Cortex Command Build 32, the Performance Update is HERE
2016-12-30Your wait is over: both for this fresh build of your old faithful game, and also for the next frames in the heat of the fiercest battle! Don't wait to get a copy for yourself or a friend, since the massive 85% OFF sale will only last for a few more days... Here's what's fresh, thanks to Evgeniy "Weegee” Vigovskiy, Jesús “GranPC” Higueras Pica, and Chris “Montdidier” Kruger: Performance • Cortex Command now pumps up to 2x more frames per second!! • Game activities no longer slow down when played for too long. Gameplay • Added keyboards shortcuts for weapon switch, reload, drop and pickup actions (also works with gamepads). • Gib editor now rounds all offsets. • Deployments can spawn flipped for non-flipped actors. • It's easier to find out how many gamepads were detected and who moves the cursor in UIs. • Limbless actors will inevitably and quickly die.
Read the full notes
• Reworked Test Activity to act as an ordinary GAScripted and execute Global Scripts (good for testing and debugging global scripts). Content • Bunker breach can be used with randomized bunkers. • Added randomized fortresses for Bunker Breach. • Added new skirmish activity Siege, which uses Bunker Breach maps. • Nerfed heavy ronins a lot. • Added global script, which gives 3x more gold when digging. • Added infinite ammo global script. • Added invincible crafts global script. • Added instant and delayed delivery global scripts. Bugfixes • Added range checks to functions, which take Team as parameter to avoid memory corruption. • When brain actor is deleted, MovableMan checks if it's a brain and if it is, set's this brain to 0 to avoid crashes. • Dead actors no longer roll and scream infinitely • Dead actors reduce their AngularVel. • Fixed crashes in allegro and luabind. • Vanilla activities now count used MOIDs on per-team basis. • Fixed the shield-related crash in Campaign. • Primitives are no longer drawn on top of game UI elements. • Fixed a bug, which caused a crash in buy menu. • Fixed crash caused by digging. Lua binding improvements: Scene: • function GetOptionalArea the same as GetArea, but does not render scene incompatible for Activity if specified area is missing SceneMan: • function RestoreUnseen(const int posX, const int posY, const int team) • function RestoreUnseenBox(const int posX, const int posY, const int width, const int height, const int team); FrameMan: • function DrawTextPrimitive(Vector start, std::string text, bool isSmall, int alignment) , alignment 0 = left, 1 = center, 2 = right • function DrawBitmapPrimitive(Vector start, Entity * pEntity, float rotAngle, int frame) • function CalculateTextHeight(std::string text, int maxWidth, bool isSmall) • function CalculateTextWidth(std::string text, bool isSmall) GameActivity: • function int GetActiveCPUTeamCount() • function int GetActiveHumanTeamCount() HDFirearm: • property FiredOnce, r/o , Whether at least one round has already been fired during the current activation. May be 0 because weapon might have activated but no actual rounds were fired yet. • property FiredFrame, r/o, Whether at least one round has already been fired during the current frame. Use this to check if weapon fired something. • property RoundsFired, r/o, How many rounds were fired during this frame. GameActivity: • property BuyMenuEnabled, r/w, Whether buy menu is enabled for this activity Actor: • property AimDistance , r/w • property SightDistance, r/w AEMitter: • property BurstDamage, r/w • property EmitCountLimit, r/w • property EmitDamage, r/w INI changes: PEmitter: • Lightweight, non-rotating MOSParticle-based emitter MovableObject: • DamageOnCollision 0,1 - When it's != 0 actors takes health damage on collision with this MO, without penetration • IgnoreTerrain 0,1 - When it's 1 MO ignores any terrain collisions and travels right through them Settings.ini: • PreciseCollisions 0,1 - When off uses experimental simplified MO collision model which may improve performance up to 30%