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* restructured many features behind defines (see: Config.hpp)
+ added a layered sound system (see: Config.hpp)
+ added get_hud():UpdateActorMenu() which refreshes the inventory screen
+ added new spawn_loadout features to character descriptions spawn item system (see: alife_object.cpp)
~ made corrections to how ammo_type is drawn on UI (requires static_third_ammo in maingame[_16].xml)
+ engine call to _G.CALifeUpdateManager__on_before_change_level (required!)
+ engine call to inventory_upgrades.effect_upgrade_item (required!)
- removed some unused testing game_object exports (is_explosive, is_script_zone, is_projector, is_missle, is_grenade, is_bottle, is_torch)
+ added game_object:set_bone_visible(string bone_name,bool visibility,bool recursive)
+ added game_object:bone_visible() bool
+ added game_object:get_luminocity() and game_object:get_luminocity_hemi()
- removed game_object:is_actor_indoors() and is_npc_indoors replaced by above
+ added level.get_active_cam() and level.set_active_cam(number)
= fixed game_object:has_upgrade(string)
+ added game_object:install_upgrade(string)
+ m_evaluator_name exposed outside DEBUG for better script logging
+ added FS():rescan_path(string) which toggles the flag to rescan the path when the game reloads which allows you to add new files and see the changes in-game without restarting application
#defineENGINE_LUA_ALIFE_STORAGE_MANAGER_CALLBACKS// calls lua functions from engine in a script named alife_storage_manager.script (alife_storage_manager.CALifeStorageManager_save) and (alife_storage_manager.CALifeStorageManager_load)
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#defineENGINE_LUA_ALIFE_UPDAGE_MANAGER_CALLBACKS// calls lua function named on_before_change_level and on_after_new_game in _G.script when enabled
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/* Scripts */
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//#define MOUSE_MOVE_CALLBACK // expose mouse move callback to scripts (configure in bind_stalker)
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//#define KEY_RELEASE_CALLBACK // expose key release callback to scripts (configure in bind_stalker)
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//#define KEY_HOLD_CALLBACK // expose key hold callback to scripts (configure in bind_stalker)
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#defineMORE_INVENTORY_SLOTS// Adds 5 more slots CUSTOM_SLOT_1..5
ai().script_engine().script_log(LuaMessageType::Error, "CGameObject:net_Spawn() | Level().Objects.net_Find(E->ID) != nullptr (This mean object already exist on level by this ID) ID=%s s_name=%s", E->ID, E->s_name);
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