Skip to content

Commit 29dbc2a

Browse files
authored
Merge pull request #166 from cortex-command-community/zip-save-files
Zipped Save Files
2 parents 605ff23 + e9d1fec commit 29dbc2a

Some content is hidden

Large Commits have some content hidden by default. Use the searchbox below for content that may be hidden.

48 files changed

+619
-111
lines changed

CHANGELOG.md

Lines changed: 22 additions & 18 deletions
Original file line numberDiff line numberDiff line change
@@ -9,7 +9,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
99
<details><summary><b>Added</b></summary>
1010

1111
- Pathfinding and navigation overhaul, including jetpack/jump-aware pathfinding.
12-
Actors will now intelligently choose their path depending on how high they can jump, instead of always taking the shortest flying path. This will reduce instances of the AI getting stuck while trying to take paths that are impossible for them.
12+
Actors will now choose their path depending on how high they can jump, instead of always taking the shortest flying path. This will reduce instances of the AI getting stuck while trying to take paths that are impossible for them.
1313
Improvements to both `ACrab` and `AHuman` navigation. `ACrab`s are now aware of how to pathfind and navigate using their jetpack, and will use it where applicable. Actors are better at using their jetpack, and will use automovers if their jetpack is not sufficient to reach a destination.
1414
Actors are now more capable and responsive when digging. They will dig to their target if they cannot reach it with their jetpack (for example if there is a long vertical shaft in the route they cannot get up), and they preferentially avoid rocks, metal and other hard substances by digging around them. Actors also dig faster and spend less time idle.
1515
In the `CalculatePath` and `CalculatePathAsync` functions, the parameter `movePathToGround` has been replaced with `jumpHeight`, which is the height in metres the pathfind can jump vertically.
@@ -26,6 +26,23 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
2626
Added new `Actor` INI and Lua (R/W) property `CanRun` which denotes whether the Actor can run or not.
2727
Added new `Actor` INI and Lua (R/W) property `CrouchWalkSpeedMultiplier` which is a walking speed multiplier when at max crouch amount.
2828

29+
- New hotkey system for `Actor` and `HeldDevice`.
30+
Pressing a certain new hotkey will mark it as activated on `Actor` and `HeldDevice`, letting scripts make use of the new bindings easily.
31+
`Enum` binding for `HeldDevice.HeldDeviceHotkeyType`: `PRIMARYHOTKEY = 0, AUXILIARYHOTKEY = 1, HELDDEVICEHOTKEYTYPECOUNT = 2`.
32+
`Enum` binding for `Actor.ActorHotkeyType`: `PRIMARYHOTKEY = 0, AUXILIARYHOTKEY = 1, ACTORHOTKEYTYPECOUNT = 2`.
33+
Both `Actor` and `HeldDevice` have the following functions:
34+
`HotkeyActionIsActivated(hotkeyType)` returns whether a certain hotkey action is being activated or not.
35+
`ActivateHotkeyAction(hotkeyType)` activates a certain hotkey action.
36+
`DeactivateHotkeyAction(hotkeyType)` deactivates a certain hotkey action.
37+
38+
- New hotkey bindings.
39+
On Mouse+KB PC the defaults are: Weapon Primary Hotkey on V, Weapon Auxiliary Hotkey on H, Actor Primary Hotkey on X, Actor Auxiliary Hotkey on O.
40+
Added new `Controller` states `WEAPON_PRIMARY_HOTKEYSTART`, `WEAPON_AUXILIARY_HOTKEYSTART`, `ACTOR_PRIMARY_HOTKEYSTART`, `ACTOR_AUXILIARY_HOTKEYSTART`, `WEAPON_PRIMARY_HOTKEY`, `WEAPON_AUXILIARY_HOTKEY`, `ACTOR_PRIMARY_HOTKEY`, `ACTOR_AUXILIARY_HOTKEY`
41+
42+
- Added multiseat support for multiple mice and keyboards on one computer.
43+
44+
- Added optional player argument to all `UInputMan:Key*` Lua Methods. (e.g. `KeyHeld(keycode, player)`) This allows checking individual player's keyboards, when multiple keyboards are available.
45+
2946
- New music system, including a dynamic horizontal sequencing system, under the new music manager `MusicMan`.
3047
`PlayDynamicSong(string songName, string songSectionName, bool playImmediately, bool playTransition, bool smoothFade)` to play a new DynamicSong.
3148
`SetNextDynamicSongSection(string songSectionName, bool playImmediately, bool playTransition, bool smoothFade)` to queue a new DynamicSongSection for the currently playing song.
@@ -51,19 +68,6 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
5168
- New `AEmitter` and `PEmitter` INI and Lua (R/W) property `PlayBurstSound` which denotes whether the BurstSound should play when appropriate. This should not be confused for a trigger - it's just a enable/disable toggle to avoid having to remove and add BurstSound altogether.
5269

5370
- New `MOSprite` INI and Lua (R/W) integer property `ForcedHFlip` which forces a certain flippedness and disallows anything else from ever changing it without clearing the forced value first. 0 is forced not flipped, 1 forced flipped, and -1 is no force.
54-
55-
- New hotkey bindings.
56-
On Mouse+KB PC the defaults are: Weapon Primary Hotkey on V, Weapon Auxiliary Hotkey on H, Actor Primary Hotkey on X, Actor Auxiliary Hotkey on O.
57-
Added new `Controller` states `WEAPON_PRIMARY_HOTKEYSTART`, `WEAPON_AUXILIARY_HOTKEYSTART`, `ACTOR_PRIMARY_HOTKEYSTART`, `ACTOR_AUXILIARY_HOTKEYSTART`, `WEAPON_PRIMARY_HOTKEY`, `WEAPON_AUXILIARY_HOTKEY`, `ACTOR_PRIMARY_HOTKEY`, `ACTOR_AUXILIARY_HOTKEY`
58-
59-
- New hotkey system for `Actor` and `HeldDevice`.
60-
Pressing a certain new hotkey will mark it as activated on `Actor` and `HeldDevice`, letting scripts make use of the new bindings easily.
61-
`Enum` binding for `HeldDevice.HeldDeviceHotkeyType`: `PRIMARYHOTKEY = 0, AUXILIARYHOTKEY = 1, HELDDEVICEHOTKEYTYPECOUNT = 2`.
62-
`Enum` binding for `Actor.ActorHotkeyType`: `PRIMARYHOTKEY = 0, AUXILIARYHOTKEY = 1, ACTORHOTKEYTYPECOUNT = 2`.
63-
Both `Actor` and `HeldDevice` have the following functions:
64-
`HotkeyActionIsActivated(hotkeyType)` returns whether a certain hotkey action is being activated or not.
65-
`ActivateHotkeyAction(hotkeyType)` activates a certain hotkey action.
66-
`DeactivateHotkeyAction(hotkeyType)` deactivates a certain hotkey action.
6771

6872
- New `Controller` state `WEAPON_RELOADHELD`, which is true every frame reload input is held (as opposed to `WEAPON_RELOAD` which is only true once when pressed).
6973

@@ -134,10 +138,6 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
134138
```
135139
Original bindings with no scale argument are untouched and can be called as they were.
136140

137-
- Added multiseat support for multiple mice and keyboards on one computer.
138-
139-
- Added optional player argument to all `UInputMan:Key*` Lua Methods. (e.g. `KeyHeld(keycode, player)`) This allows checking individual player's keyboards, when multiple keyboards are available.
140-
141141
</details>
142142

143143
<details><summary><b>Changed</b></summary>
@@ -148,6 +148,10 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
148148
The Ronin Scrambler, the basic scanner, and `SceneMan:CastUnseenRay` have been changed to accomodate fog-of-war resolutions as fine as 1x1 and as coarse as 20x20.
149149
The fog-of-war revealing code is now multithreaded to increase performance.
150150

151+
- Save files are now compressed and stored in a single file, instead of a directory.
152+
Savefiles have the extension `.ccsave`, but their underlying format is really just a `.zip` file. This can be opened and modified as before with any zip file viewer.
153+
These savefiles can be safely renamed and moved without breaking the savegame, unlike before.
154+
151155
- All vanilla scenario activities have had their settings polished, respecting settings which make sense and disabling settings which don't.
152156
You can now have fog of war in the test scene, and can no longer require path to orbit in Zero-G Diggers-Only One Man Army.
153157

0 commit comments

Comments
 (0)