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Releases: Appulcake/PauelsRandomFixes
Release list
0.34.2.2 RC6
- Improvement to FPS Bound Mouse Fix for map panning to be (hopefully) now truly properly 1:1 (on 1.0 sens config) cursor:canvas panning speed, regardless of mouse DPI/screen resolution and so on
- New DismountedPilotCollisionFix to prevent dismounted pilots from colliding with e.g. player planes (on client prevents collision with player's own plane so you no longer disintegrate when driving/flying through a pilot on runway/field/water etc, on server it helps AI not collide with them)
0.34.2.2 RC5
New ServerBrowserFix:
Fixes dedicated servers disappearing from server browser list when steam returns no dedicated servers. This happens when the query gets rate limited, as every filter change (other than search by name) sends a new query for every single server, and the game also throws out the entire list on such a refresh so when no dedicated servers are returned (eNoServersListedOnMasterServer response), there'll be none in the list.
This fix makes all filters act on the local list without sending queries every time, and when a refresh returns no entries, it just keeps showing the existing list it already had.
Client only, on by default.
0.34.2.2 RC4
- ThrottleInputFix: New opt-in config for relative throttle detents when moving into afterburner, or activating airbrake (if an aircraft supports it). Configurable delay on how long the detent lasts when trying to cross into it, releasing input then re-pressing towards detent immediately crosses it. Dynamically reads data from plane's ThrottleGauge setting so works on any plane (including modded ones) as long as they set that up properly, and also works with analogue input. Doesn't affect absolute throttle.
0.34.2.2 RC3
- New DesyncedAirbaseFactionBuildingsFix to address client visual mismatch where some buildings in airbases can show as the wrong faction, e.g. when joining you see a bunch of hostile buildings in an otherwise friendly airbase (client only)
0.34.2.2 RC2
- New VehicleDepotFix to address vehicle depots being unable to be captured (as they don't belong to a nearby in range airbase, unlike every other building), and since there's no remove depots method, it allows null depots to exist causing an NRE that breaks unit spawns for that faction
This is entirely server/host only
Update: NRE fix for TailhookOnLandingGearFix
0.34.2.2 RC1
- New TailhookOnLandingGearFix, when enabled ties tailhook deployment state to landing gear deployment state
- New UnableToTargetUnitFix, when enabled fixes an issue where if a neutral unit is spawned (by e.g. a mission objective/outcome) during a time a player is not spawned in, its combatHUD marker will never instantiate for the rest of the match and thus that player will be unable to target that unit (even if it later gets captured and might be a mission objective). Targeting sound plays, but it won't be added to the target list.
0.34.2.1 RC4
New LaserVisaulHitFix to fix an issue where sometimes clients visualise lasers towards wrong directions/targets
0.34.2.1 RC3
New ThrottleInputFix, replacing ThrottleRelativeVelocity, with extended functionality to properly allow consistent throttle input for both Absolute and Relative modes, without the game doing weird frame-to-frame movement assumptions to change input mode from absolute to gradual relative input, drop/ignore some inputs and so on.
Has extensive customisability with an I believe good out of the box default set up. Readme on repo + in game config descriptions contain info on what it all does.
Amendment: ThrottleInputFix got a small API where another mod can override incremental input's absolute mode to be relative during runtime.
0.34.2.1 RC2
New BOTEFobInitialiseFix (server only, on by default) and BOTESpawnProtection (client + server, off by default, turn on if you play BOTE!)
Edit: Update to fix performance impact of bad BOTE part lookup
0.34.2.1 RC1
New WarheadDesyncFix