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Just Cause 2: Multiplayer Mod

 
0.3 ReleasedMay 28, 2017 - Community AnnouncementsBug Fixes Shared Fixed an issue where attempting to steal Tuk-Tuk or an ATV could result in the hijacker getting stuck in a bugged state StaticObjects with the `fixed` flag set to false will now properly simulate rotation Client Fixed an issue where a player could enter an occupied stunt cling position, resulting in a crash for each streamed-in player Refactored renderer to properly adhere to the Just Cause 2 threading model Text renderer will now re-use buffers whenever possible to improve performance Fixed a bug with first main menu background not being resized to fit on the screen New Features Shared Added ModuleError event for handling errors caused by client/server Lua modules Added Vector2/3:Reflect as an alias for static functions Vector2/3.Reflect Client Added Roads class, allowing scripters to use global road pathfinding Added ClientActor:FindShortestPath for utilizing NPC point-to-point pathfinding Added Vehicle:SetSeatLocked and Vehicle:GetSeatLocked for (un)locking specific vehicle seats Added GameRenderOpaque event for rendering non-transparent items to benefit from post effects, such as the water ripple effect Added LocalPlayer:GetAimMode and the AimMode enum Added Chat:Get/SetPosition and Chat:ResetPosition Added TraverseType, RoadType and SpeedLimit enums Vehicle:GetDriver and Vehicle:GetOccupants will now return and include ClientActors (Breaking change) 0.3 ReleasedMay 28, 2017 - Community AnnouncementsBug Fixes Shared Fixed an issue where attempting to steal Tuk-Tuk or an ATV could result in the hijacker getting stuck in a bugged state StaticObjects with the `fixed` flag set to false will now properly simulate rotation Client Fixed an issue where a player could enter an occupied stunt cling position, resulting in a crash for each streamed-in player Refactored renderer to properly adhere to the Just Cause 2 threading model Text renderer will now re-use buffers whenever possible to improve performance Fixed a bug with first main menu background not being resized to fit on the screen New Features Shared Added ModuleError event for handling errors caused by client/server Lua modules Added Vector2/3:Reflect as an alias for static functions Vector2/3.Reflect Client Added Roads class, allowing scripters to use global road pathfinding Added ClientActor:FindShortestPath for utilizing NPC point-to-point pathfinding Added Vehicle:SetSeatLocked and Vehicle:GetSeatLocked for (un)locking specific vehicle seats Added GameRenderOpaque event for rendering non-transparent items to benefit from post effects, such as the water ripple effect Added LocalPlayer:GetAimMode and the AimMode enum Added Chat:Get/SetPosition and Chat:ResetPosition Added TraverseType, RoadType and SpeedLimit enums Vehicle:GetDriver and Vehicle:GetOccupants will now return and include ClientActors (Breaking change) 0.2.3 ReleaseOct 23, 2016 - Community Announcements0.2.3 Patch Bug Fixes Client Hopefully fixed the crashes that have plagued AMD users for many months. We have reported a solution and details surrounding the bug to AMD. Fixed a bug on AMD cards where SSAO would cause rendering artifacts. It has now been re-enabled in the options window. Fixed a bug where vehicle mounted guns rotation could become mirrored. Fixed one of the most frequently encountered crashes relating to decals. It should now be safe to enable decals again! Removed unsynced sentry turrets and cannons from the game. Fixed a bug where a player would become stuck on a bike if they attempted to steal it while the driver was reversing. Fixed a bug where vehicles could become invulnerable if repaired while about to explode. Fixed a bug where certain bushes could crash the game when collided with as they lacked a collision mesh. Fixed a bug where RakNet was unintentionally creating a listen socket on port 80. New Features Shared Changed Firestarter achievement to require 1,000 kills instead of 3,000. Changed Only Human achievement to spread virally. If you kill a player who has the achievement, you will also be granted it. Client Added EntityBulletHit event that triggers when the local player hits a Player or NPC with a bullet. LocalPlayerExitVehicle now fires when the player's vehicle is removed while they were in it. Added GetOutlineEnabled, SetOutlineEnabled, and SetOutlineColor to Characters and StaticObjects. Note: a running changelog for each new version is maintained on the wiki, see here.0.2.3 ReleaseOct 23, 2016 - Community Announcements0.2.3 Patch Bug Fixes Client Hopefully fixed the crashes that have plagued AMD users for many months. We have reported a solution and details surrounding the bug to AMD. Fixed a bug on AMD cards where SSAO would cause rendering artifacts. It has now been re-enabled in the options window. Fixed a bug where vehicle mounted guns rotation could become mirrored. Fixed one of the most frequently encountered crashes relating to decals. It should now be safe to enable decals again! Removed unsynced sentry turrets and cannons from the game. Fixed a bug where a player would become stuck on a bike if they attempted to steal it while the driver was reversing. Fixed a bug where vehicles could become invulnerable if repaired while about to explode. Fixed a bug where certain bushes could crash the game when collided with as they lacked a collision mesh. Fixed a bug where RakNet was unintentionally creating a listen socket on port 80. New Features Shared Changed Firestarter achievement to require 1,000 kills instead of 3,000. Changed Only Human achievement to spread virally. If you kill a player who has the achievement, you will also be granted it. Client Added EntityBulletHit event that triggers when the local player hits a Player or NPC with a bullet. LocalPlayerExitVehicle now fires when the player's vehicle is removed while they were in it. Added GetOutlineEnabled, SetOutlineEnabled, and SetOutlineColor to Characters and StaticObjects. Note: a running changelog for each new version is maintained on the wiki, see here.0.2.2 ReleasedFeb 13, 2016 - Community Announcements0.2.2 Patch Bug Fixes Shared Fixed Stuntshooter achievement incorrectly increasing stats for all vehicles, rather than just airplanes Client Fixed a bug introduced by ShapeTrigger entities where Checkpoints fired for remote players Vehicles are now unloaded when the player teleports to a location outside their range Fixed client crash from passing an empty string to chat methods like Chat:Print Fixed an issue with the renderer GWEN now blocks main menu inputs where appropriate New Features Shared Added SharedObject equality operator Added SteamId.IsValid(string) Client Added Config:GetValue(string category, string value) Note: a running changelog for each new version is maintained on the wiki, see here.0.2.2 ReleasedFeb 13, 2016 - Community Announcements0.2.2 Patch Bug Fixes Shared Fixed Stuntshooter achievement incorrectly increasing stats for all vehicles, rather than just airplanes Client Fixed a bug introduced by ShapeTrigger entities where Checkpoints fired for remote players Vehicles are now unloaded when the player teleports to a location outside their range Fixed client crash from passing an empty string to chat methods like Chat:Print Fixed an issue with the renderer GWEN now blocks main menu inputs where appropriate New Features Shared Added SharedObject equality operator Added SteamId.IsValid(string) Client Added Config:GetValue(string category, string value) Note: a running changelog for each new version is maintained on the wiki, see here.0.2.1 ReleasedNov 23, 2015 - Community Announcements0.2.1 Patch A server update is not required as the server specific changes are API bug-fixes, however it is recommended. New Features Shared Added a timeout to player damage so kills aren't incorrectly attributed at a later time Server Added World:SetValue and World:GetValue Client Added an optional boolean argument to Player:GetBones to retrieve a more detailed list of 80+ bones Bug Fixes Shared Fixed a bug where calling SharedObject.Create with a non-table argument would crash the server Fixed a bug where Vehicle.GetMassByModelId was returning the vehicle name Server Fixed a bug in StaticObject.Create where the 'fixed' argument was defaulting to false Fixed a bug where Player:RequestGroupMembership was firing every callback for multiple requests Client Fixed a bug where Player:GetAvatar could return another player's avatar Note: a running changelog for each new version is maintained on the wiki, see here.0.2.1 ReleasedNov 23, 2015 - Community Announcements0.2.1 Patch A server update is not required as the server specific changes are API bug-fixes, however it is recommended. New Features Shared Added a timeout to player damage so kills aren't incorrectly attributed at a later time Server Added World:SetValue and World:GetValue Client Added an optional boolean argument to Player:GetBones to retrieve a more detailed list of 80+ bones Bug Fixes Shared Fixed a bug where calling SharedObject.Create with a non-table argument would crash the server Fixed a bug where Vehicle.GetMassByModelId was returning the vehicle name Server Fixed a bug in StaticObject.Create where the 'fixed' argument was defaulting to false Fixed a bug where Player:RequestGroupMembership was firing every callback for multiple requests Client Fixed a bug where Player:GetAvatar could return another player's avatar Note: a running changelog for each new version is maintained on the wiki, see here.0.2 ReleasedNov 11, 2015 - Community AnnouncementsKey Information Scriptable Client Actors Scripters can now create their own client-side NPC's! http://static.jc-mp.com/images/02_announce/clientactors.png Civilian Model Support All civilian models are now available to use! http://static.jc-mp.com/images/02_announce/civilians.png Depth-Tested Rendering Render inside of the game world! http://static.jc-mp.com/images/02_announce/depthtesting.png Basic Unicode Support Allowing use of more languages. http://static.jc-mp.com/images/02_announce/unicode.png Main Menu Overhaul Convenient access to your favorite servers. http://static.jc-mp.com/images/02_announce/mainmenu.png Steam Achievements Unlock them by completing tasks with players. http://static.jc-mp.com/images/02_announce/achievements.png Other Major Features: Major sync improvement to vehicles and on-foot weapons Implementation of following classes, which greatly improve client/server communication: SharedObject NetworkObject WorldNetworkObject Extended ability to store values from player-only to all entities Fixed major bug causing random models/effects to become invisible 0.2 Changelog New Features Shared Added support for all of the previously unsupported civilian models Added Steam achievements Added SharedObject class Added NetworkObject class Added WorldNetworkObject class Added basic UTF-8 support to Lua strings Added SetUnicode(boolean) global function Added storage to all entities, not just Players Deprecated PlayerValueChange and PlayerNetworkValueChange events Refactored Chat class functions to support multiple colours in a single message Added Vehicle.GetClassByModelId Added Vehicle:GetClass Added VehicleClass enum Improved Lua errors with event argument printout Added delta argument to PreTick/PostTick and Render/PostRender Added Angle.Delta Added Vector2.Reflect and Vector3.Reflect Added ComponentMultiply method to Vector2 and Vector3 Added Weapon equality operator Server Added module metadata Added Player:Damage Added Vehicle:SetStreamPosition and Vehicle:SetStreamAngle Added Vehicle:Get/SetSpawnPosition and Vehicle:Get/SetSpawnAngle Can now disable collisions between two different types with Player/Server functions EnableCollision/DisableCollision Added ClientModulesLoad event Added Player:RequestGroupMembership(groupId, callback Added StreamableObject:GetStreamedPlayers Added SLED debugger support Added suppressible PlayerAchievementUnlock event Added Server:GetFrameTime Added SendAutorunWhenEmpty config variable, default as false, to control whether autorun scripts are sent for empty modules Added netstat command Client Added ClientActor class which provides a basic client-side NPC interface Added GameRender event for depth-tested rendering in the game world Main menu overhaul Added support for streaming image resources with AssetLocation.Resource Added support for Unicode characters in CharPress Vastly improved the chat window with word wrap and chat history Added LocalPlayer:SetLinearVelocity Added Character class, common to...0.2 ReleasedNov 11, 2015 - Community AnnouncementsKey Information Scriptable Client Actors Scripters can now create their own client-side NPC's! http://static.jc-mp.com/images/02_announce/clientactors.png Civilian Model Support All civilian models are now available to use! http://static.jc-mp.com/images/02_announce/civilians.png Depth-Tested Rendering Render inside of the game world! http://static.jc-mp.com/images/02_announce/depthtesting.png Basic Unicode Support Allowing use of more languages. http://static.jc-mp.com/images/02_announce/unicode.png Main Menu Overhaul Convenient access to your favorite servers. http://static.jc-mp.com/images/02_announce/mainmenu.png Steam Achievements Unlock them by completing tasks with players. http://static.jc-mp.com/images/02_announce/achievements.png Other Major Features: Major sync improvement to vehicles and on-foot weapons Implementation of following classes, which greatly improve client/server communication: SharedObject NetworkObject WorldNetworkObject Extended ability to store values from player-only to all entities Fixed major bug causing random models/effects to become invisible 0.2 Changelog New Features Shared Added support for all of the previously unsupported civilian models Added Steam achievements Added SharedObject class Added NetworkObject class Added WorldNetworkObject class Added basic UTF-8 support to Lua strings Added SetUnicode(boolean) global function Added storage to all entities, not just Players Deprecated PlayerValueChange and PlayerNetworkValueChange events Refactored Chat class functions to support multiple colours in a single message Added Vehicle.GetClassByModelId Added Vehicle:GetClass Added VehicleClass enum Improved Lua errors with event argument printout Added delta argument to PreTick/PostTick and Render/PostRender Added Angle.Delta Added Vector2.Reflect and Vector3.Reflect Added ComponentMultiply method to Vector2 and Vector3 Added Weapon equality operator Server Added module metadata Added Player:Damage Added Vehicle:SetStreamPosition and Vehicle:SetStreamAngle Added Vehicle:Get/SetSpawnPosition and Vehicle:Get/SetSpawnAngle Can now disable collisions between two different types with Player/Server functions EnableCollision/DisableCollision Added ClientModulesLoad event Added Player:RequestGroupMembership(groupId, callback Added StreamableObject:GetStreamedPlayers Added SLED debugger support Added suppressible PlayerAchievementUnlock event Added Server:GetFrameTime Added SendAutorunWhenEmpty config variable, default as false, to control whether autorun scripts are sent for empty modules Added netstat command Client Added ClientActor class which provides a basic client-side NPC interface Added GameRender event for depth-tested rendering in the game world Main menu overhaul Added support for streaming image resources with AssetLocation.Resource Added support for Unicode characters in CharPress Vastly improved the chat window with word wrap and chat history Added LocalPlayer:SetLinearVelocity Added Character class, common to...0.2 Release DateNov 8, 2015 - Community Announcements0.2 will be releasing this Wednesday the 11th at 08:00 UTC, check out the massive changelog! http://static.jc-mp.com/images/02_announce/mainmenu.png https://www.jc-mp.com/forums/index.php/topic,5532.0.html0.2 Release DateNov 8, 2015 - Community Announcements0.2 will be releasing this Wednesday the 11th at 08:00 UTC, check out the massive changelog! http://static.jc-mp.com/images/02_announce/mainmenu.png https://www.jc-mp.com/forums/index.php/topic,5532.0.html0.2 Public Beta PatchSep 15, 2015 - Community AnnouncementsThanks for all the testing so far! We've been steadily collecting bug reports, and are pleased to present this new build, which fixes some of the bigger issues and adds some requested features. We'll be fixing the smaller issues that have popped up - but don't worry, the final release isn't too far away. We have updated the publicbeta branch with following changes: New Features Shared Added ComponentMultiply method to Vector2 and Vector3 Client Added VehicleTransmission, with methods Get/SetGear, Get/SetClutchDelayTime and more Added VehicleSuspension, with methods Get/SetChassisDirection, Get/SetStrength and more Added VehicleAerodynamics for land vehicles, with methods Get/SetAirDensity, Get/SetDragCoefficient and more Added Vehicle:GetTransmission, Vehicle:GetSuspension and Vehicle:GetAerodynamics Added Vehicle:GetTorque, Vehicle:GetWheelCount, Vehicle:GetRPM, Vehicle:GetMaxRPM and Vehicle:GetTopSpeed Added chat key and chat toggle key settings Bug Fixes Shared Fixed StuntPos and MG sync states incorrectly setting Character position resulting in crazy vehicle physics and desync Server Cleaned up streamer code, hopefully reducing amount of server crashes Client Fixed crash caused by accessing Character methods before it is loaded Hopefully fixed issue with Rico model being invisible PostRender now renders over everything, replicating previous behaviour Fixed the sound pop issue on Windows 10, courtesy of emoose from ElDewrito ReturnPressed event of a TextBox is now triggered on key down, instead of key up Disabled Tab behaviour of the Enter key in TextBox as it appears to move to the next control in the entire scene Removed palaver, as its implementation burden outweighed the value it provided Temporarily disabled SSAO as a hotfix for AMD graphics issues 0.2 Public Beta PatchSep 15, 2015 - Community AnnouncementsThanks for all the testing so far! We've been steadily collecting bug reports, and are pleased to present this new build, which fixes some of the bigger issues and adds some requested features. We'll be fixing the smaller issues that have popped up - but don't worry, the final release isn't too far away. We have updated the publicbeta branch with following changes: New Features Shared Added ComponentMultiply method to Vector2 and Vector3 Client Added VehicleTransmission, with methods Get/SetGear, Get/SetClutchDelayTime and more Added VehicleSuspension, with methods Get/SetChassisDirection, Get/SetStrength and more Added VehicleAerodynamics for land vehicles, with methods Get/SetAirDensity, Get/SetDragCoefficient and more Added Vehicle:GetTransmission, Vehicle:GetSuspension and Vehicle:GetAerodynamics Added Vehicle:GetTorque, Vehicle:GetWheelCount, Vehicle:GetRPM, Vehicle:GetMaxRPM and Vehicle:GetTopSpeed Added chat key and chat toggle key settings Bug Fixes Shared Fixed StuntPos and MG sync states incorrectly setting Character position resulting in crazy vehicle physics and desync Server Cleaned up streamer code, hopefully reducing amount of server crashes Client Fixed crash caused by accessing Character methods before it is loaded Hopefully fixed issue with Rico model being invisible PostRender now renders over everything, replicating previous behaviour Fixed the sound pop issue on Windows 10, courtesy of emoose from ElDewrito ReturnPressed event of a TextBox is now triggered on key down, instead of key up Disabled Tab behaviour of the Enter key in TextBox as it appears to move to the next control in the entire scene Removed palaver, as its implementation burden outweighed the value it provided Temporarily disabled SSAO as a hotfix for AMD graphics issues 0.2 AnnouncementSep 6, 2015 - Community Announcements0.2 Announcement Public Beta - Now available! Welcome to our biggest, baddest, most awesome update yet! We've toiled extensively to bring you fantastic new features and much-needed bug fixes. Check out the full list below! As there's been an extensive number of changes, as well as a great many features, we're giving scripters, server hosters, and curious bystanders early access to the 0.2 client and server, so that your favourite servers can give you the best possible experience on release. For everyone else, don't fret; we'll have the final version out for your enjoyment once we've worked out all the kinks. You can opt-in to the publicbeta branch in the Betas tab. Do not switch to this branch unless you are willing to actively help find issues and prepare your scripts for the release. If you don't know how to switch to the branch, we advise you wait for the official release. Note that this will lock you out of all 0.1.5 servers; if you need to regain access, simply switch back to "NONE - Opt out of all beta programs." Key Information Scriptable Client Actors Scripters can now create their own client-side NPCs! http://static.jc-mp.com/images/02_announce/clientactors.png Civilian Model Support All civilian models can now be used! http://static.jc-mp.com/images/02_announce/civilians.png Depth-Tested Rendering Render inside of the game world! http://static.jc-mp.com/images/02_announce/depthtesting.png Basic Unicode Support Allowing use of more languages. http://static.jc-mp.com/images/02_announce/unicode.png Main Menu Overhaul Convenient access to your favorite servers. http://static.jc-mp.com/images/02_announce/mainmenu.png Steam Achievements Unlock them by completing tasks with players. http://static.jc-mp.com/images/02_announce/achievements.png Other Major Features: Major sync improvement to vehicles and on-foot weapons Implementation of following classes, which greatly improve client/server communication: SharedObject NetworkObject WorldNetworkObject Extended ability to store values to all entities Fixed major bug causing random models/effects to become invisible For a full changelog, visit the announcement post here Note: a running changelog for each new version is maintained on the wiki, see here.0.2 AnnouncementSep 6, 2015 - Community Announcements0.2 Announcement Public Beta - Now available! Welcome to our biggest, baddest, most awesome update yet! We've toiled extensively to bring you fantastic new features and much-needed bug fixes. Check out the full list below! As there's been an extensive number of changes, as well as a great many features, we're giving scripters, server hosters, and curious bystanders early access to the 0.2 client and server, so that your favourite servers can give you the best possible experience on release. For everyone else, don't fret; we'll have the final version out for your enjoyment once we've worked out all the kinks. You can opt-in to the publicbeta branch in the Betas tab. Do not switch to this branch unless you are willing to actively help find issues and prepare your scripts for the release. If you don't know how to switch to the branch, we advise you wait for the official release. Note that this will lock you out of all 0.1.5 servers; if you need to regain access, simply switch back to "NONE - Opt out of all beta programs." Key Information Scriptable Client Actors Scripters can now create their own client-side NPCs! http://static.jc-mp.com/images/02_announce/clientactors.png Civilian Model Support All civilian models can now be used! http://static.jc-mp.com/images/02_announce/civilians.png Depth-Tested Rendering Render inside of the game world! http://static.jc-mp.com/images/02_announce/depthtesting.png Basic Unicode Support Allowing use of more languages. http://static.jc-mp.com/images/02_announce/unicode.png Main Menu Overhaul Convenient access to your favorite servers. http://static.jc-mp.com/images/02_announce/mainmenu.png Steam Achievements Unlock them by completing tasks with players. http://static.jc-mp.com/images/02_announce/achievements.png Other Major Features: Major sync improvement to vehicles and on-foot weapons Implementation of following classes, which greatly improve client/server communication: SharedObject NetworkObject WorldNetworkObject Extended ability to store values to all entities Fixed major bug causing random models/effects to become invisible For a full changelog, visit the announcement post here Note: a running changelog for each new version is maintained on the wiki, see here.0.1.4b ReleasedAug 30, 2014 - Community AnnouncementsNew Features Shared Added World.GetById Client Added --name launch option to override Steam name Added Chat:GetUserEnabled Bug fixes Server Fixed SQL sometimes writing garbage data if an SQLCommand was stored and user later (the values could be garbage collected) Fixed Worlds being removed when they were sent through events Made Player:HasVehicleDLC and Player:HasWeaponDLC return true if the id is a non-DLC item Fixed case where modules could be loaded multiple times if loaded via a relative path Client Fixed crash on exit caused by static object destruction Fixed player model 20 (invisibledoll) not working Fixed crash where two players could enter the cling stunt position at the same time GWEN: Fixed TextBoxes (and other controls) accepting focus when disabled GWEN: Fixed Labels with word wrap not using the text color Note: a running changelog for each new version is maintained on the wiki, see here.0.1.4b ReleasedAug 30, 2014 - Community AnnouncementsNew Features Shared Added World.GetById Client Added --name launch option to override Steam name Added Chat:GetUserEnabled Bug fixes Server Fixed SQL sometimes writing garbage data if an SQLCommand was stored and user later (the values could be garbage collected) Fixed Worlds being removed when they were sent through events Made Player:HasVehicleDLC and Player:HasWeaponDLC return true if the id is a non-DLC item Fixed case where modules could be loaded multiple times if loaded via a relative path Client Fixed crash on exit caused by static object destruction Fixed player model 20 (invisibledoll) not working Fixed crash where two players could enter the cling stunt position at the same time GWEN: Fixed TextBoxes (and other controls) accepting focus when disabled GWEN: Fixed Labels with word wrap not using the text color Note: a running changelog for each new version is maintained on the wiki, see here.0.1.4 UpdateMar 12, 2014 - Community Announcements0.1.4 Changelog Client-side Object Spawning To complement server-side static objects, we've added client-side static objects. In previous releases, you couldn't properly create hats or attach something to a car. Now it's easy. http://i.imgur.com/daBRIHS.png http://i.imgur.com/Yet7dkU.png Want to try out hats? Go check out Jman100's hat demo script! Effects and Sounds Any effect or sound from the original game is available. There are plenty of explosions, smoke effects, and more! Sounds play in 3D, and yes, you can play the Mile High Club music. http://cloud-2.steampowered.com/ugc/3332967292548366402/D515C5334D56D63A238B550B1DB5893735396134/1024x578.resizedimage http://cloud-3.steampowered.com/ugc/3332967292548651105/50C1BEEDEC75237202C5DC41C19823A594F3541A/ Try out Jman100's effect browser, which was used in these screenshots. New Features Shared Added the ability to set custom values on players, which are synchronized across modules and (optionally) server/client Added vehicle invulnerability Vastly improved Lua error messages and made them much more usable Added a global Lua include directory, under lua/autorun/, that can be used to inject code into other modules under IKnowWhatImDoing SteamId can now be passed in Events:Fire and Network:Send/Broadcast Timer can now be passed in Events:Fire Added an optional second argument to 'class' that lets you specify a parent table Server Added events EntitySpawn, EntityDespawn, and EntityRemove Added Server functions GetLoadedModules and GetAvailableModules Client Added ClientEffect Added ClientSound Added ClientStaticObject Added Player:GetBoneAngle Player:GetBones now returns a table of {position, angle} tables Added an 'entity' field to Physics:Raycast Added Vehicle functions GetBoundingBox and GetCenterOfMass Added events EntitySpawn and EntityDespawn Added Game functions GetHeat, SetHeat, and ResetHeat Added Game:ShowPopup Added BaseWindow functions SetSizeAutoRel, SetWidthAutoRel, and SetHeightAutoRel, which make controls automatically resize based on their parent Added BaseWindow functions SetWidthRel, SetHeightRel, GetWidthRel, and GetHeightRel Added Button functions SetTextNormalColor, SetTextPressedColor, SetTextHoveredColor, and SetTextDisabledColor Split StaticObject into BaseStaticObject and StaticObject Added TreeNode:GetLabel Added TreeNode functions for getting/setting various text colors SAM sites no longer spawn in the game Bug fixes Shared The hard limit of 65536 entities was increased to ~4 billion Improved player color generation algorithm; the saturation range is now between 0.5 and 0.75 Removed Vector3 compression when using Network:Send due to horrible precision loss Server Fixed crash when a Lua event was broadcasted during unloadall Client Fixed crash when calling GetPosition/GetAngle on a partially-spawned StaticObject Fixed StaticObject crash when updating position of a non-existent model Fixed occasional crash when removing GWEN controls, such as removing a control and its pa...0.1.4 UpdateMar 12, 2014 - Community Announcements0.1.4 Changelog Client-side Object Spawning To complement server-side static objects, we've added client-side static objects. In previous releases, you couldn't properly create hats or attach something to a car. Now it's easy. http://i.imgur.com/daBRIHS.png http://i.imgur.com/Yet7dkU.png Want to try out hats? Go check out Jman100's hat demo script! Effects and Sounds Any effect or sound from the original game is available. There are plenty of explosions, smoke effects, and more! Sounds play in 3D, and yes, you can play the Mile High Club music. http://cloud-2.steampowered.com/ugc/3332967292548366402/D515C5334D56D63A238B550B1DB5893735396134/1024x578.resizedimage http://cloud-3.steampowered.com/ugc/3332967292548651105/50C1BEEDEC75237202C5DC41C19823A594F3541A/ Try out Jman100's effect browser, which was used in these screenshots. New Features Shared Added the ability to set custom values on players, which are synchronized across modules and (optionally) server/client Added vehicle invulnerability Vastly improved Lua error messages and made them much more usable Added a global Lua include directory, under lua/autorun/, that can be used to inject code into other modules under IKnowWhatImDoing SteamId can now be passed in Events:Fire and Network:Send/Broadcast Timer can now be passed in Events:Fire Added an optional second argument to 'class' that lets you specify a parent table Server Added events EntitySpawn, EntityDespawn, and EntityRemove Added Server functions GetLoadedModules and GetAvailableModules Client Added ClientEffect Added ClientSound Added ClientStaticObject Added Player:GetBoneAngle Player:GetBones now returns a table of {position, angle} tables Added an 'entity' field to Physics:Raycast Added Vehicle functions GetBoundingBox and GetCenterOfMass Added events EntitySpawn and EntityDespawn Added Game functions GetHeat, SetHeat, and ResetHeat Added Game:ShowPopup Added BaseWindow functions SetSizeAutoRel, SetWidthAutoRel, and SetHeightAutoRel, which make controls automatically resize based on their parent Added BaseWindow functions SetWidthRel, SetHeightRel, GetWidthRel, and GetHeightRel Added Button functions SetTextNormalColor, SetTextPressedColor, SetTextHoveredColor, and SetTextDisabledColor Split StaticObject into BaseStaticObject and StaticObject Added TreeNode:GetLabel Added TreeNode functions for getting/setting various text colors SAM sites no longer spawn in the game Bug fixes Shared The hard limit of 65536 entities was increased to ~4 billion Improved player color generation algorithm; the saturation range is now between 0.5 and 0.75 Removed Vector3 compression when using Network:Send due to horrible precision loss Server Fixed crash when a Lua event was broadcasted during unloadall Client Fixed crash when calling GetPosition/GetAngle on a partially-spawned StaticObject Fixed StaticObject crash when updating position of a non-existent model Fixed occasional crash when removing GWEN controls, such as removing a control and its pa...