Creation/Dev/Releases/Client/6.036
Release date
November 4th 2012 for Windows and Mac, November 10th for Linux
Note: various other platforms are now supported (iPhone, Bada, Android, Flash) but they don't follow this exact release cycle.
New features
GUI animations
Animate GUI without requiring script timeouts:
with (MyWindow.createAnimation()) { transition = "moveintop"; duration = 0.5; }
This is animating the window, it floats in from the top of the screen to the current position.
Support of multiple GUI styles at once
New particle engine
Brings much higher speed
No scanning of files at startup anymore
External scripted windows
You can now easily create external windows by creating a GuiWindowCtrl and setting isexternal to true. This will show all the content of this window in a new external window which can be moved, resized and closed by the user.
Scripted Tools
Several windows which were previously hard-coded are now controlled by script and use the new external-window feature:
- Playerlist
- PMs
- Options
- Profiles
- RemoteControl
Improved file download from web
- Supports https
- Keep-alive connections
- Update of files
- Download of web files as game files
Extended script engine documentation
You can get the script engine documentation by starting the game client with the start option -listscriptfunctions. It will now print GUI events like onShow and onHide.
Smoother move() function
The NPC move() function is now preventing that NPCs are jumping:
- If the player is lagging then the NPC is shortly moving faster to catch up to the new position
- Works also when you don't use caching (movement flag 0 instead of 1 or 2)
360-degree projectiles
Just add a ROTATEPROJECTILE line in the .gani file:
ROTATEPROJECTILE
Projectiles which use a gani with ROTATEPROJECTILE enabled will automatically be rotated depending on the fly path of the projectile. The gani itself must also have a SINGLEDIRECTION line and show the right direction of the projectile (projectile flying to the right).
Text with gradient
GUI profiles allow you to define a text gradient with the textgradient and gradientcolor attributes:
new GuiTextCtrl("MyTextCtrl") { bounds = {100,100, 200,30}; useownprofile = true; profile.fontcolor = "white"; profile.textgradient = true; profile.gradientcolor = "gray"; text = "Hello World!"; }
Bug fixes
- Various crashes related to the scripting engine and handling of objects being destroyed and then recreated
- Multi-line text could freeze the game if the font is not existing
- Fixed a crash when the size of a gmap is increased