What's new in TDM 1.05

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Revision as of 11:12, 27 February 2011 by Tels (talk | contribs) (update)
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See also the changelog on our bugtracker page: Roadmap

Release Date

Version 1.05 of The Dark Mod has not yet been released.

Changes / Features / Issues fixed

  • #1330: weapons sometimes hover in midair after AI goes ragdoll (AI)
  • #2468: monsters immune to gas arrows (AI)
  • #2469: Werebeast not affected by flashbomb (AI)
  • #2560: AI Freezing during search (AI)
  • #2578: SEED: Make sure we do not combine entities which cannot be combined (SEED)
  • #2604: AI do not play "gassed" bark (AI)
  • #2621: Add Boost 1.45 static libs for VC++ 2010 (Coding)
  • #2634: add hide_distance support to func_smoke (Coding)
  • #2634: Need a way for the mapper to prevent lod_bias hiding important entities (Coding)
  • #2635: hide_distance < lod_distance is ignored (Coding)
  • #2637: triplet down models/darkmod/architecture/chimneys/square_stone (Models)
  • #2640: Searching AI will freeze long distances from a stim point if they can see the point (AI)
  • #2650: Rats close doors (AI)
  • #2659: Rotating doors with (tiny) translation incorrectly clear the "first_frob_open" flag (Coding)


AI


See also