Liberty Unleashed 0.1 UpdateUpdates to Liberty Unleashed 0.1 have been released, they will be automatically applied the next time you restart your server browser, the following changes include:
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Scripting - Fixed previously exploitable client script bugs[/li]
Scripting - Servers must now call RegisterRemoteFunc( "function" ) before client scripts can use them[/li]
Scripting - Removed Halt() from squirrel scripts[/li]
Scripting - Fixed the VM busy bug for internal squirrel function calls[/li]
Scripting - Fixed CGUILabel alpha not working[/li]
Scripting - Added a method to set a CGUISprite's alpha (Sprite.SetAlpha( blah ))[/li]
Scripting - Added ProcessLineOfSight to Squirrel - Client scripts: ProcessLineOfSight( Vector3 pos, Vector3 target )[/li]
Scripting - Added mouse movement/button related events to scripts - onClientMouseMove( short x, short y ), onclientMouseClick( int button, bool down, short x, short y ), onClientMouseWheel( bool moved )[/li]
Scripting - Fixed GUIMemobox.FontName[/li]
Scripting - Added scripting/gui lib functions to get/set mouse cursor position (client) - VectorScreen GetMouseCursorPos( void ), SetMouseCursorPos( VectorScreen pos )[/li]
Scripting - Fixed CGUIButton::SetTextColour[/li]
Scripting - Added buttons to squirrel GUI layers (SendBack, Forward, etc.)[/li]
Scripting - Fixed CUtils::ScreenToWorld[/li]
Scripting - Added a depth parameter to ScreenPosToWorld (client) - ScreenPosToWorld( float x, float y, float depth ), ScreenPosToWorld( Vector3 pos, float depth )[/li]
Scripting - Added Vector.Lerp() to squirrel[/li]
Scripting - Made ProcessLineOfSight return a table with the collision entity, position and model ID[/li]
Scripting - Fixed some facking stupid sphere/checkpoint related bugs (netcode related)[/li]
General - Fixed UGP spamming if it was queried with the wrong version[/li]
General - Fixed the -appendname commandline argument in the server only accepting 32 characters[/li]
General - Fixed a potential server crash when loading a script that has no Script.xml[/li]
Scripting - Fixed setting armour instead of health when calling player.Health in a client script[/li]
General - Fixed not being able to get in vehicles[/li]
General - Fixed a crash on join if sounds are added to the server[/li]
Scripting - You must now specify a script when using CallServerFunc (such as CallServerFunc( "main.nut", "function_name"); )[/li]
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Known issues[list]
Instances where a vehicle that has been teleported appears as invisible and will cause a crash when the remote player attempts to exit
Entities within entities are known to cause a crash
Remote players that don't fully enter a train and then attempt to exit will somtimes cause a crash
Sounds may not be working - unable to track down root issue
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Notes[list]
Those of you that are using compiled client scripts will find that they do not work anymore - anyone with a client script should now send them over uncompiled.
[/list]
The update requires the new client (which the browser should download) and a new server for any server hosters. The new client and server have been compiled using Visual Studio 2013 (XP support), a new redistributable will be installed.