Having the changelog updates for the next version of UOX3 posted in the release-thread for the current version got so confusing I decided to start a new thread specifically for this purpose. This thread will be recreated every time a new version is released.
Currently available UOX3 version: UOX3 v0.99.1 (Changelog)
This thread is for changelog updates for the next version that will be released.
[ARCHIVED] Changelog for the next UOX3 version (post v0.99.1)
- Xuri
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24/03/2012 - Xuri
Added several new JS Gump Methods:
AddGumpColor( left, top, gumpID, hue ) // Adds a gump-image to the gumpstream, with a hue
AddPictureColor( left, top, artID, hue ) // Adds a tile-picture to the gumpstream, with a hue
AddToolTip( clilocID ) // Adds a tooltip to the previous gump-element that was added.
AddTextEntryLimited( left, top, width, height, hue, relay, initialTextIndex, actualText, size ) // Add a text-entry gump with restriction on entry-length
AddButtonTileArt( tL, tR, gumpIDnorm, gumpIDpush, buttonType, pageNum, buttonID, tileID, hue, tileX, tileY ) // Add a tile-picture as a part of a gump-button.
AddXMFHTMLTok( left, top, width, height, border, scrollbar, hue, clilocnumber, clilocArgs... ); //
Added missing script=5021 tag to the bedroll in DFNDATA/ITEMS/GEAR/provisions.dfn
Added some script-crash protection in JS/ITEM/bedroll.js-= Ho Eyo He Hum =-
- Xuri
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31/03/2012 - Xuri
Fixed an AND vs OR issue in CMulHandler::DoesStaticBlock() that caused an if-statement to behave incorrectly
Updated LineOfSight() function with a new boolean parameter that allows LoS-checks based from the Z-level at a character's feet instead of at his head
Added LineOfSight-checks for players (does not affect GMs) picking up/dropping items from/onto the ground, to stop an exploit with CircleOfTransparency
When dropping an item into an invalid location, and the player is out of range of the original location where the item was picked up, it will now be dropped on the ground
Players should now be able to use boat-planks and house-signs even while dead
Fixed an issue introduced with the updated LoS-checks in the previous commit-= Ho Eyo He Hum =-
- Xuri
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25/10/2012 - Xuri
OnCollide JS event can now be triggered from character scripts. NOTE: If both item and character have scripts attached, item script takes precedence.
Fixed an issue where some LineofSight-checks (for double-clicking items, for instance) would erroneously fail to succeed
Lumberjacking will now check if user is in range of target both at start and end of the chopping-process (previously start only)
Fixed an incorrectly named variable in js/server/resources/bananas.js (dragon slayer)
Added missing NPC entries: gazerlarva (dragon slayer)
Updated dfndata/regions/regions.dfn to disallow Mark/Recall/Gate-spells in Felucca dungeons, and added some missing brackets (dragon slayer)
Added support for randomizing the direction an NPC will face in when spawned. To do so, use "RND" as the specified direction in their DFNs.
A pet being ordered to attack its owner (player), or another pet under the same ownership, should no longer result in criminal charges against the player in question.
Fixed an issue where locked down items could get removed from the multi when bouncing back on pickup-attempts
Fixed an issue where NPCs would never leave combat with targets that were unreachable on a different floor of a building than them.
Items with visibility value of 3 (Permanent Hidden/GM Hidden) will now not show up to players in containers
Members of the same party should no longer become criminals from attacking one another
Expanded the maximum amount of available regions in regions.dfn from 255 to 65535
Minor cleanup done in various parts of the source
Corrected weight of iron ingots in dfndata/items/skills/resources/smithing.dfn - they should now weigh 1 stone (weight=100) each.-= Ho Eyo He Hum =-