What's New (2011-09-18)

* Fixed Person sticking around briefly after entering a vehicle
- It waits only until it gets sent in multiplayer (usually the next frame)
- It vanishes instantly in single-player
- It previously used a fixed 0.1-second timer in both single- and multiplayer

* Disable "Pick Me Up" command for unpiloted (robotic) vehicles
- The player can never enter those vehicles so it was misleading
- This is mostly useful for modders (hi, Zeno!)

* Added sanity checks to Craft to catch some of the out-of-world crashes
- If the position is invalid (NaN), teleport to the center of the map
- If the position is outside the world, teleport to the edge of the map
- If the velocity is invalid (NaN), set to zero
- If the velocity is higher than 1000 m/s, clamp it to that value
- TO DO: figure out why units sometimes leave the world in multiplayer

* Fixed floating-point exception sometimes happening when a player leaves
- Some kinds of object state packets had uninitialized (garbage) time stamp values
- Receivers got a floating-point exception if the value happened to be NaN

* Reverted some of the changes to shell stop-game handling
- Recent changes may have caused some of the post-game problems

* (Re)fixed players returning to simulation after being disconnected
- It now uses SetRunnning(RUN_WAS_QUIT) to stop the simulation directly

* Fixed the "you won" message not appearing for a sync-on strategy game

* Keep simulation running after defeat in strategic multiplayer
- The player's base and units remain functional until the player leaves the game
- This is how 1.4 worked

* Reduce the send priority of empty, stationary hover vehicles
- This works similarly to a deployed Producer

* Remote powerups explode on death
- This uses logic very similar to Person


What's New (2011-09-20)

* Fixed remote Torpedo spawning a swarm of copies when destroyed

* Don't print death notices for non-player-owned buildings and units

* Fixed potentially uninitialized stuck state values in RecycleTask


What's New (2011-09-21)

* Added catapult animation for Armories (submitted by Dx)
- This needs updated .vdf files to work

* Fixed player's buildings and units going inert after being defeated in strategy MP
- Strategy mission no longer quits the simulation on defeat
- Run simulation while the escape screen error dialog is visible

* Fixed some issues with not-quite-removed-yet pilots in multiplayer
- Craft ignore collisions with them
- Info display ignores them, and any other object flagged as invisible or destroyed


What's New (2011-09-23)

* Fixed players getting kill credits for empty vehicles
- The change to death notices accidentally caused this

* Fixed kicked players not actually leaving until they click OK on the message pop-up
- This should reduce some of the auto-kick message spam

* Players hold onto spawn points in strategy games games until they leave
- This should prevents joining players from spawning in another player's base



What's New (2011-09-24)

* Assign the host's spawn point so joining players can't pick it
- This should prevent players from spawning in the host's base

* Armory starts catapult animation in LaunchItem so it matches the build time


What's New (2011-09-25)

* Fixed the "NULL" printed at the bottom of the net escape dialog

* Give the chat edit box focus when entering the net escape dialog

* Restored the original Producer auto-deploy radius (10m)
- This makes Producers deploy again when sent to a nav beacon on a geyser

* Getting (auto)kicked while in the options menu no longer breaks the shell

* Added an option to forcibly remove players when (auto)kicking them
- Add RemovePlayerOnKick=1 in net.ini to enable it
- This prevents clients from avoiding or otherwise ignoring kick notices
- It basically makes the kick notice a warning, not a request :)

* Added support for removing a player from the game when kicked
- Added RemovePlayerOnKick option to net.ini, disabled by default
- Auto-quit when receiving a delete player for yourself

* Fixed an occasional crash on launch after exiting a previous game
- The game wasn't clearing the user team list on exit


What's New (2011-09-26)

* Fixed the crash when a player died in multiplayer

* Fixed Producers stopping short of nav beacons placed on geysers



What's New (2011-09-28)

* Unit category limits no longer apply to the computer team in single-player
- This fixes issues with several single-player missions (e.g. "Flying Solo")

* Possibly fixed the randomly-appearing neutral units in multiplayer

* Fixed players leaving "ghost" objects behind when kicked using RemovePlayerOnKick

* Fixed players sometimes crashing in Set_Cockpit_View when kicked using RemovePlayerOnKick

* Fixed powerups sometimes "respawning" right after being collected


What's New (2011-09-29)

* Fixed music not playing at Music Volume 1 (submitted by Dx)

* Read the player profile from the application's install folder like 1.4

* Fixed pilots sometimes not going for a vehicle they should

* Adjusted default settings for a new player profile
- Sky Detail: FULL
- Terrain Detail: HI RES
- Object Detail: HI RES
- Automatic Leveling: ON
- Target Lead Position: ON


What's New (2011-10-01)

* ODF files with unrecognized classLabel values no longer crash the game

* Retreating pilots recycle properly when they reach their destination

* In-game chat commands no longer print out like normal messages
- Other players didn't see them but they was confusing

* Chat commands now provide human-readable messages
- /system on or /system: "Show system messages" (multi_message/system_on)
- /system off or /nosystem: "Hide system messages" (multi_message/system_off)
- /mute: "Muted <name>" (multi_message/muted)
- /unmute: "Un-muted <name>" (multi_message/unmuted)
- /kick (host): "Kicked <name>" (multi_message/kicked)
- /kick (client): "Only the host can kick" (multi_message/only_host_kick)
- /lock (host): "Game locked" (multi_message/locked)
- /lock (client): "Only the host can lock" (multi_message/only_host_lock)
- /unlock (host): "Game unlocked" (multi_message/locked)
- /unlock (client): "Only the host can unlock" (multi_message/only_host_unlock)
- TO DO: update label.map

* Simplified how the network system tracks player lives
- It now uses the value in Anet player data exclusively
- This should reduce the chance of the value getting out of whack

* Fixed a crash related to the D3D occlusion query
- It apparently doesn't work right on some GPUs

* Units navigate around deployed Turret Tanks and Howitzers more intelligently
- This fixes units getting stuck when trying to pass by one near a wall

* The net escape dialog player list should no longer show players that have left


What's New (2011-10-02)

* Fixed a potential invalid floating-point operation in the scoring system
- The "time in zone" case was messed up

* Skip over yourself when selecting a chat destination in-game
- Whispering, muting, and unmuting yourself are useless
- Kicking yourself can break the networking system


What's New (2011-10-05)

* Improved simulation rate while in the net escape screen
- It now uses a 10ms delay plus however long the simulation takes
- This also applies while the message pop-up is active
- This should prevent simulation problems when there is a lot going on

* Fixed blank screen behind the error dialog when creating or joining a game fails

* Player flags draw behind other HUD elements

* Player flags use the correct team colors

* Eliminated randomly-appearing units--"This time for sure!"
- Object state updates include a size so receivers won't get misaligned when skipping objects

* Eliminated the delay after destroying a Person or PowerUp
- Object deletion messages now indicate whether an object should explode or not


What's New (2011-10-08)

* Holding Caps Lock no longer makes the radar flicker

* Fixed Tug grabbing a Tug that was (possibly indirectly) holding it
- The physics would freak out at that point...

* Added Teams 3-7 to the Build Team menu in the Shift-F9 view
- These teams are hostile to all other teams except 0 and themselves
- NOTE: mission scripts don't set up strategic AI for these teams

* Fixed late joiners seeing Armory-launched powerups in the wrong place

* Attempted to fix the "sniped by the system" bug

* Remote buildings no longer explode when recycled by a Construction Rig

* Joining players no longer see destroyed global buildings explode on startup

* Display "<Player> has been defeated" message only when a player loses their last life

* Wait 5 seconds before popping up the "You won" message
