Oof haven't updated this thread for a while now, but here's another list:
Gameplay: Quote:- Improved TexModifiers (TexRotator/Scaler/Oscallitor) to modify U/V map instead of stretching out pixels with itself (rotation/scaling is not for BSP textures).
- Made some decos, inventory and fragments orient to floor direction when landing.
- Made package loader keep loading packages even if a single package was missing to throw full list of missing packages when finished trying.
- Added SkeletalMesh/LodMesh load-time error checking in case of broken mesh.
- Fixed Movers with StopOnEncroach to network stopped movement to 227j clients.
- Fixed Movers with ContantLoop state to properly handle Stop/ReturnOnEncroach types.
- Fixed orientation errors when passing through WarpZones with different orientations (gimbal lock error).
- Futher optimized SkeletalMesh render code.
- Fixed an inaccurancy error with footstep sound tracing.
Engine: Quote:- Made package loader remove references to deleted actors.
- Added last camera coordinates to crash history message whenever game crashes.
- Fixed a client-side download manager crash when connection was caneled or aborted during downloading.
- Added ClientMover actor for a client-side background looping movers (which doesn't interact with gameplay in any way).
- Added TransporterVolume which can be used to transport all actors touching that volume to a relative offset in another place in level. Similar to Transporter but with better control.
- Disabled Password logging by default game modes.
- Fixed INI file writer failing if trying to write really long ini lines.
- Added support for object archetype references (in order to save delta modified EditInLine objects).
- Added movement interpolation between actors network updates.
- Added PhysX physics support (with Physics=PHYS_RigidBody and PhysicsData reference in actor).
- Added a Pawn PhysicsAnimation object which can be used to give pawns automatic physics based animations.
- Fixed SecurityData to properly sanitize player names with special characters.
- Made 'GETPING' consolecommand also functional client-side.
- Fixed Quat <-> Rotator conversion errors.
- Heavily optimized Garbage collector.
- Fixed GameInfo server travel to not send out game options to clients in server that is traveling.
Render: Quote:- Fixed ZoneInfo.Min/MaxLightcount to be functional again.
- Added ZoneInfo.LightSharpnessFactor/LightNormalMinAng variables to modify lighting method of meshes inside that zone.
- Added support for animloop blending between 2 looping animations.
- Made LightMap render code to use C++ style memory management and also reduce LightMap framerate in case of high BSP lightmap count on screen.
- Fixed static lightmap movers to properly grab lighting at the BrushTraceKey location.
- Added VisibilityRadius culling support for Decals and Projectors (also made object shadows fade-out as its about to get culled).
Editor: Quote:- Updated script editor to show multiple error lines whenever it makes multiple compiler errors.
- Added editor skeletal mesh socket preview (to test mesh attachments offsets).
- Fixed an editor crash when trying to rebuild lighting of a static mesh that hasn't been rendered yet on camera.
- Fixed mouse cursor clicking inaccurancy in ortho viewports with D3D9 and OpenGL drivers.
- Added a 'Play from here' right-click menu option to editor 3D viewport.
- Added right-click menu for properties window in order to allow user to copy variables information to clipboard.
- Made UnrealEd track modified packages and ask if each one of them should be saved on exit.
- Made non-compiled script classes non-placeable in editor.
- Fixed a crash with Projectors when exporting/importing maps where projector is attached to an actor.
- Added new ShowFlags for: Static Meshes/Event lines/Projectors.
- Added new actor view mode to show actors visibility as in-game.
- Optimized Ortho viewport render.
- Fixed drag selection box snapping to nearby actor if you click on an actor when beginning to drag box.
- Updated Copy/Paste object properties in Class browser to keep proper property formatting.
- Added Tooltip for object classes to show header comments of the class you're hovering over.
- Added a minimum window size when opening properties windows.
- Fixed 2D shape editor to properly init box with grey colored lines (and not with random leftover junk from memory).
UnrealScript: Quote:- Added CodePath variable to Unreal.ini to specify custom source code path for when compiling UnrealScript packages.
- Reworked UnrealScript compiler to properly continue compiling whenever possible if it encounters errors.
- Added RotAng constant which takes real angles as rotator values (i.e: rotang(360,180,0) is same as rot(65536,32768,0)).
- Added support for string/name constant literals (i.e: "Some\nThings\xFF" or 'Hello\tWorld!').
- Fixed another error with terniary operators (WARNING: this breaks binary compatibility with codes built on previous 227 builds that used terniary operators).
- Added IntProperty variants 'DWORD' and 'UINT' to make it export to cpp as different property type.
- CacoFF: Added Outer object parm for AllObjects iterator, also if you use a Struct as Outer you can iterate struct properties.
- Added event RanInto for when an encroacher pushed an actor away.
- Added NoDuplicate variable modifier to make it not create a clone of EditInLine object when new object is in different package.
- Added NoEdSave variable modifier to tell editor to never save this variable.
Audio: Quote:- Anth: Fixed Galaxy audio accessing outside of memory bounds when playing some sound effects.