Version 0.1.5 is finally there! New programs UI, more functionality for Sniffers, more simulation speed options, new functions in CBOT! Also, we’ve added autosaving in case your game crashes! (You know, it’s still an alpha…) And some new keyboard shortcuts are here too! Also we’re starting to improve graphics, so now you have Anisotropic Filtering, MipMapping and even new (still experimental) engines based on OpenGL 2.1 and OpenGL 3.3. We’ve also added experimental dynamic shadows!!
What are you waiting for? Go to our download page!

Click “Read more” to see the full changelog


To make it easier for you to find things, we’ve split the changelog into four parts.

IMPORTANT CHANGES/FIXES TO GAMEPLAY
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* New scripts interface, removed script limit
* Added button to clone selected program
* Programs from SatCom are now read-only
* Added autosave (#292)
* More speed options (previously: x1, x1.5, x2; now: x0.5, x1, x1.5, x2, x3, x4)
* Added scanning flat terrain for Sniffers
* Added “Remove mark” button for Sniffers
* Implemented some keyboard shortcuts (#383, #391)
** Ctrl + Enter – open CBOT editor
** Alt + Enter – start selected program
** Alt + Up/Down – move selection
** Alt + 1-9 – select program
** Ctrl + Tab – switch bots/buildings
** Alt + Tab – minimize the game to taskbar
** With debug mode enabled (F12) – Ctrl + C – copy info about selected object for placing in scene file
* Always show CBOT documentation button in SatCom (#382)
* Changed console key to ~ (#366)
* Example programs from Exercises are no longer directly runnable (#450)
* Added atan2() function to CBOT
* Implemented trilinear filtering, mipmap level setting and anisotropic filtering
* Added CBOT functions for rounding: floor(), ceil(), round(), and trunc()
* Added experimental support for dynamic shadows (shadow mapping)
* Added support for offscreen rendering and high resolution shadow maps
* Added 2 new, experimental graphic engines (OpenGL 2.1 and OpenGL 3.3).
* Changed a bit ending splashscreen (#472)

CHANGES IMPORTANT FOR USERLEVEL MAKERS
======================================
* If the SpaceShip is not selectable, the mission will end without having to launch it (#376)
* New syntax for SecondTexture for userlevels (#370)
* Fixed resetting scene fields to defaults (#218)
* Added %cat% for current category directory
* Added countTransported for EndMissionTake (#412)
* Made powermin= and powermax= work with freestanding power cells
* Added scriptReadOnlyX= for CreateObject to allow creating read-write scripts from scene files
* Removed mission file versioning
* Techs now can use build(); (#461)

BUGFIXES
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* Fixed game crashing on startup with special characters in Windows username (#414)
* Fixed game crashing on startup with bad locale configuration (#445)
* Fixed DefenseTower not using last 10% of NuclearCells (#378)
* Better handling of long program names (removing .txt extension from textbox if it doesn’t fit) (#379)
* Fixed textures in Apperance screen (#94)
* Fixed saving Shielder’s shield status (#365)
* Fixed sorting saved games list (#380)
* Fixed updating “Apply changes” button in screen configuration (#392)
* Store resolution as actual resolution and not as an ID on the list (#417)
* Fixed saving files from CBOT
* Fixed crash with too many images in SatCom (#411)
* Fixed enter key not working on some strange keyboards (#427)
* Fixed remapping virtual keys (#415)
* Nicer display of key names in keybindings configuration
* Renamed “Depth of field” to “Render distance” (#369)
* Fixed rendering of images and buttons in SatCom (#232)
* Fixed random crashes in CPyro (#462)
* Fixed monospace CBOT editor font (#464)
* Fixed pendown() hanging the game (#203)
* Fixed terrain texture bug (#306)
* Fixed strmid() with negative starting position returns random junk from RAM (#429)
* Fixed contributors link doesn’t show on some display resolutions (#465)
* shield(); isn’t now available to other robots than Shielder (fix for #475)
* Fixed game icon on OSX

INTERNAL REFACTORING (things not really important for normal players)
=====================================================================
* Refactored most of data saving to use PHYSFS
* Moved object textures to textures/objects/ subdirectory
* Refactored input bindings
* Refactored object management
* Added Ccontroller
* Added support to MSVC 2013 compiler
* The game no longer requires X11 libs on OSX
* Rewrite unit tests to use HippoMock