Natural Selection 2 Updated
Posted by Valve Apr 30 2013 00:19 GMT in Natural Selection 2
- Like?
Optimization
Sped up server start times by pre-computing hashes for files for consistency checking

Improvement
It is no longer possible to spam console commands on the Client
Sound effects are now entity based and inherit the relevancy of their triggering entity
Added custom HUD indication for exosuit thrusters
By default, the consistency configuration file will include all file types except UI textures and View Model assets
Adjusted phase gate engagement point so hydras and other AI units less likely miss their attacks
There is now a warning before auto-concede ends the round
Auto-concede will not kick in for the first few minutes of a round

Change
Only 2 mods will download at a time on the Client while connecting to a Server
Added 1 second cool down to scan to prevent spam
Mods downloaded while connecting to a Server are no longer deleted when you exit the game

Editor
Wireframe/show-edge rendering should be much faster - fixed some inefficiencies
With the line/rect/circle tool, you can now hold CONTROL to ignore existing geometry. Ie. you can create boxes inside rooms without exiting the room.
If anything is selected and a rect/line/circle is active, those will only modify selected stuff
CORRECTION: By default, geo tools will not edit non-selected geometry. Hold CONTROL to edit non-selected geo.
Double-clicking faces should now select orphaned edges as well

SDK
Created new streamlined mechanisms in LaunchPad for creating and publishing mods
Made it possible for multiple people to work on a mod that is managed by LaunchPad
Private is now the default publishing option
Fixed issue where string material parameters could not be set on a RenderModel
Fixed bug where gettign the coordinates of attachment point point in a model with no bones would give the wrong result
Added the ability to specify the target texture size for a camera
Fixed bug where "angles" network fields were inaccessible from script
Fixed crash when calling Shared.LinkClassToMap twice with the same map name
Fixed "reload" parameter in Script.Load() function in NS2
Fixed issue where dofile and loadfile would not use the engine file system
Added support for game://, config://, temp://, and cache:// style file names in Shared.GetMatchingFileNames

Refinery
Fixed exploit of doom



Sign-in to post a reply.