pressing CTRL+F12 during spectating creates a clean screenshot and saves
it as map preview picture
modkeypressed
returns 1, if a CTRL key is pressed and 0, if not
screenshotpreview [lines]
creates a screenshot cropped to 4:3 with a given number of lines
(in the range of 144 to 480, default 240 or last given value)
and jpeg quality 80
gotovantagepoint
now returns 1, if the map actually has a vantage point set
DOCREF screenshotpreview modkeypressed gotovantagepoint
* fix some memory leaks
* rename stuff
* fix crash
Removed commands and variables:
chmenumdl (replaced by menumdl)
scorefont (replaced by "menufont score mono")
menuitemvar (better handled with fully dynamic menus)
Changed commands:
menufont menu font
Sets the font for a specific menu. If menu is "", the currently
initialised menu is used. Example: menufont score mono
menumdl menu mdl anim rotspeed scale
Assumes the function of the previous chmenumdl. If menu is "", the
currently initialised menu is used. Specifies, which model to render
and how. If only menu is specified, no model is rendered.
DOCREF chmenumdl scorefont menufont menumdl menuitemvar
to use existing url parser
valid examples:
assaultcube://example.org
assaultcube://example.org:28763
assaultcube://example.org:28763/?password=secret
assaultcube://example.org?password=secret
assaultcube://example.org/?password=secret
assaultcube://example.org/?port=28763
assaultcube://example.org?password=secret&port=28763
assaultcube://example.org?port=28763&password=secret
assaultcube://11.22.33.44
assaultcube://11.22.33.44/
assaultcube://11.22.33.44:28763
assaultcube://11.22.33.44:28763/?password=secret
* the slash after the host part (example.org) is optional
* the host part can also be an IP address
* password and port in the query part (after '?') have no specific order
updateeditinfopanel is a cubescript hook to provide additional information
about the current edit situation, like, for example, the closest entity.
The returned text is rendered on the right side of the screen.
Default for updateeditinfopanel is explainclosestentity which provides
detailed info about the closest entity.
editinfopanelmillis <n>
update the edit info panel every n milliseconds
hideeditinfopanel 0|1
render (0) or hide (1) the edit info panel
DOCREF updateeditinfopanel editinfopanelmillis hideeditinfopanel
Images are stored in packages/misc/igraph/*.png and loaded during game
start. Filenames consist of the image shorthand (mnemonic) and optional
frame times, separated by "_". Keep in mind, media file names may only
contain letters, digits and "_-.()".
All texts displayed in the game console are scanned for mnemonics prefixed
with ":". All found matches are replaced by the image.
The images are displayed as squares with width and height the same as the
regular font height. To create animations, put several square images side
by side into the file. For example, a 128x32 image is interpreted as four
frames. Frame duration is encoded in the filename, so, for example the file
"nop_1000_200_100.png" shows the first frame for 1000 milliseconds, the
second frame for 200 msec and the third (as the rest) for 100 msec.
Igraphs "1" to "9" are hardcoded and can be manually encoded in menu texts.
Use the new escape code "\i" plus the number of the image: "\i\1".."\i\9".
Other images can be used in menus as well, but the codes have to be fetched
by getigraph.
new commands:
updateigraphs
Checks for new files in packages/misc/igraph. Only necessary, if new
files are added during the game - for example, by mod package download.
getigraph <mnemonic>
Returns an encoded string to display an image outside the console, or
an empty string, if the mnemonic was not found.
new parameters:
igraphsize 80..300 (default 120)
scales the images (in percent)
igraphsizehardcoded 80..160 (default 106)
scales the hardcoded images "1".."9" (in percent)
igraphanimate 0..1 (default 1)
if 0, only the first frame of every image is displayed
igraphdefaultframetime 5..2000 (default 200)
used for images with multiple frames but no frame duration specified
in the filename
hideigraphs 0..1 (default 0)
if 1, no new images will be shown in the console
DOCREF updateigraphs getigraph igraphsizehardcoded
DOCREF igraphsize igraphanimate igraphdefaultframetime hideigraphs
- collect most sound infos in one table and use it to generate the menus
- no more sound category checks with ranges
- now only PAINx and FOOTSTEP* sounds use hardcoded index numbers
enumsounds <list of categories>
Lists sound index numbers and short descriptions for all sounds of one
or more categories. The argument should contain one or more of PAIN,
OWNPAIN, WEAPON, PICKUP, MOVEMENT, BULLET, OTHER, VOICECOM, TEAM,
PUBLIC, FFA, FLAGONLY. All sounds with at least one of the flags will
be listed. Flag names prefixed with "!" will exclude all matching
sound from the list.
Example: /echo (enumsounds "VOICECOM !PUBLIC") will list all voicecom
sounds that are for teams only.
DOCREF enumsounds
scriptcontext and isolatecontext now allow plain text mnemonics for
context level arguments (one of CORE, CFG, PROMPT, MAPCFG, MDLCFG)
also:
- cleanup (some dead code and dead prototypes removed)
- some stuff renamed
- script errors now show context levels
- conc is no longer thread-safe (but slightly faster)
DOCREF scriptcontext isolatecontext
- add new hook "autoexec", executed right after autoexec.cfg
- properly report errors during hook execution
- new script to edit the contents of an alias in the console
DOCREF autoexec
break up shiftgametime() time jumps into 5-second jumps and five 1-second
jumps for the last five seconds
rename respawnoffset to lastdeath (because that's what it is)
rename clientside nextmillis to skipmillis (because that's what it does)
Restore the old persistidents system from AC 1.0, since it's working as
intended - if used properly.
As a reminder:
* aliases created by "const" and "tempalias" are never persistent
* aliases created or altered by "alias" or "=" become persistent, if
the persistidents flag is set during that operation
* persistidents if false during the execution of almost all config files
during game start - those files can create aliases with default values
which will not be persistent (until changed later while the flag is
set)
* before saved.cfg is executed, the flag is set and stays set all
throughout the game - which means, that all changes (from menus, for
example) will change the altered alias to "persistent"
* exceptions for map or model config files are unnecessary, since those
run restricted and can't create aliases anyway
* exceptions are necessary for "late run" config files like those in
config/opt/
The new command "persistidents" may be used to manually set or clear the
flag. It also returns the current state of the flag. If used in a config
file, the flag is restored to its original value when the file ends
execution.
In short: only late-run config files (meaning: run after saved.cfg was
restored) may need to manually set/reset the flag. Use const and tempalias
where appropriate and clear persistidents before creating an alias with a
not-to-save default value that may be changed and made persistent later.
DOCREF persistidents
- remove sensitivity training (should be rewritten in cubescript, if
actually required)
- more documentation on mouse sensitivity parameters
- some renaming
DOCREF findsens
setdesktopres was replaced by two variables reflecting the desktop
resolution (or zero, if not available): desktopw and desktoph
getdisplayresolutions returns a list of available screen resolutions
DOCREF getdisplayresolutions desktopw desktoph setdesktopres
It bases on .../docs/images/icon.png from AC website repository,
just removed empty space, edges changed to more noticeable.
Note: on Mac an icon from assaultcube.icns is used.
* removed convertcase
use toupper (concat A B C D ....) instead
* moved several COMMAND macros to their function bodies
* cleaned up screenshot extension handling
* prefix screenshot argument with "screenshot/" and add correct extension
authkey manages a list of keys other than the game key (which is managed
by authsetup). For example, this can be server owner keys or clan boss
keys.
authkey clear
Empties the list and comments out all lines in config/authkeys.cfg.
authkey list
Lists all authkeys that are currently in memory.
authkey delete keyname
Deletes the key <keyname> from memory.
authkey new keyname
Generates a new key with the name <keyname>. If a key of that name
already exists, it is deleted. The key is added to the list in memory
and also written to the file config/authkeys.cfg.
authkey add keyname privkey
Adds a key with the name <keyname> to the list in memory. The privkey
is a 32-byte hexadecimal string, preferrably generated by authkey new.
The matching public key is generated automatically from the private key.
authkey selfcert keyname [comment]
Generates a self-signed certificate for the key <keyname>. Being able to
create such a cert is proof, that you own the private key of a certain
public key.
DOCREF authkey
authsetup contains all the funtionality needed to generate, load and save
private and public keys, and to lock and unlock the private key with a
password.
Private and public keys are used to authenticate the player to servers,
and are loaded from config/authprivate.cfg. Private keys can be stored
in an "encrypted with password" version - in which case the player has
to enter the password after game start. To prevent brute-force cracking
of the password, the key-derivation function uses a constant time to
encode (usually several seconds). Because of that, the decoding at game
start can be done in the background.
The private key is actually itself a public key generated from the
prepriv key. The prepriv key should be kept away from the computer, either
as hardcopy or on a thumbdrive. The prepriv key is not required to play
the game. It can be used to prove ownership of the private key, in case
the private key gets stolen. It can also be used to regenerate private
and public keys, in case they are lost. The prepriv key can also be
encrypted by its own password.
authsetup
checks private and public key and returns "1", if they match.
authsetup pre preprivhex [psalthex pwdcfg]
loads prepriv key into memory. optionally supports encrypted keys.
authsetup priv privhex [salthex pwdcfg]
loads private key into memory. optionally supports encrypted keys.
authsetup pub pubhex
loads public key into memory.
authsetup ppass preprivpass
decrypts prepriv key with password
authsetup pass privpass
decrypts private key with password
authsetup passd privpass [commandwhendone]
decrypts private key with password in background. optionally executes
cubescript command when done.
authsetup needpass
returns "1" if the private key needs decryption.
authsetup genpre [prelen]
generates new prepriv key.
authsetup genpriv
generates private key from prepriv key.
authsetup genpub
generates public key from private key.
authsetup newppass preprivpass [preprivfilename]
encrypts prepriv key with new password and saves the result to file.
The default filename is config/authpreprivate.cfg and an existing file
gets overwritten - but the former file content is kept and also written,
each line commented out.
authsetup newpass privpass [privatefilename]
encrypts private key with new password and saves the encrypted private
key and the public key to file. The default filename is
config/authprivate.cfg and an existing file gets overwritten - but the
former file content is kept and also written, each line commented out.
authsetup unarmed
sets private and public keys to a fixed value. For testing only.
Can be used to "log out".
authmemusage, authrounds, authmaxtime are only used, when new passwords are
created (authsetup new[p]pass). authmemusage is the number of megabytes
of RAM that are used for the password hash calculation. If authrounds
is zero (as is default), then the hash algorithm calculates as many
rounds as possible in the number of milliseconds specified in
authmaxtime. If authrounds is a positive number, then that is the number
of rounds to be done, regardless the required time. Note that, since the
password hash algorithm is not endianness-aware, it is not possible to
move an encrypted password to a machine with different endianness.
Moving between 32- and 64-bit machines should be no problem.
FIXME: the command is not blocked against use in multiplayer. It has to
be determined later, if this is a problem or feature. Especially
the background password calculation may be a problem.
DOCREF authsetup cryptodebug authmemusage authrounds authmaxtime
SHA512 was adapted from a few public domain sources and pseudocode from
wikipedia. The entropy collector gathers entropy from keyboard events and
mouse movement - and, just for fun, from screenshots.
The entropy pool is saved at program exit and reloaded at program start.
Entropy is used to re-seed the pseudorandom generator (not that it would
make a difference).
* do not use std::abs() because math.h includes one, that converts ints
to double. Use own iabs(), which directly uses labs() instead.
* don't use the word "gamma" as name for variables
* don't use a homebrew round() function
* own source file for autodownload
* use cleaned up zip functions
* use new http get function (no more curl)
* enforce strict file naming rules and file size limits
* ping all package servers on every game start to determine ping times
* support media file update lists (also kept on package servers)
* allow users to manually prioritise package servers
* automatically select server with newest media file revision
new or changed commands:
addpckserver hostname [priority]
Adds a host name to the list of package servers. If a priority is given,
it influences the sorting of servers. Servers with higher priority are
queried first. If servers have the same priority, they are sorted by
ping. Default priority is zero.
getpackageserver
Returns a table with four columns of all configured package servers. The
columns are: host name, priority, ping and resolved.
"resolved" is a flag, indicating, if the server answered the ping during
game start.
removed cubescript idents: sortpckservers gamestarts
DOCREF addpckserver getpckserver
* change priority of zip packages from "highest" to "just below home dir"
* strict naming rules for zip packages
* require all zips to be below directory "mods/"
* only allow zips to intoduce files below "packages/" (or with a special
zip package name also below "config/")
* make zip package config persistent (saved to init.cfg)
WARNING: intermediate commit - autodownload system defunct!
DOCREF (removed) addzip removezip
Check printf-like functions like conoutf, if format strings and argument
lists match.
This commit also fixes a lot of code parts that actually had mismatching
argument lists - or did things, that this check does not like.
numtime() was rewritten in an ugly but very portable fashion (it's
recommended to stay away from "long long" format entries, because errors
usually only come up at runtime).
(some code was copied from sauer)
Until now, every texture file was only loaded once after game start. When
a subsequent use of an already in use texture required a different
scaling factor, the texture was not reloaded. Simultaneous use of one
texture file with different scaling factors was completely impossible.
Now, the scaling factor is treated as part of the file name. Therefore, a
texture will be loaded again, if it is needed in a different scaling
factor.
Also: using out of range scaling factors with the "texture" command now
results in an error message. Some map config authors don't use the command
properly...
Also: removed the unneeded createtexturefromsurface()
This adds a means to store additional attributes for mapmodels, including
a caching mechanism, so the mapmodels don't have to be loaded to access
the information. The goal is, to provide fully automatic mapmodel menus
for map editing who also add information about downloaded mapmodels.
Model attributes are extracted everytime, when a model is loaded. At game
end, all available data is written to config/mapmodelattributes.cfg and
restored at next startup. On release, a file with all (but only) official
models should be included. Since autodownloaded models are usually "loaded"
after download, those are automatically added to the database. If someone
adds models manually to the directories (media pack, w/e), the command
"loadallmapmodels" can be used to try to find all available models. The
only way to delete something from the database, is to delete the file
config/mapmodelattributes.cfg when the game is closed.
The current list of attributes is:
keywords
List of one or more menu topics to list the model under. Check
config/menus_edit.cfg for available keywords. Unknown keywords will
be listed separately.
desc
Short name or description of the model. Will be used as menu entry.
usage
Important information for how to use that specific model.
author
Who created the mapmodel. If it's a derivative of another model, state
the author of the mod (refer to the original author under "license", if
you like). Always use the exact same spelling for the same author, to
allow menus to automatically group models by author.
license
Free-text attribute for license info or info about additional
contributors (or original authors for derivated works).
distribution
One of "official", "autodownload" or "manual". Other values default to
"manual". This is used to determine, if a map contains only original
media or media that can be download automatically.
version
Single numerical value to separate older from newer versions. Defaults
to zero. Higher numbers mean "newer". Maybe someone manages to implement
a versioning system for custom media in the future...
New commands:
mdlattribute <attr> <value>
To be used in model config files. Adds a value for a specified
attribute to the model.
mapmodelregister <modelpath> <attr1> <attr2> ...
Adds values for all attributes to a specific mapmodel. This is used to
restore the cached values from config/mapmodelattributes.cfg during
game start. Does not actually verify of load the model.
mapmodelattributes <modelpath> <attr>
Returns the value of a specific attribute of a mapmodel. If modelpath
is a number, it is interpreted as index for the list of models in the
current map config. If no attribute name is specified, all attributes
are printed to the console instead.
getmapmodelattributes <list of attribute names>
Returns a table of all known mapmodels. Each model is listed with the
modelpath and the values for the requested attributes. To be used
instead of a fixed table in menu_edit.cfg. In addition to attribute
names, the function also allows the keywords "explodekeywords" and
"sortby:" as arguments. If "explodekeywords" is given, all mapmodels
with more than one keyword are listed multiple times, once for each
keyword. If an attribute name is preceeded by "sortby:" the list will
be sorted by this table column. If "sortby:" is used several times,
this first sort will have highest priority. The list is always sorted
by path by default.
example:
getmapmodelattributes sortby: author sortby: desc explodekeywords
loadallmapmodels
Tries to load mapmodels from /all/ paths below packages/models/mapmodels.
Will throw a lot of error messages, because not all directories contain
models to load. This command can be used to build or rebuild the
complete list of all available mapmodels. It is only necessary, if models
are added manually to the directories, since every mapmodel gets added
to the list when it is loaded - which takes care of all automatically
downloaded models.
DOCREF mdlattribute mapmodelregister mapmodelattributes
DOCREF getmapmodelattributes loadallmapmodels
All cfg-files in config/autostart get executed during startup.
- more appropriate directory name and place
- files are now sorted alphabetically, as promised
- doubles are removed (resulting from identical file names in home and
install tree) since they would only result in files run twice
- scripts with file names prefixed with "_veryfirst_", "_beforesaved_"
or "_aftersaved_" will be run as very first config file, right before
saved.cfg or right after saved.cfg
- all remaining files will be run right before autoexec.cfg
- the directory "config/autostart" will be created, if it doesn't already
exist in the home tree
An alias, that was at least once used with the new "tempalias" will not be
written to saved.cfg.
So, now there are four ways to create aliases:
1) alias (or "=")
General alias, who's value gets saved at game exit in saved.cfg, and
restored at the next restart - unless the alias was created at a time,
where persistidents was zero (usually during execution of the game's own
config files during startup).
2) const
Creates an alias, that can not be changed. Makes it harder for users
to destroy their config.
3) push
Reassigns an alias with a new value. After "pop", the old value is
restored. Allows the use of "local" aliases in scripts. Also avoids
name conflicts.
4) tempalias
Like "alias", but the value will not be written to saved.cfg.
The commit also changes aliases, written by the engine itself, to "temp":
gametimestart, __getmaprevisions
DOCREF tempalias
* use the same list of gun names for all occasions
* switched syntax, so that argument completion will work
* support old syntax, so old config files will work
* fix path handling by disallowing paths altogether ;)
DOCREF loadcrosshair
* new command "listoptions" lists the argument options for several
argument types like entities, weapons and teamnames
* "burstshots", "weapon", "magcontent", "magreserve", "fragmessage" and
"gibmessage" now allow guns to be specified by name
* "addpunct" allows plaintext arguments like "brackets" and "quotes"
* the "team" command now understands numeric teams
* entity types can now be specified by type index number
* removed some lists from the config files (now provided by listoptions)
* added argument completion for several commands
* change nextprimary from integer to string variable
DOCREF listoptions burstshots weapon addpunct
DOCREF fragmessage gibmessage magcontent magreserve
DOCREF nextprimary