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Cortex Command Build 32, the Performance Update is HERE
December 30, 2016by data010
GamePatchNote Digest
Cortex Command Patch Notes — December 30, 2016
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.

Your wait is over: both for this fresh build of your old faithful game, and also for the next frames in the heat of the fiercest battle! Don't wait to get a copy for yourself or a friend, since the massive 85% OFF sale will only last for a few more days...
Here's what's fresh, thanks to Evgeniy "Weegee” Vigovskiy, Jesús “GranPC” Higueras Pica, and Chris “Montdidier” Kruger:
Performance
- Cortex Command now pumps up to 2x more frames per second!!
- Game activities no longer slow down when played for too long.
Gameplay
- Added keyboards shortcuts for weapon switch, reload, drop and pickup actions (also works with gamepads).
- Gib editor now rounds all offsets.
- Deployments can spawn flipped for non-flipped actors.
- It's easier to find out how many gamepads were detected and who moves the cursor in UIs.
- Limbless actors will inevitably and quickly die.
- Reworked Test Activity to act as an ordinary GAScripted and execute Global Scripts (good for testing and debugging global scripts).
Content
- Bunker breach can be used with randomized bunkers.
- Added randomized fortresses for Bunker Breach.
- Added new skirmish activity Siege, which uses Bunker Breach maps.
- Nerfed heavy ronins a lot.
- Added global script, which gives 3x more gold when digging.
- Added infinite ammo global script.
- Added invincible crafts global script.
- Added instant and delayed delivery global scripts.
Bugfixes
- Added range checks to functions, which take Team as parameter to avoid memory corruption.
- When brain actor is deleted, MovableMan checks if it's a brain and if it is, set's this brain to 0 to avoid crashes.
- Dead actors no longer roll and scream infinitely
- Dead actors reduce their AngularVel.
- Fixed crashes in allegro and luabind.
- Vanilla activities now count used MOIDs on per-team basis.
- Fixed the shield-related crash in Campaign.
- Primitives are no longer drawn on top of game UI elements.
- Fixed a bug, which caused a crash in buy menu.
- Fixed crash caused by digging.
Lua binding improvements:
Scene:
- function GetOptionalArea the same as GetArea, but does not render scene incompatible for Activity if specified area is missing
SceneMan:
- function RestoreUnseen(const int posX, const int posY, const int team)
- function RestoreUnseenBox(const int posX, const int posY, const int width, const int height, const int team);
FrameMan:
- function DrawTextPrimitive(Vector start, std::string text, bool isSmall, int alignment) , alignment 0 = left, 1 = center, 2 = right
- function DrawBitmapPrimitive(Vector start, Entity * pEntity, float rotAngle, int frame)
- function CalculateTextHeight(std::string text, int maxWidth, bool isSmall)
- function CalculateTextWidth(std::string text, bool isSmall)
GameActivity:
- function int GetActiveCPUTeamCount()
- function int GetActiveHumanTeamCount()
HDFirearm:
- property FiredOnce, r/o , Whether at least one round has already been fired during the current activation. May be 0 because weapon might have activated but no actual rounds were fired yet.
- property FiredFrame, r/o, Whether at least one round has already been fired during the current frame. Use this to check if weapon fired something.
- property RoundsFired, r/o, How many rounds were fired during this frame.
GameActivity:
- property BuyMenuEnabled, r/w, Whether buy menu is enabled for this activity
Actor:
- property AimDistance , r/w
- property SightDistance, r/w
AEMitter:
- property BurstDamage, r/w
- property EmitCountLimit, r/w
- property EmitDamage, r/w
INI changes:
PEmitter:
- Lightweight, non-rotating MOSParticle-based emitter
MovableObject:
- DamageOnCollision 0,1 - When it's != 0 actors takes health damage on collision with this MO, without penetration
- IgnoreTerrain 0,1 - When it's 1 MO ignores any terrain collisions and travels right through them
Settings.ini:
- PreciseCollisions 0,1 - When off uses experimental simplified MO collision model which may improve performance up to 30%