development work is actually geared more towards RoR than FG. RoR is an excellent soft-body physics model, but definitely not designed for simulation of dynamics with respect to planes and boats (trains aren't its real forte, either, but that development is rapidly coming along).
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