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Alpha v1.9.1
Fun little update that adds a few things that were in the works while 1,9 released, and bugfixes.
Remember you can enable speedrun mode with F1! Top 5 uploaded speedruns will get their spot on the main menu!
Additions
- Added "Faithful" lighting preset. It won't look proper with 'Room Shadows' on
- The game now saves your last used multiplayer username/IP/port
- You can now drag and drop mission/campaign/bin files onto the level editor to open them
- Added messages appearing above players' tanks when sent
- You can now press F10 to view frame data in the bottom right
- If dynamic lighting is enabled, lights now emit when tanks shoot
Changes
- The tank AI system is now more accurate to the original (again)
- Movement and shooting logic has been improved largely
- I want to spend time next update perfectly fine-tuning the shooting logic (and hopefully optimizing it)
- Menu missions are now stored locally instead of fetched from the internet
- Pinging things in first person now casts a ping to the closest point in the direction faced
- Blocks breaking now have the color averaged instead of a preset color
Changes Important for Modders
- Word 22 (MaxQueuedMovements) has been renamed to
MaxMoveHistoryto better fit its actual use - New custom AI parameter:
SweepScanRadius, read the XML docs
Fixes
- Fixed bug where connecting clients into multiplayer saw extra dummy clients
- Shell physics should now no longer differ across framerates OR different clients
- So with this, ghost shells should no longer exist, ever
TODO
- Real-time multiplayer stats
- Make all UI look cleaner. Could rework existing UI revamps as well
Happy tanking!
Alpha v1.9
Holy crap, what an update! Lots of great new things!
Remember you can enable speedrun mode with F1! Top 5 uploaded speedruns will get their spot on the main menu!
Additions
- Added local multiplayer support! It's rather rudimentary, so here's the parameters, for now:
- Either all players must use game pads, or one player uses a keyboard and the rest game pads (PlayStation/Xbox controllers)
- Does not work in multiplayer contexts (e.g: two local players cannot play with an online player) (yet?)
- Added Wii remote support, check the guide on how to use one
- Also allows the use of a nunchuk
- Not the most stable, so please report Wiimote bugs in my server
- Made the game take advantage of multiple threads! If your CPU has multiple threads (hopefully it does), the game should now run better under higher workloads, and just overall better
- Added slight randomized pitch shifting in many game-related sound effects
- Added a ton of new options in the settings menu
- The "Start Over" button now actually works
- Added a new mods menu!
- It appears in the top right of the main menu
- It allows you to quickly load/unload/reload mods instead of having to use debug functions or restart the game
- Added a new dev console which is accessible from the tilde key (~)
- Player bullet count UI is now shown for all players (including in online contexts)
- Way more localization where previously missing
- Even more localization!
- Translators are still welcome to correct any faulty translations- some translations were done via machine translation
- Added a new animation/text popup when a mission attempt is over
- Added an entirely new OPTIONAL lighting system that can be accessed via the graphics settings
- Shadows, lights, and time of day all are settings you can change
- You can simply choose to not enable this if you either don't want it on or your computer cannot handle it
- Added a second hand to the clock (thank you BigKitty)
- Added heaps more graphics settings for regular gameplay, including Anti-Aliasing, FPS limit, and more!
- New setting which allows the display of team colors on tanks
- I'd suggest only using this in non-standard campaigns (e.g: campaigns where it's only players vs AI tanks, 2 teams)
- Added a rudimentary message depending on the result of the current mission
- Added a new audio spatialization system
- Added some new stuff to the cosmetics menu (still coming soon!)
- Added new modifier: Mission Flip!
- Added specular lighting to the player tank from the original game
Changes
- The level editor has gotten a number of various improvements
- Missions and campaigns are now stored in a smaller (and better) format, gzipped JSON
- Around 40-50% smaller than before
- No forwards compatibility. Don't go back to older versions and load these files, they won't work
- Debug tools are now locked behind debug builds of the game
- Increased the maximum tank count to 60
- Made mines not destroy everything instantly, but rather grow, similar to the original
- "Difficulties" now changed to "Modifiers"
- Severely overhauled the chat box
- MASSIVE revamps to the game stats menu, multiplayer menu, and the chat window
- Hit/hurtboxes now occur on 3 dimensions instead of previously 2, to allow for modders to do potentially cool things, and also makes debugging much easier
- Bullet count UI for players has been slightly revamped
- The "Shotguns" modifier has been improved and changed
- Tanks now have recoil when firing
- Shot spread is much tighter
- Pings now grow and shrink quicker
- Rocket trails are now MUCH better looking
- Completely overhauled the Settings UI (which will be the standard for future UI updates!)
- I caved into using AI to assist me with the programming (but I did design), since UI frontend is not my strong suit in the slightest
- Completely overhauled the Modifiers UI!
- Lantern mode will now look entirely different if using the new lighting system, read the description
- Bindings in the Controls menu can now use mouse buttons!
- Tweaked a lot of particles to look largely improved
- A few minor changes to the Campaign Results UI. More changes in a future update!
- The save file format is now much different but more modular. Backporting save files will no longer be possible to updates before this
- Made the cursor trail a bit better looking
- The christmas theme no longer prevents music from playing
Changes Important for Modders
-
If you wish to take advantage of the new dynamic lighting system...
- Anything drawn with their own effects needs to go through
LightingSystem.Submit. - Models that are imported using
ImportAsset<Model>are instrumented automatically, so that is done for you
- Anything drawn with their own effects needs to go through
-
Don't create, modify, or generate textures in AI-related tank logic code now! It will throw an exception as it won't be the main thread
- You can enqueue to
TankGame.MainThreadTasksfor actions to be performed on the main thread
- You can enqueue to
-
There is now a much higher limit on pitch-shifting (of specifically
OggAudio. ChangeOggAudio.Pitchdirectly) -
Added
mod_info.jsonto the mod template. If your mod does not have it, you can download the defaultmod_info.jsonhere -
Difficultiesis nowModifiersin sourceTypesnow renamed to justMap- Each default modifier identifier now has a constant string associated with it, which makes things much less of a headache
- The constants have simplified names for lesser code cram. The names should be good enough to decipher
-
MathUtils.Rotate->MathUtils.RotatedBybecause the new MonoGame version hasVector2.Rotatedeclared -
Campaign.TrackedSpawnPointsis now static instead of instanced, and is nowCurrentTrackedSpawns -
Every
Cratefield has been properly named for C# naming conventions -
Most rendering/drawing info has been moved into a struct called
DrawParamsBasic, where the field name for it isDrawParams- Entity-specific draw params are named
DrawParamsX(i.e:DrawParamsTank)
- Entity-specific draw params are named
-
SwapXTexturefrom entity classes is now justDrawParamsX.XTexture = newTexture; -
Keyframes now are dimension-agnostic
-
CameraGlobals.IsUsingFirstPresonCamerahas been de-typo'd :| -
Animators have been made less archaic- instead of the final frame not needing a duration or easing function, it is now the first one
-
Added a really neat camera animation system to the freecam debug menu
- You can see controls on the left
-
LocalizedStringis now indexed directly instead of through the method -
Added
DescriptiontoModBlockandModTankfor use in the level editor -
Level and campaign files are now gzipped JSON (format version 7) instead of binary
- All reading and writing goes through
LevelFiles.Mission.Read(Stream)reads any format, binary or JSON Mission.WriteToStreamwas removed. UseMission.SaveorLevelFiles.WriteMission- Tank, team, player and block types are saved by name, not by number. Modded tanks are saved under their English name, so changing your tank's name will break levels that use it
- If a level uses a tank or block from a mod that isn't loaded, it logs a warning and uses a default instead of crashing
- Binary versions 1 to 6 still load
- All reading and writing goes through
-
Added
ModModifier, which handles everything automatically, including the UI element and net sync -
Some
ShellandTankproperties are now bit flags -
Tanks are now drawn with a custom shader instead of
BasicEffect, so if you were modifying anything related to that- it will no longer work -
PlacementSquare->EditorTile- The map now uses a grid system, so you can index into it rather than using arbitrary math
-
TankGame.PostDrawEverything->TankGame.PreDrawBackBuffer -
RuntimeData.DeltaTime->RuntimeData.DeltaFrames- Do NOT use the new
DeltaTime, as it is actually whatDeltaTimemeans now.- This means that
DeltaTimeis now elapsed seconds in a given frame,DeltaFramesis how many 60ths of a second passed in the past frame.
- This means that
- Do NOT use the new
-
CameraGlobals.RebirthFreecam->CameraGlobals.PerspectiveCamera -
Sound effects now have optional spatialization parameters
-
Particle.UniqueBehavior/Draw->Particle.Update/DrawCallback -
When using a delta in tank AI related code, use
AIManager.AIDeltaFrames -
Keybind now supports mouse keys
-
...and probably more things. Consult me in my discord server for any questions.
-
If there is anything unclear or uncertain after reading these notes, please reach out to me
Fixes
- Fixed nametags showing for non-host clients after the game has started if the host started the game with the client being in the multiplayer menu
- Fixed smokes generated from smoke grenades being the wrong color
- Mods should load 2x quicker on average, depending on content
- Fixed some tank destruction particles having frame-dependent animation
- Fixed a bug where you would Game Over with 2 lives in single player and in some multiplayer contexts
- Fixed clock pendulum not accurately tracking seconds (there was some margin of error before)
- The mission intro sequence/fanfare is now controlled by the sound effects slider
- Fixed the room scene not being updated while in pause
- Places in the room where glass would before not render properly now renders
- Performance has been improved in various places of the game (the level editor should be much more performant even with the new changes)
- Particles are now infinitely more performant than they were before, allowing for tens to hundreds of thousands of particles to be present before noticeable framerate loss
- Tank treads now look much more proper, and there is not a performance loss to have 'Fading Tank Tracks' disabled
- Massively optimized the level editor, s...
Alpha v1.8.1.1
This update is simply a hotfix for v1.8.1! This update fixes many stupid issues that came along from the last update.
Remember you can enable speedrun mode with F1! Top 5 uploaded speedruns will get their spot on the main menu!
Changes
- Made homing shells work much better
- Made Discord rich presence operate on a worker thread to allow the main thread to work better
- Changed some achievement names
- Made names displayed above players smaller
- Changed the sync rate of player lives/points to reduce bandwidth usage
- Decreased some asset sizes, reducing VRAM and RAM usage
- Made the bullet count UI a bit smaller, again
Fixes
- Optimized bullet collisions/path calculations by ~7.5%
- Fixed crashing on game-load for some users without a .NET SDK
- Fixed brown tank kill count not being displayed in the stats menu
- Fixed players continuing to advance missions even though the campaign should be over
- Fixed old keybinds for pings still working
- Fixed mines exploding almost immediately after laying them near an enemy
TODO
- Multithreaded tank AI
- Campaign fail/success display
- Tank tread hyper-optimization (and visual re-haul)
- Wiimote support
- Real-time multiplayer stats
- Fix campaigns not ending immediately on all clients
PLEASE, if you find anything wrong, go to my discord server and report bugs in the #bugs
channel, or, if you want to suggest something, suggest them in the #suggestions channel.
Happy tanking!
Alpha v1.8.1
Hello! This is quite a big "minor" update. This update is jam-packed with cool new things, such as an entirely re-programmed AI tank system and
new AI tank behaviors, lots of performance enhancements, bug fixes, and more!
Starting from this point on, I will be uploading a debug-enabled binary of the game for modders to use (windows only for now, others will need to compile)
Remember you can enable speedrun mode with F1! Top 5 uploaded speedruns will get their spot on the main menu!
Additions
- You can now switch individually between Windowed, Fullscreen, and Borderless Fullscreen in the graphics settings
- Added an "Auto-Orient Tanks" option to the level editor so tanks can be oriented identically to how they were in the original game
- Added coordinates display above the mouse in the level editor
- Added network metrics (ping, packet loss, packets sent/received) to the top of a multiplayer session
- Added more particle effects in various areas of the game
Changes
- AI Tanks are now completely overhauled! They now behave much different from how they did before
- Almost never shoot/explode themselves
- Act 10x more similar to the original game
- Should, overall, make them less of a nuisance to destroy
- Should also improve their movements a ton
- Optimized and made much more performant (~15-20% faster?)
- The ping menu is now located on the right of the screen, and is vertically aligned
- Pinging is now much simpler, using your scroll wheel to determine which one to use
- Now, you press middle click to use the highlighted ping selection
- Slightly changed the position and look of the bullet count display
- Lantern mode has now been touched up, and now shows the lanterns of each player, and looks visually different
- Also allows the player to see very slightly in the darkness if they squint
- Reworked Co-op spawn positions on most Vanilla campaign levels
- Yellow tank music is now prioritized over the pink tank's
- Reworked a few missions, and buffed the final mission slightly
- Slightly changed the look of the "vanish" animation of invisible tanks
- Slightly adjusted the orthographic camera
- Bullets how have much more generous hitboxes (same-ish as the original, now)
- Reverted third-person smoke particles to normal
- The main menu logo no longer follows your mouse off-screen
- Slightly changed the appearance of the path created to the mouse
Changes Important for Modders
- Completely overhauled the AI Parameters.
- Be sure to read the documentation of them by hovering on them in your IDE
- Pink tanks, internally, are now listed before Yellow tanks
- Update any campaigns!
- The center of the game scene is now (0, 0) instead of being slightly biased to the top
- You can now compile mods on versions higher than .NET 8.0
TankRotation->ChassisRotationTargetXRotation->DesiredXRotationTank.Dead->Tank.IsDestroyedTank.IsIngamehas been removed- All
DrawUtilsmethods now useStringinstead ofText DrawUtils.DrawBorderedStringWithShadow->DrawUtils.DrawStringWithShadowAndBorder
Fixes
- Fixed needing a "Starting Lives" value to save a specific mission
- Changed some inconsistencies between the original missions and Rebirth's
- Fixed controllers not working from v1.8
- Fixed some particles not being oriented properly
- Pings no longer track dead tanks
- Campaign tooltips now display proper extra-lives count
- (Potentially) fixed Wayland input not being able to exit campaigns after success or failure
- Fixed visual stuttering on AI controlled tanks when their rotation changes when facing down
- Fixed a bug where exiting the level editor and playing a campaign denied the player any score
- Fixed the difficulty algorithm not updating when switching levels in the level editor
- Optimizations to the particle system (~400% faster, but still has issues)
- Fixed some elements of the intermission animation being improperly scaled with resolution
TODO
- Multithreaded tank AI
- Campaign fail/success display
- Tank tread hyper-optimization (and visual re-haul)
- Wiimote support
- Real-time multiplayer stats
- Fix campaigns not ending immediately on all clients
PLEASE, if you find anything wrong, go to my discord server and report bugs in the #bugs
channel, or, if you want to suggest something, suggest them in the #suggestions channel.
Happy tanking!
Alpha v1.8
Hello everyone! This is literally the BIGGEST update ever to Tanks Rebirth. I hope you enjoy all of the new features, changes, and bug fixes!
Remember you can enable speedrun mode with F1! Top 5 uploaded (may be changed later) speedruns will get their spot on the main menu!
Additions
- Added an entire room that the entire game scene exists in! There is no longer a black void that consumes the game
- There's even a cool grandfather clock that matches your system's clock time!
- Added "Tactical Planes" mode where old "Marble Mod Buff" was
- Added some handy-dandy FPS graphs at the user's disposal, if needed
- Added scores for every player in the game
- Added 'Total terrain' info to the Level Info bar within the level editor
- Added the long-awaited cursor trail!
- Added a button to the campaigns menu instead of the user having to press Enter to download the latest version
- Added the ability for the game to obtain hardware information on any OS (MacOS, Linux) instead of only Windows
- Added the bonus life animation after over 3.5 years!
- Added a spectate feature to POV mode
- Added the ability to change your campaign's starting lives
Changes
- All tank types above "obsidian" are now gone.
- This is because they were poorly designed, and will benefit more being replaced by the tanks to come in the future!
- The experience bar now has a little more flair and visual appeal
- "Master Mod Buff" changed to "Master Mode"
- Changed the game's main font (for english only)
- Players can no longer visually peek through corners of map geometry
- Blocks are now slightly bigger
- Main menu animation is now much different
- MOTD is now just plastered on the top of the screen
- Adjusted the look of the mission title bar / background
- UI tooltips no longer go off-screen
- Revamped the multiplayer UI
- Player scoreboards have been changed in color and look
- "東方 Mode" changed to "Bullet Hell"
- Window title has been changed to "Tanks! Rebirth"
- LARGELY improved the mission intermission look, which looks about 99.9% accurate now (validate the campaign version in the campaigns menu!!!)
- The chat now appears over the intermission screen
- The intermission screen background no longer scrolls when paused/stopped
- You now have to middle click instead of right click to delete a campaign, which makes mistakes much less likely
- Somewhat modified the campaigns menu look, so buttons don't overflow
- Also somewhat modified the difficulties menu to look nicer and have respects to resolution
- Having a controller plugged in no longer prevents keyboard usage for gameplay
- Packet send-out time decreased from 15ms to 10ms for more responsive netcode
- XP gained from destroying tanks is now billboarded towards players in POV mode
- Campaigns can now support up to 2,147,483,647 missions! I don't recommend spending that much time creating them though...
Changes Important for Modders
GameProperties->CampaignGlobalsTanksRebirth.GameContent.Properties->TanksRebirth.GameContent.Globals- Almost every asset is now stored in a more general folder
- General-purpose models are now under
models - All music is now in
musicor a subfolder undermusic
- General-purpose models are now under
RotatedByRadians->RotateTankID.Randomhas been purged, for good reasons- Lots of camera-related things from
TankGameare now located inCameraGlobals- This includes
GameViewandGameProjection, important matrices to include with custom 3D rendering involving gameplay
- This includes
GamepadBindandKeybindnow areIInputBind<T>s, which means you can use use them modularly within your code- When changing tank models, be sure to set
UsesCustomModeltotrue - Assets (only models, for now) are managed via
Resource<Model>s withinModelResources. - Particles now rotate on the proper Yaw-Pitch-Roll axes, conversion:
- Old Yaw -> Roll
- Old Pitch -> Yaw
- Old Roll -> Pitch
TankGame.PostDraw->TankGame.PostDrawEverything- Numerous rendering-related things are now stored in
RenderGlobals - Many things from
TankGame(such as frame time, delta time, etc) have been moved toRuntimeData TankGame.TextFont/TextFontLarge->FontGlobals.RebirthFont/RebirthFontLargeGameHandler.GameRand->Client.ClientRandom- AI tank properties and parameters can now be fetched separately inside of AIManager
Armor->TankArmorTankProperties.VulnerableToMines->TankProperties.InvulnerableToMines- The modding API has moved away from singletons and now has different modded data per ModTank, ModShell, and ModBlock, so code does not execute on every entity of a given type at once
- Virtual methods no longer have a parameter for what they are modding, and now have a property (i.e:
ModTank.AITank,ModBlock.Block,ModShell.Shell) MainMenu->MainMenuUIGameSceneRenderer->GameSceneTankGame.GameData->TankGame.SaveFileParticleSystem->ParticleManager
##Fixes
- Pause UI now appears over everything
- Citrine Tank Music now is prioritized over Ruby
- Optimized various mathematical operations around the code
- Optimized branching and code execution all around the game, so the game should run ~10% better
- Level editor now properly displays the correct mission name on the info bar
- Fixed crash involving deleting the first mission of a campaign
- Enabling "Lantern Mode" no longer makes the main menu blur go away
- Resolution is only changed upon leaving the settings menu if you are not in full screen, fixing the black screen bug
- Fixed the mission intermission screen having "overlap" while fading in and out
- Fixed game not properly retrieving hardware information
- Fixed the "Hit!" graphic not being the correct color on all clients in multiplayer
- The results screen now shows the cumulative effort of all players in mutliplayer
- Fixed mouse hitching in POV mode when rotating your turret
- Multiplayer now no longer suffers from "ghost bullets"
- Fixed mines wanting to explode when placed near dead tanks
TODO
- New AI tank aggression system (depending on the tank type, will either make advances towards you or will avoid you)
PLEASE, if you find anything wrong, go to my discord server and report bugs in the #bugs
channel, or, if you want to suggest something, suggest them in the #suggestions channel.
Happy tanking!
Alpha 1.7.4
This update fixes many bugs, changes many things, and adds a few things. Check the discord server for future teasers!
If you have made your own campaign, you must update tank rotations to accommodate for the level editor fixes.
Remember you can enable speedrun mode with F1! Top 5 uploaded (may be changed later) speedruns will get their spot on the main menu!
Additions
- New interactive logo!
- In-game missions now have their own names attributed to them, for fanciness.
- You can still see what mission number you are on
- Players must delete and re-install the Vanilla campaign for the changes to appear
- POV mode now has a transition when entering a mission
- You may now remove missions in the level editor
Changes
- New game icon
- Smoke is now 3D in first person mode
- If launched in Debug, the game will supply the user with a console
- Explosions don't sound super low pitched by default anymore
- Explosions rotate 2x faster
- Revamped mission info bar
- Player tank no longer struggles to move around when using keyboard
- Missions added to the campaign list are now named what # mission they are in the entire campaign
- Some missions have had re-arranged player spawns for multiplayer
Changes Important for Modders
- Many renames but not any move-arounds
- De-obfuscated AI Tank functions under the hood, as it now has many more methods to differentiate their thought process
- Debug enable has been changed to F4, and debug level decrease/increase have been changed to F5/F6 respectively
MapRenderer->GameSceneRenderer
Fixes
- Game now loads much faster (about 70% quicker)
- Fix crashes on window focus regained
- 2D graphics on the playing field will no longer appear when looking away
- Fix finnicky campaign saving
- This means that players who have made their own campaigns need to update for the new fixes
- Loading campaigns no longer flips tanks across their saved axis
- Testing missions no causes strange things to happen to tanks
- Level editor placement/removal actions are no longer possible when changing the properties
- Fix Z-fighting/overlap with tank shadows in what should be all cases
- Harsh black shadowing on the bottom-right of the map is no longer harsh
- Returning from level test now properly highlights which level you tested after testing is done
- Fix homing shells targeting dead tanks
- Tanks no longer freeze randomized movement while firing shells
- Tanks should trap themselves almost never now
TODO
- Bonus life screen
- Overhaul the multiplayer lobby screen
- Math operations optimization
- New AI tank aggression system (depending on the tank type, will either make advances towards you or will avoid you)
PLEASE, if you find anything wrong, go to my discord server and report bugs in the #bugs
channel, or, if you want to suggest something, suggest them in the #suggestions channel.
Happy tanking!
Alpha v1.7.3.1
This update fixes numerous bugs within multiplayer (and also single player)
Fixes
- Fix single player crashing in many cases
- Fix multiplayer seeding being desynchronized
- Fix rare level editor crash
- Fix armored difficulty creating problems
- Fix 'change spectator' to not change debugging levels
PLEASE, if you find anything wrong, go to my discord server and report bugs in the #bugs
channel, or, if you want to suggest something, suggest them in the #suggestions channel.
Happy tanking!
Alpha 1.7.3
This update adds a few nice things to have for players and modders.
Remember you can enable speedrun mode with F1! Top 5 uploaded (may be changed later) speedruns will get their spot on the main menu!
Additions
- You can now choose which tank you wish to play as in the difficulties menu
- Randomization seeds are now synced across the server, meaning random events can happen identically for each player
- This makes difficulties that add random things now synced
- New difficulty mode 'Disguise' allows you to choose what enemy tank you want to clone
Changes
- If the host quits the campaign, every player also does
Source Code Changes (for modders)
ClientLoghas been moved fromGameHandlertoTankGame- Modders can now use data from tanks as to where their shots will bounce and where they will hit enemy tanks
ClientandServerfields have been renamed for better clarity- If you want to do randomized events, be sure to use
Server.RandSeed
Fixes
- Fixed crash involving trying to start campaigns in multiplayer
TODO
- Bonus life screen
- Overhaul the multiplayer lobby screen
- Math operations optimization
- New AI tank aggression system (depending on the tank type, will either make advances towards you or will avoid you)
PLEASE, if you find anything wrong, go to my discord server and report bugs in the <#1026227902536228955>
channel, or, if you want to suggest something, suggest them in the <#934139896308838430> channel.
Happy tanking!
Alpha 1.7.2.1
Just a tiny little hotfix which fixes something that can mess modders up.
Fixes
- Made modded bullets not override total ricochets
- Modded bullet spawns no longer crash the game
- Mod unloading no longer makes the game crash if trying to access modded content post-reload
Alpha 1.7.2
This update brings a handful of changes to modding capabilities, the game itself, and many great fixes that people have complained about.
Remember you can enable speedrun mode with F1! Top 5 uploaded (may be changed later) speedruns will get their spot on the main menu!
Additions
- No content additions! But additions to the modding capabilities have been made plenty.
Changes
- "Third person" mode is now "POV" mode (first person).
- Bullet tracking UI is now white for unused bullets
Source Code Changes (for modders)
ITankHurtContexts' properties have been streamlinedExplosion.Source->Explosion.Owner- Added new
ModShellandModBlockfor more extensive modding capabilities!
Fixes
- Z-fighting on tank shadows no longer occurs
- Fixed campaign prematurely ending when the player had 1 life remaining sometimes
- Fix modding crashes related to adding and removing content
- Fix addition/removal of modded tanks within the level editor due to missing declarations for the modded tank
- Fix animation bleeding when exiting missions/campaigns
TODO
- Bonus life screen
- Overhaul the multiplayer lobby screen
- Math operations optimization
- New AI tank aggression system (depending on the tank type, will either make advances towards you or will avoid you)
PLEASE, if you find anything wrong, go to my discord server and report bugs in the #bugs
channel, or, if you want to suggest something, suggest them in the #suggestions channel.
Happy tanking!