So, it’s September and it’s time to release Unvanquished alpha 0.43!

Fixes!

The most important thing to say, among many fixes, this release fixes two annoying bugs for users:

The “download loop”, sometimes players were stuck downloading the same package endlessly while connecting to a sever with autodownload enabled. This is now fixed. The “red screen” bug, introduced last release, was a UI bug that obstructed the HUD. Luckily, the community server rolled out a hotfix early to fix the bug.

Updates!

Three maps are updated in this release:



Chasm, Supertanker added some vents and a movable ladder to access to the platform outside:

Keziolio remade some high resolution textures for the Station 15 map by Supertanker, they are vegetation textures and signalling textures:

Ingar updated his Vega map, he mainly added some objects on the map and recompiled the lightmaps a better way:

On the engine side, it’s now easier to run a map that was added after the server started, which is good for server admins. `Ishq worked on his lua integration, three API are planned and the first one is already working: it’s a client-side API to manipulate the DOM of the HTML/CSS ui powered by libRocket. Two others API related to the game management itself are coming. Kangz cleaned many warnings and fixed a gcc 5.2 compilation issue.

Incoming!

Every one is working hard and future releases will ship exciting changes! The most important change for every one: next month we will do some gameplay experiments, so, do not miss the community games each sunday at 20:00 UTC!

If the lua code already landed in source tree, `Ishq will extend it with two others API: one lua API shared between client game code and server game code is planned for accessing games info (very limited) like classes, weapons, what’s unlocked etc. and another API (server-side only) is planned for accessing and modifying entities, it will be usefull for scriptable maps.

Kangz is working to make dæmon more standalone, it is a small refactor of the base layers of the engine with the goal to use them for other tools such as mapping tools, exporters, or test renderers etc. It involved refactoring the base layers to work independently of the concept of server or client.

TimePath is working on some compatibility stuff like enabling jpeg lightmaps for supporting some legacy maps, Melanosuchus is cleaning and improving the string handling code and porting extended color codes from Xonotic, and Stannum showed us some awesome shots of his upcoming battlesuit. Everyone wants to get it soon!

Change Log

Here’s the list of commits: