NOTE: I'm posting this here to make you aware of the update. We will continue to use our current stable version for now. new MegaMek development snapshot 0.37.0 Submitted by Beerockxs on Sat, 12/21/2013 - 05:31 Hey everyone, two months after the stable release I present our first new development snapshot, get it on the downlod page http://megamek.info/downloads. A lot of development has happened since the feature-freeze we had in place for the stable was lifted, but see for yourself, here's the changelog: v0.37.0 (2013-12-21, 13:13 UTC1+) + Bug: Fixed some issues with the path planner. First, for the candidate list, I changed the ArrayList to a PriorityQueue. There was also a bug where every 256 iterations it would check to see if the current path was better than the currently saved best path and if it wasn't it would end. This is an assumption that doesn't always hold and basically resulted in the A* path-planner halting prematurely. If the A* path-planner didn't reach the goal, the path is finished with a straight-line planner. Fixing this allows the A* planner to work for longer and hence find much better paths (although it's still has a maximu time limit). + Feature: Added engine name, gyro type and myomer name to MechSummary and set these values when the summaries are created + Added a tool to create a CSV of MechSummaries for all units in the data files, excluding infantry. This was requested by Hammer for some MekHQ data work. + Bug [#3848]: ImageCache.get uses expensive operations + Patch: MaxTech Movement Modifiers & Unofficial MASC Options + Bug: The ImageCache max size check was using == instead of >= + Bug: MechSummary and AdvancedSearch were using EquipmentType.getName() instead of getInternalName() + Enabled the MechEditorDialog for post-stable branch + Removed ImageCache maximum size + Bug: Board.setHex - shouldn't adust min/max elev if they are undefined + Bug [#3618]: Matched input/output stream buffers to socket receive/send buffer + Bug: When handling a COMMAND_ENTITY_ADD packet, the server was calling transmitAllPlayerDones twice, which was causing superfluous overhead + Bug [#3618]: Updates to the code for adding multiple entities, see SF bug ticket for details. After these changes, adding 200 mechs in the chat lounge goes from ~65s to ~15s. + Bug [#3893]: ChatLounge 'Delete All' button is very slow. + Removed AWT and 3d interfaces, they were old and unmaintained + Bug: PPC capacitor has wrong explosive BV penalty + Bug [#3303]: Round Report Change? (Squad vs Platoon killed) + Bug [#3817]: ListSelectionModels can fire multiple ListSelectionEvent for one selection change + Bug: init bonuses from mobile hq not working correct with multiple mobile HQs + Feature [#1142]: "Field of View" tool (thanks Johann) + Bug: Added some code to prevent the AdvancedSearchDialog from opening off screen. Also removed an unused state variable in GameOptionsDialog. + Bug [#3894]: Shots Assigned Not Always Present + Bug [#3896]: Protomechs get 'stuck' in buildings + Bug [#3885]: VTOLs that have their rotors blown off don't take crash damage + Bug [#3898]: Crashing Dropships only reduce elevation by 1, crashing Aeros reduce elevation + change default year to 3145 + Bug [#3898]: Crashing Aeros can now face a watery death + Data: Unit fixes and New Images + Data: Unit/Rat/Equipment Date Fixes. + Bug [#3898]: Crashing dropships reduce elevation of water hexes instead of depth + Bug: drone extra equipment should not take up extra item slots on tanks + Bug[#3901]: Light-up Deployment Hexes Everywhere! - 0.37-dev + Bug [#3899]: A crashing spheroid DropShip uses the Nose Hit Location Table + Bug [#3904]: Unit LOS Hex Darkening Bugged 0.37-dev + Feature: Changed the JMenuItems for all of the toggles in View to JCheckBoxMenuItems + Feature [#1178]: Firing Solutions Tool + SuperHeavy mechs should now be finished. + changed how CriticalSlots work, the int index is now used only for TYPE_SYSTEM CriticalSlots, never for TYPE_EQUIPMENT ones + Bug [#3905]: Shift-Clicking to turn during movement draws another step when shift is released + Errata change: C3 requires LOS + Bug [#3907]: The MM A* heuristic is inadmissible, which leads to planning sub-optimal paths + Feature [#1143]: 'Movement Envelope' + Data: Unit fixes and new Images. + Feature [#1176]: adding lookup names + Feature [#1182] Alternate Pilot BV Mod + Bug [#3906]: Careful Stand/Getting Up Bug 0.37-dev + Feature [#1184] Calculate BV by Geometric Mean + Bug [#3910]: MUL files with tags will not parse + Bug [#3903]: Falling damage while moving from one level to another + Feature [#1178]: Updated firing solutions to use a more complete set of to-hit modifiers + three new unofficial pilot options + Bug: Mech#getMTF not working + Modified Princess options on Bot Config dialog to allow adjustments of all princess behavior settings. + Added help button for new princess config options. + Multiple princess configs can be saved and different princess instances can use different configurations. + Start of Tripod 'Mech support + lateral shifts, reduced cost facing changes and PSR bonuses for tripods + Bug [#3711]: Tooltip dismiss delay is low for some look and feels: client options now has a tooltip dismiss delay setting + Bug: ChatterBox2 mousewheel hit detection was bugged + Bug: ChatterBox2 doesn't completely consume mouse clicks and releases ( clicking on the ChatterBox2 will select hexes underneath the ChatterBox2) + Bug: Potential infinite loop with ChatterBox2 and scrolling + Bug: Updated displayables to consume mouse drags + Made it so the ChatterBox2 doesn't add characters when control is pressed + Feature [#1174]: Specific Number of 'Mechs Victory Condition + Feature [#1120]: Allow users to set the maximum amount of external heat + Princess bot help button not working + Superheavy BV fixes + aerospace sanity mod unofficial option (see docs/aero_sanity_mod.txt for details) + added visual range limits to LoS shading in BoardView1 + Data: New unit images(BIG Thanks to Deadborder)/Equipment fix and unit name fix. NOTE: list too long for post. full list of changes can be found here: http://megamek.info/node/85
new MegaMek development snapshot 0.37.1 Submitted by ralgith on Sun, 12/29/2013 - 12:50 Hey everyone, Post Christmas I'm back doing weekly releases on Sunday. Find the latest on the download page:http://megamek.info/downloads. here's the changelog: v0.37.1 (2013-12-29, 19:26 UTC) + Added code to Princess to make (semi) intelligent use of ammo. Previously she just picked whichever ammo bin was next on the list. Now she will examine her target and try to pick the best ammo of what she has available (infernos vs hot targets, cluster/flak vs aero/vtol, cluster/inferno vs tanks, etc). She also takes into account range when using ATMs and MMLs. Don't expect this to work with ammo introduced after the FCCW as I'm not familiar with it myself. + Data: Unit fixes and New Images + Tweak TestAero to allow for customization of Aeros in MHQ + Data: Unit fixes and image fixes + Data: Remaining RS 3145 Units and a couple of new images. + Bug: subMunitionLength for Clan LB10-X was improperly set, which could lead to a string index out of range exception + Bug: Infantry unable to use swarm/leg attacks, getting a "only infantry weapon can fire at 0 range" message + Bug: Firing small arms then trying to fire field guns would lead to a 'infantry can't fire small arms and field guns in the same turn' message, however firing a field gun then small arms didn't receive this message + Bug: Improved Ferro-Aluminum, Ferro-Carbide, and Lamellor Ferro-Carbide armor multipliers incorrect I took a moment to re-work how the clan armors for these specialty types is worked as well, instead of using a special multiplier and multiple if statements for them I used a single if statement with an additive of 0.08 (clan multipler for FF anf FA is 1.2 vs. 1.12, and the rest of these are additions on top of that) to the I.S. multipler. + Data: Unit Fixes. + Adjusted the too many units loading message: added a specific message for infantry, so it makes more sense. Also fixed a bug where instead of currentLoad/capcity being displayed it was displaying currentLoad/currentLoad. + Bug [#3963]: The check for adding the MagClamp loading option was using a different check than what is used to determine if mag clamps can be used.