Reflex 1.1.0 - New Build Release
Hi person(s),
Wen is now.
Here's your log of changed things.
Art
- Effect optimisation: burst impact, increased spark gravity, reduced number of sparks by 20%, better spark orientations, reduced spark length, increased spark width
- Effect optimisation: rocket explosion, redcued number of sparks by 33%, reduced spark lengths, better spark orientations
- Effect optimisation: blood particles duration now 1.5 seconds (was 2.0 seconds)
- Removed ribbon trails off plasma eject cases
- Shell casing duration reduced from 10 seconds to 5 seconds (making it a max of 10 casings laying around per person for 5 seconds of sustained fire)
Cosmetics
- Modified Jaguar head to reduce clipping
- Added Plague head
- Added Bunny Head
- Added Turtle Head
Maps
- Furnace (dp5) has had an art pass
- Fixed name for Stage 1 Combat
- Changed name for Stage 2 Combat to follow the same convention
- Aerowalk update: now in sync with workshop version for match making (previous clip fixes)
Code
- Added Announcer – He says things about the match and things you do
- Greatly improved performance of client-side particle collision
- Added map editor sun enabled property
- Added cl_weaponcycle to UI
- Teleporter meshes now appear in the content browser
- Fixed post-fix string issue on date formatting
- Fixed issue where bridge tool would fail when two source edges (from different brushes) were identical
- Increased max length of addon description
- Fixed case sentitivity lua error when calling callWidgetDrawOptions() or callWidgetGetOptionsHeight() with incorrect case (would break Menu.lua if clicking on addon with same name as widget, but different case)
- Fixed flicker when selecting addon/widget in menu, selection is now drawn next frame (after filtering occurs)
- Added EffectSound.maxLengthAllowed var (had to rev effect file version & recompile them all)
- Added Sound::getLengthSeconds() function
- Players no-longer suicided if change to team they’re already on (important for master server drop-in on team games)
- Changed MM disconnect hover info from “Disconnecting will count as a loss, and you will incur a time penalty” to “Disconnecting will count as a loss” as we don’t give time penalties anymore
- Sounds in these effects are limited to max length of 3 seconds:
- internal/items/armor/armor_green_pickedup.effecttxt
- internal/items/armor/armor_red_pickedup.effecttxt
- internal/items/armor/armor_yellow_pickedup.effecttxt
- internal/items/health/health_50_pickedup.effecttxt
- internal/items/health/health_mega_expire.effecttxt
- internal/items/powerup_protect/powerup_protect_pickedup.effecttxt
- internal/items/powerup_quad/powerup_quad_pickedup.effecttxt
- Shotgun low ammo warning is now at 5
- Added Gamma Slider and r_gamma
- Dropped weapons (i.e. backpacks containing ammo) are now pickup-able when you have full ammo of the dropped weapon type (and can utilize the ammo).
- Team spawns: We no-longer favor spawns that have friendly’s near by. An enemy have rough-los to a spawn will now fully block it from being used. (note: If all spawns have rough-los from am enemy, it falls back to distance-bias based spawn.)
- If you disconnect mid MM game via console, it will now correctly remove you from MM queue (this also catches case when connection is interrupted)
- If you disconnect post MM game via console/menu, it will now correctly remove you from MM queue
cl_predict_items now defaults to 0
Matchmaking
- Full MM ladder now shown
- Added drop in/out for casual modes
- Match history now can be filtered by player
- Doubles earns 15 CP, CTF earns 20 CP
- Losers now receive 20% CP reward
- Added matchhistoryraw/ for importing to your own databases
- Competitive MM unavailable below level 15
- Added ‘Proving Grounds’ playlist – Thread Here
Lua
- Replay editor now hides with cl_show_hud
- TeamHud: fixed an error due to clients disconnecting
- Fixed issue where widget selection wasn’t being applied properly
- Added AccelMeter widget
Source: ReflexArena.com