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Cortex Command Build 32, the Performance Update is HERE

Your wait is over: both for this fresh build of your old faithful game, and also for the next frames in the heat of the fiercest battle! Don't wait to get a copy for yourself or a friend, since the massive 85% OFF sale will only last for a few more days...

Here's what's fresh, thanks to Evgeniy "Weegee” Vigovskiy, Jesús “GranPC” Higueras Pica, and Chris “Montdidier” Kruger:

Performance

  • Cortex Command now pumps up to 2x more frames per second!!

  • Game activities no longer slow down when played for too long.

Gameplay

  • Added keyboards shortcuts for weapon switch, reload, drop and pickup actions (also works with gamepads).

  • Gib editor now rounds all offsets.

  • Deployments can spawn flipped for non-flipped actors.

  • It's easier to find out how many gamepads were detected and who moves the cursor in UIs.

  • Limbless actors will inevitably and quickly die.

  • Reworked Test Activity to act as an ordinary GAScripted and execute Global Scripts (good for testing and debugging global scripts).

Content

  • Bunker breach can be used with randomized bunkers.

  • Added randomized fortresses for Bunker Breach.

  • Added new skirmish activity Siege, which uses Bunker Breach maps.

  • Nerfed heavy ronins a lot.

  • Added global script, which gives 3x more gold when digging.

  • Added infinite ammo global script.

  • Added invincible crafts global script.

  • Added instant and delayed delivery global scripts.

Bugfixes

  • Added range checks to functions, which take Team as parameter to avoid memory corruption.

  • When brain actor is deleted, MovableMan checks if it's a brain and if it is, set's this brain to 0 to avoid crashes.

  • Dead actors no longer roll and scream infinitely

  • Dead actors reduce their AngularVel.

  • Fixed crashes in allegro and luabind.

  • Vanilla activities now count used MOIDs on per-team basis.

  • Fixed the shield-related crash in Campaign.

  • Primitives are no longer drawn on top of game UI elements.

  • Fixed a bug, which caused a crash in buy menu.

  • Fixed crash caused by digging.

Lua binding improvements:

Scene:

  • function GetOptionalArea the same as GetArea, but does not render scene incompatible for Activity if specified area is missing

SceneMan:

  • function RestoreUnseen(const int posX, const int posY, const int team)

  • function RestoreUnseenBox(const int posX, const int posY, const int width, const int height, const int team);

FrameMan:

  • function DrawTextPrimitive(Vector start, std::string text, bool isSmall, int alignment) , alignment 0 = left, 1 = center, 2 = right

  • function DrawBitmapPrimitive(Vector start, Entity * pEntity, float rotAngle, int frame)

  • function CalculateTextHeight(std::string text, int maxWidth, bool isSmall)

  • function CalculateTextWidth(std::string text, bool isSmall)

GameActivity:

  • function int GetActiveCPUTeamCount()

  • function int GetActiveHumanTeamCount()

HDFirearm:

  • property FiredOnce, r/o , Whether at least one round has already been fired during the current activation. May be 0 because weapon might have activated but no actual rounds were fired yet.

  • property FiredFrame, r/o, Whether at least one round has already been fired during the current frame. Use this to check if weapon fired something.

  • property RoundsFired, r/o, How many rounds were fired during this frame.

GameActivity:

  • property BuyMenuEnabled, r/w, Whether buy menu is enabled for this activity

Actor:

  • property AimDistance , r/w

  • property SightDistance, r/w

AEMitter:

  • property BurstDamage, r/w

  • property EmitCountLimit, r/w

  • property EmitDamage, r/w

INI changes:

PEmitter:

  • Lightweight, non-rotating MOSParticle-based emitter

MovableObject:

  • DamageOnCollision 0,1 - When it's != 0 actors takes health damage on collision with this MO, without penetration

  • IgnoreTerrain 0,1 - When it's 1 MO ignores any terrain collisions and travels right through them

Settings.ini:

  • PreciseCollisions 0,1 - When off uses experimental simplified MO collision model which may improve performance up to 30%
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