227 release notes/v227k

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Unreal v227 Release Notes
v227a and v227bv227cv227dv227ev227fv227gv227hv227iv227jUED 2.1

Below are the patch release notes for the OldUnreal Patch 227j. The below compilation is a list of all changes that were publicly listed in release threads and public changelogs, or contained in Git commit messages since the project moves to a GitHub repository. Due to the nature of the project schedule and the small development team, numerous small changes may have gone under the radar.

Release date

  • TBA

UI

  • [2022-09-24] Removed 'Curvy meshes' menu option.
  • [2022-09-24] Made Unreal/RTNP campaigns take priority in new game menu.
  • [2022-09-24] Added setting for using custom NetSpeed value.
  • [2022-09-24] Added HD HUD preview images.
  • [2022-09-24] Fixed long log lines being cut off at log window.
  • [2022-09-24] Reduced MusicMenu volume slider step size.

Gameplay

  • [2022-09-24] Fixed EmTrigger function crash if called before first frame of emitter has been rendered.
  • [2022-09-24] Fixed an emitter combiner crash.
  • [2022-09-24] Corrected Bot SuggestFallVelocity having issues on low grav.
  • [2022-09-24] Fixed bots to not keep jumping indefinitely in air on low grav.
  • [2022-09-24] Fixed bots being unable to use jump pads correctly.
  • [2022-09-24] Corrected level transition between RTNP intro maps.
  • [2022-09-24] Made RTNP maps not swap player class to UPak player over to other game modes.
  • [2022-09-24] Added render option for "No smooth world" to make entire world render in retro style.
  • [2022-09-24] Added more classical low-res skins from Unreal 224 for when playing with HD disabled.
  • [2022-09-24] Added support for random array of Entry levels to be used on startup.
  • [2022-09-24] Fixed RawHID to stay enabled on windowed mode aswell.
  • [2022-09-24] Fixed hitscan bullets from warping through warpzones in an invalid orientation.
  • [2022-09-24] Added Phys_Mover which is a mover that can be triggered to run on rigidbody physics.
  • [2022-09-24] Fixed RTNP end-game credits not showing up.
  • [2022-09-24] Made carcasses drop to floor if they bump into an wall while standing on another actor.

Render

  • [2022-09-24] Fixed Enhanced LightMaps for OpenGL and D3D9.
  • [2022-09-24] Made LightType LT_Flicker and LT_Strobe to behave like in pre-227, except when gamespeed is slowed down significantly.
  • [2022-09-24] Corrected Health pack texture index to 0 (was 1) for better mod support again.
  • [2022-09-24] Fixed a render error when downscaling window border size.

Engine

  • [2022-09-24] Fixed a physics engine crash that could sometimes happen (with multi threading).
  • [2022-09-24] Fixed a physics engine crash when level had a BSP mover with invalid shape (or too complex).
  • [2022-09-24] Added PXC_BrushCollision physics collision shape to make RigidBody physics use current brush as collision shape.
  • [2022-09-24] Added support for smooth net interpolation for DumbProxy movers.
  • [2022-09-24] Made game bootable even if an invalid audio device or console class is selected.
  • [2022-09-24] Fixed a glitch where GPF error message didn't appear if game crashed during a window message.
  • [2022-09-24] Fixed an issue with demo recording which ended up with actors not animating correctly.
  • [2022-09-24] Added debug commands "HULL TRACE" (to trace forward from player view direction and show BSP hit info of potential invisible collision hull) and "HULL ERROR" (to show all potential problematic BSP hulls in level).
  • [2022-09-24] Fixed a crash when having a skeletal mesh bAnimByOwner to another skeletal mesh but one that is a different mesh.
  • [2022-09-24] Improved package loading failure error logging.
  • [2022-09-24] Made package loader replace missing textures and meshes with an error texture/mesh.
  • [2022-09-24] Added new texture types ConstantColor and FadeColor for simple colored textures.
  • [2022-09-24] Added texture type PaletteModifier which allows you to modify colors of a paletted texture without having to reimport a new texture.
  • [2022-09-24] Fixed package loader correctly detect resources with groups that has been moved from UnrealI to UnrealShare (adds some missing sounds and textures to main Unreal campaign).
  • [2022-09-24] Made summon cheat code give feedback if attempted summoned actor is abstract or for other specific reason unspawnable.
  • [2022-09-24] Made level emitters (not network emitters) or emitter forces not loadable on dedicated servers.
  • [2022-09-24] Fixed a crash that could happen on DownloadDone.

Editor

  • [2022-09-24] Fixed AI pathbuilder having issues with detecting level static meshes.
  • [2022-09-24] Made SkeletalMesh bone preview also draw bone orientations.
  • [2022-09-24] Made Editor remember users last selected "Use multithreaded build" option.
  • [2022-09-24] Added a new BSP build option 'Post build SemiSolids' which moves building of semi solids as last build step to have semi solids fully not mess with world geometry.
  • [2022-09-24] Fixed editor texture browser preview drawing non-uniformly scaled textures draw with wrong scaling.
  • [2022-09-24] Added a BSP build option for how level should be zoned.
  • [2022-09-24] Added a debug button to show level collision hulls to help mapper debug collision problems.
  • [2022-09-24] Added bHintBrush variable to Brush actors to help BSP builder identify where level should be split at.
  • [2022-09-24] Added a build option to enable BSP collision hull fixing (which does solve ~90 % of invisible collision hulls, but does increase level nodecount).
  • [2022-09-24] Added right-click menu for mesh browser animation list to copy anim name or mesh name into clipboard.
  • [2022-09-24] Added a 'ZoneUnion' actor to manually tell editor to make multiple zones use same ZoneInfo actor (but still giving unique zone ID to limit rendering).
  • [2022-09-24] Added Level.SongVolume value to allow mapper to manually specify the music volume of the level (only downscale, not upscale the volume).
  • [2022-09-24] Fixed a crash with ScriptedTextures on editor when changing their resolution.
  • [2022-09-24] Corrected editor viewports not resetting their position every time a new package loaded.

UnrealScript

  • [2022-09-24] Made UWindow root dereference some menu elements to avoid keeping custom menus from being garbage collected on mapchange.
  • [2022-09-24] Fixed a crash that could happen when accessing a struct member from a function return value in some instances.
  • [2022-09-24] Fixed Decal.AttachDecal from returning invalid texture.
  • [2022-09-24] Reverted Nali rabbits behaviour with classic balance disabled (fleeing from a dead rabbit).
  • [2022-09-24] Moved Mover sync SimInterpolate state code from C++ code to UnrealScript callback.
  • [2022-09-24] Updated PlayerPawn.GetCompileTime to return actual time code was compiled instead of changed.
  • [2022-09-24] Fixed protected variables not being modifiable in UScript operators.
  • [2022-09-24] Added a limit to how many URL's can be resolved at the same time by InternetInfo.Resolve (to avoid an OS crash from too many threads).
  • [2022-09-24] Corrected Pawn.FellOutOfWorld to send out dying event.
  • [2022-09-24] Added 'editoronly' and 'clientonly' class flags to tell game to only load said objects in editor or not on dedicated servers.
  • [2022-09-24] Added Object.GetClassFlags to obtain class flags.

Server

  • [2022-09-24] Added server OS bitmode (32 or 64 bit) to server information broadcasted to the public.
  • [2022-09-24] Optimized bNetInitial and bNetOwner variables only evaluate when those conditions are guaranteed to be met.
  • [2022-09-24] Added a net RPC function call security fix from UT 469.

Audio

  • [2022-09-24] Fixed some online sound issues on SwFMod (sound sources heard out of view playing at max volume).
  • [2022-09-24] Fixed and cleaned up ALAudio music transition handle code.

Maps

  • DmBeyondTheSun: Sky fix applied by Shivaxi.
  • EntryIII:
    • Other texture and bsp changes.
    • Patrolling Brute removed.
    • Mercenary and Brute sounds removed and set them to ignore.
    • Level origin point (0,0,0) moved inside of the level.
    • Applied code update by Marco.

Localization

  • Overall:
    • All device names shortened to just their names (e.g. "Support for OpenAL 3D" -> "OpenAL 3D").
    • Crashsite2.*: Subtitles synchronized across all languages.
    • D3DDrv.*: Now unavailable for Win64.
    • D3D9Drv.*: The renderer can now be selected in UnrealEd.
    • DmStomp.*: Fixed Title.
    • Editor.*:
      • By consensus (sigh), the Commandlets will be left untranslated.
      • CompareInt commandlet removed as it was fused with DumpInt. Updated description in DumpInt.
    • Engine.*:
      • Standard Console now has a short name for the Classic Menu.
      • Console name renamed: "Standard Unreal Console" -> "Standard (Deprecated)"
      • General file layout updated in all languages.
      • By consensus (sigh), the Commandlets will be left untranslated.
    • SetupUnrealPatch.*: Removed UED version number.
    • UBrowser.*: Console name renamed: "Unreal Browser Console" -> "Classic Menu"
    • UMenu.*:
      • Inverted Mouse now has a proper description (inverts the Y axis rather than X axis).
      • Tweaked descriptions of HUD Scaling, Specular Lights, Sky Fogging, Lightmap LOD and Shadow Draw Distance.
      • Changed in Shadow Draw Distance: "Low" -> "Short"
      • New Game Menu: Improved message that shows whenever Extreme/Nightmare/Ultra-UNREAL are chosen as difficulty settings.
      • Console name renamed: "UMenu Browser Console" -> "UMenu (Windows-Like)"
      • "Console" -> "Menu Design"
    • UnrealShare.*:
      • Unreal logo missed from the Unreal campaign.
      • Tweaked descriptions of HUD Scaling and Sky Fogging.
      • "Console" -> "Menu Design"
    • UPak.*: Console name renamed: "Unreal Gold Console" -> "Unreal Gold (Deprecated)"
  • German: Minor changes by hosterholz to Setup.det and UMenu.det.
  • French: OldWeapons' strings synced with UnrealI and UnrealShare.
  • Spanish:
    • Localized Viewport in SDL2Drv.est and WinDrv.est.
    • Localized untranslated LevelEnterText in SkyTown.est.
    • Removed "Video" portion from XMesaGLDrv.est's name.
    • Minor fixes to Startup.est and UMenu.est.
    • All instances of "You got/picked up..." got streamlined into "Has recogido..."
  • Polish:
    • Engine.plt: Replaced fonts.
    • Small corrections to Dark.plt, UGCredits.plt, UMenu.plt and UnrealShare.plt. (Thanks, yrex!)
  • Portuguese: Full revision of the language by BIr4.
  • Russian: (Thanks to Reborn for noting the changes)
    • Engine.rut: Replaced fonts.
    • UMenu.rut: Better lines, enlarged area in [UMenuOptionsWindow].
    • UnrealShare.rut: Better lines for Controls menu.
  • Dutch: Implemented fixes to Core.nlt, Engine.nlt and UMenu.nlt by Hyper<NL> on the forums.

Unsorted issues

  • Fixed LadderFonts.utx.

From Github

  • Corrected UCC compiler context for defaultproperties
  • Made ExplodingWall mute and disable lighting on activation.
  • Made object shadows disable if object has no mesh.
  • Updated ini files
  • Added package browser for editor
  • Changed lightmaps to always have unique ID
  • Tiny security fix
  • Improved password security
  • Improved how it stores server saved passwords on client.
  • Disabled Password from default URL.
  • Added blacklist commands to prevent command history from storing specific admin login passwords.
  • Fixed a potential BSP builder crash.
  • Small fixes to editor window container
  • Changed RGBA8 textures to process as RGBA8 instead of RGBA7 in D3D8/D3D9/OGL.
  • Made UCC log window show log lines in colors depending on log type.
  • Fixed a crash that could happen on BSP builder on some cases.
  • Removed a senseless check from editor skybox preview.
  • some small consistency changes in UnrealEd.rc
  • Updated ScriptedAIEd to work with new codebase
  • Updated UED to use ViewportContainer
  • added FObject* for more 469 code compatibility into UnObjBas
  • Draw debug line code cleanup
  • Optimized physics geometry debug drawing.
  • Made editor create new class properly init the newly created class with proper defaultproperty values so it doesn't crash in-game without code recompilation.
  • Added editor warning when trying to save package that's not fully loaded
  • Changed UPak to import assets as individual files instead of bulk packages
  • Added editor #exed directive OBJ SET to change an compiled object single property.
  • Added custom texture export/import format for fractical textures
  • Also added support to specify imported texture to use another textures palette (using UCC compiler).
  • Added support to specify texture flags as string instead of bitflags when importing (using UCC compiler).
  • Made LOD mesh/static mesh preview show LOD info in editor mesh browser.
  • Fixed SHOWPHYSICS consolecommand not render complete convex mesh shape.
  • Updated to 469 input system
  • Fixed PhysX box collision offset being inverted.
  • Added support to assign bUseSimpleBox/Line collision flags for static meshes too through UCC.
  • Added UCC import commands for static meshes
  • Minor vehicle code fixes.
  • Made it possible to declare UScript return object param as 'coerce' to have compiler automatically metacast it with the metatype of first function param (in other words replaces hardcoded metacast for Actor.Spawn function).
  • Made Level.AllocObj function automatically allocate new object if object wasn't found in object pool.
  • Made Level.AllocObj function return value coerce so you don't need to manually metacast it.
  • Added 'Reset' function for texture modifier objects so when you reuse one from object pool you don't need to manually reset each variable.
  • Improved physics prop grabbing physics
  • Small DistanceFog fix
  • XOpenGL Editor shaderfix for REN_PlainTex
  • Updated PhysX
  • Updated vehicle code so their physics isn't mass dependent.
  • Made wheeled car physics move by wheel friction instead of forces.
  • Added an actor flag to force to render actor only when base is drawn.
  • Slightly optimized emitter render code.
  • Tweaked player select menu mesh offsets
  • Changed UMenu to process shortcut keys on keydown. This fixes issue where dropdown menus will insta-popup shortcut menus when you enter menuing state while holding down a movement key.
  • Fixed UMenu configure bots menu.
  • Made object serializer more forgiving with loading errors.
  • Added font loading hack for Linux
  • appRelaunch to use GModule name instead of hardcoded in Linux
  • Corrected a compiler err
  • Data race fix
  • Fixed deadlock due to uninitialized mutex and condition variable
  • Fixed some remaining SDL/SDL2 mixups and toggle windowed using/storing wrong resolution when switching from fullscreen to windowed.
  • Fixed errorlogging for missing default ini files.
  • Updated bFilterByVolume. Made it use actors current mesh as default bounding box
  • Added some useful Input system cmds: KEYBINDING FIND cmd - to search for a command. KEYBINDING NUM ikey - to obtain command by key index instead of keyname.
  • Limited song title/metadata length logged with ALAudio
  • Fixed mouse clipping region issue
  • Fixed RelativeLocation/Rotation being applied on inverted coordinates
  • Added FrameRateLimit into Engine
  • Flickering cursor fix
  • Replaced WM_MOUSEMOVE-based input by GetCursorPos-based input
  • Updated vehicle code
  • Added user setting for crosshair scale
  • And disabled useless auto HUD style changer.
  • Reverted so movers dont touch triggers
  • Made UCC compiler export Cpp names and objects in alphabetical order to avoid random header reordering.
  • Improvements to PhysX engine.
  • Added vehicle physics codebase based on public UT2004 src.
  • Fixed a scriptwarning on Spawnpoint if no spawn class is set.
  • Don't enable always on top when we're in windowed mode
  • Fixed a footstep trace crash. Could happen with BSP movers under some conditions
  • Added Engine level LipSync support
  • Corrected a small mistake with mesh flat shading
  • Fixed mesh render crashes with meshes that has no faces or verts
  • Fixed backtraces not appearing on Unix
  • Added Inertia tensor setting to rigidbody actors
  • Small fixes and made Fractal textures export to h
  • Fixed compiler error with Window and added some DX libraries
  • Fixed deadlock when shutting down after receiving a signal
    • Replaced tagged allocations by actual C++ allocations
    • Made FName::SafeString and FName::SafeSuppressed actually safe to call during shutdown
    • Made the global threads for PhysX, Shadows, and FluidSurfaces initialize on-demand.
  • This fixes a crash during startup in statically linked binaries
    • Fixed some new/delete mismatches
    • Removed myPurecallHandler functions as you don't seem to use them and they break statically linked builds
    • Added Win32 static linking code to UCC, Launch, and UnrealEd
    • Added String() functions to FVector and FCoords
  • Adapted UnTex.cpp to the latest KTexComp
  • Corrected an issue where giblet chunks stopped bouncing off walls
  • Fixed some datarace issues with multi threading
  • Added prelogin scene feature
  • Fixed a crash when LoadClass fails.
  • Updated to physics engine etc
  • Some stability and bugfixes to physics engine.
  • Added consolecommand 'ShowPhysics' to see debug lines outlining RigidBody objects.
  • Made editor messages show as modal windows so they don't hide behind editor.
  • Corrected RTNP ending sequence to travel to flyby map without inventory.
  • Added credits to driver copyright holders
  • Code cleanup to masterserver commandlet.
  • Changed couple of Actor variables ed visibility
  • Updates to MasterServer
  • Optimized and cleaned up code, and fixed old server compatibility with MasterServerCommandlet.
  • Added support for non-port forwarded servers.
  • Added option for Console to enable/disable console command logging.
  • Made state changes not possible on destroyed actors.
  • Removed 'Detached client' message from ScriptedTextures without NotifyActor.
  • Attempted to fix unreachable Linux servers.
  • Added missing shellcasing from Quadshot.
  • Fixed a scriptwarning with RockSlide trigger.
  • Fixed SpaceMarine spawning duplicate carcasses.
  • Nerfed AI UPak RL's seeking rockets.
  • Updated ScriptedAI again
  • Fixed a specific properties window crash. Could happen when you "deselect" all actors with properties window open.
  • Update to texture properties
  • Fixed ALAudio to distance attenuate stereo sounds.
  • Fixed editor to properly export 4+ vertex face brushes as OBJ.
  • Added an user API to override WinDrv controls handle (for modded editor windows).
  • Fixed a crash that could happen in DownloadDone
  • Fixed a memory error with TMap::TIterator::RemoveCurrent.
  • Optimized Cache.ini verification process.
  • ScriptedTexture editor crashfix
  • Small code cleanup in UBrowser
  • Added a level specific music volume setting.
  • Fixed a linker crash when loading saved game directly from Entry when booting the game.
  • Corrected a memory pointer error with native classes.
  • Made carcasses standing on a pawn drop to floor when it bumps into a wall.
  • Some code cleanup to editor multi-threading rebuild.
  • Fixed package loader to properly cross-link UnrealI resources that has been moved to shareware package.
  • Added UScript class specifiers for editor only or non-dedicated server objects.
  • Added UScript function Object.GetClassFlags() to obtain class flags.
  • Made Summon cheat command give feedback if summoned class is abstract or for other specific reason unspawnable.
  • Added ZoneUnion actor to have editor merge same zoneinfo actor to other zones (but keep a separate zone ID).
  • Made level Emitter or Emitter forces actors not loadable on dedicated servers.
  • Minor fix for RTNP end credits scene
  • Cleaned up some ALAudio music handle code and fixed music transition
  • Tweaked BSP collision error corrector
  • Added validity checks to Canvas draw icon functions
  • Fixed downscaled window borders render error
  • Added serialization safety checks for object property
  • Update FireClasses.h
  • Improved package loading error logging.
  • Made package loader replace missing meshes and textures with an error mesh or texture.
  • Made UScript New operator allow create new package objects as root for use on PerObjectConfig objects.
  • Corrected Pawn.FellOutOfWorld to allow pawn send out dying event.
  • Added new texture objects ConstantColor/FadeColor/PaletteModifier for simple textures.
  • Added right-click menu for mesh browser animation browser to copy mesh or animation information to clipboard.
  • Corrected MusicMenu Shuffle checkbox label as per MKs request.
  • Limited how many URLs InternetInfo can resolve at the same time
  • Also fixed some potential memory leaks if you try to resolve multiple URL's with same InternetInfo actor
  • Fixed protected variables not being modifiable in operators
  • Removed invalid ASCII characters from the UnrealShare source code
  • Fixed a skeletalmesh crash with bAnimByOwner when owner actor had different mesh
  • Another collision hull debug command
  • Reduced MusicMenu volume step size
  • Fixed demo recording
  • Added ed BSP builder option to toggle collision hull fix
  • Made BSP builder fix map collision errors
  • Added consolecommand "TraceHull" to help debug in-game map collision problems.
  • Fixed Emitter glitch where map combiners didn't work
  • Updates to editor
  • Added BSP builder options to how level should be zoned.
  • Added BSP builder debug button to show level collision hulls to help mapper debug collision errors in level.
  • Added to Brush actor bHintBrush flag to tell BSP builder where it should split level at.
  • Made game bootable even if AudioDevice or ConsoleClass failed to load.
  • Updated PlayerPawn.GetCompileTime to return actual time code was compiled instead of changed.
  • Fixed a math error with Convex mesh builder (used by PhysX, collision hull debug viewer and lightmap raytracing).
  • Optimized code of Fire.MaterialTrigger actor.
  • Fixed a glitch where GPF error message didn't appear if game crashed during a window message.
  • Changed BSP build order for zoning
  • Made light build step not rebuild zones, instead just BSP build steps.
  • Fixed a minor physics inconsistency with Pawn falling out of world in PHYS_Walking.
  • Added more classic low quality skins as option
  • Added net RPC functional call security fix from 469.
  • Small code cleanup to GetPropertyText.
  • Fixed some online sound errors with SwFMod
  • Made localizer grab absolute path for lang files. This fixes case where script compiler sets working path to code directory and compiler attempts to localize a compiler error.
  • Fixed movers net interpolation while DumbProxy
  • Fixed a bug with physics mover.
  • Added Physics Mover for a rigidbody mover type
  • Vanishing mouse fix for SDL2Drv
  • Removed some obsolete files (MeTaLDrv.dll and UEnginePPC.dll)
  • Updated .u files correctly conformed against 227j
  • Updated PathLogic.u and USQLite.u
  • Updates to default INI files and shaderlists

From the forums