GamePatchNote Digest
Just Cause 2: Multiplayer Mod Patch Notes — November 11, 2015
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Key Information
Scriptable Client Actors
Scripters can now create their own client-side NPC's!
Civilian Model Support
All civilian models are now available to use!
Depth-Tested Rendering
Render inside of the game world!
Basic Unicode Support
Allowing use of more languages.
Main Menu Overhaul
Convenient access to your favorite servers.
Steam Achievements
Unlock them by completing tasks with players.
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
- SharedObject
- 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
Bug Fixes
Shared
- General sync improvement
- Luabind now checks parent classes when looking up class members (class("MyDerived")(MyBase) in _init.lua works now)
- Scripts are now loaded in alphabetical order on all platforms
- Fixed script profiler not counting network events
- The marshaller now accepts table keys of any type
- Angles sent over the network no longer lose precision from compression
- Vector2/Vector3/Color statics can no longer be edited
- Comparing any API class with '==' should now work
- Fixed random number generator not being seeded at startup
- Improved Timer precision
- Fixed issue where IsValid would raise an exception for non-table/userdata types
Server
- Fixed issue with server memory not being freed on entity removal
- Cleaned up streamer code, hopefully reducing amount of server crashes
- Fixed issue with world iterators not working correctly
- Fixed a bug where scripts would still be run even if the server failed to start
- Fixed SteamId outputting the community id when printed on Windows
The client bug fixes exceed Steam's news post limitations, so for further information on the patch, check out our announcement post here.