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megamek-0.37.0-windows.zip 2013-12-21 24.0 MB
megamek-0.37.0-source.tar.gz 2013-12-21 29.6 MB
megamek-0.37.0.tar.gz 2013-12-21 19.3 MB
readme.txt 2013-12-21 13.6 kB
Totals: 4 Items   72.9 MB 0
v0.37.0 (2013-12-21, 13:13 UTC1+)
+ Bug: Fixed some issues with the path planner.  First, for the candidate list, 
  I changed the ArrayList to a PriorityQueue.  There was also a bug where every 
  256 iterations it would check to see if the current path was better than the 
  currently saved best path and if it wasn't it would end.  This is an 
  assumption that doesn't always hold and basically resulted in the A* 
  path-planner halting prematurely.  If the A* path-planner didn't reach the 
  goal, the path is finished with a straight-line planner.  Fixing this allows 
  the A* planner to work for longer and hence find much better paths 
  (although it's still has a maximu time limit).
+ Feature: Added engine name, gyro type and myomer name to MechSummary and set 
  these values when the summaries are created
+ Added a tool to create a CSV of MechSummaries for all units in the data files, 
  excluding infantry.  This was requested by Hammer for some MekHQ data work.
+ Bug [#3848]: ImageCache.get uses expensive operations
+ Patch: MaxTech Movement Modifiers & Unofficial MASC Options
+ Bug: The ImageCache max size check was using == instead of >=
+ Bug: MechSummary and AdvancedSearch were using EquipmentType.getName() instead
    of getInternalName()
+ Enabled the MechEditorDialog for post-stable branch
+ Removed ImageCache maximum size
+ Bug: Board.setHex - shouldn't adust min/max elev if they are undefined
+ Bug [#3618]:  Matched input/output stream buffers to socket receive/send 
    buffer
+ Bug: When handling a COMMAND_ENTITY_ADD packet, the server was calling 
    transmitAllPlayerDones twice, which was causing superfluous overhead
+ Bug [#3618]: Updates to the code for adding multiple entities, see SF bug 
    ticket for details.  After these changes, adding 200 mechs in the chat 
    lounge goes from ~65s to ~15s.
+ Bug [#3893]: ChatLounge 'Delete All' button is very slow. 
+ Removed AWT and 3d interfaces, they were old and unmaintained
+ Bug: PPC capacitor has wrong explosive BV penalty
+ Bug [#3303]: Round Report Change? (Squad vs Platoon killed)
+ Bug [#3817]: ListSelectionModels can fire multiple ListSelectionEvent for one 
    selection change
+ Bug: init bonuses from mobile hq not working correct with multiple mobile HQs
+ Feature [#1142]: "Field of View" tool (thanks Johann)
+ Bug: Added some code to prevent the AdvancedSearchDialog from opening off 
    screen.  Also removed an unused state variable in GameOptionsDialog.
+ Bug [#3894]: Shots Assigned Not Always Present
+ Bug [#3896]: Protomechs get 'stuck' in buildings
+ Bug [#3885]: VTOLs that have their rotors blown off don't take crash damage
+ Bug [#3898]: Crashing Dropships only reduce elevation by 1, crashing Aeros 
    reduce elevation
+ change default year to 3145
+ Bug [#3898]: Crashing Aeros can now face a watery death
+ Data: Unit fixes and New Images
+ Data: Unit/Rat/Equipment Date Fixes.
+ Bug [#3898]: Crashing dropships reduce elevation of water hexes instead of 
    depth
+ Bug: drone extra equipment should not take up extra item slots on tanks
+ Bug[#3901]: Light-up Deployment Hexes Everywhere! - 0.37-dev
+ Bug [#3899]: A crashing spheroid DropShip uses the Nose Hit Location Table
+ Bug [#3904]: Unit LOS Hex Darkening Bugged 0.37-dev 
+ Feature: Changed  the JMenuItems for all of the toggles in View to
    JCheckBoxMenuItems
+ Feature [#1178]: Firing Solutions Tool
+ SuperHeavy mechs should now be finished.
+ changed how CriticalSlots work, the int index is now used only for TYPE_SYSTEM
     CriticalSlots, never for TYPE_EQUIPMENT ones
+ Bug [#3905]: Shift-Clicking to turn during movement draws another step when 
    shift is released
+ Errata change: C3 requires LOS
+ Bug [#3907]: The MM A* heuristic is inadmissible, which leads to planning 
    sub-optimal paths
+ Feature [#1143]: 'Movement Envelope'
+ Data: Unit fixes and new Images.
+ Feature [#1176]: adding lookup names
+ Feature [#1182] Alternate Pilot BV Mod
+ Bug [#3906]: Careful Stand/Getting Up Bug 0.37-dev
+ Feature [#1184] Calculate BV by Geometric Mean
+ Bug [#3910]: MUL files with <slot> tags will not parse
+ Bug [#3903]: Falling damage while moving from one level to another
+ Feature [#1178]: Updated firing solutions to use a more complete set of to-hit
    modifiers
+ three new unofficial pilot options
+ Bug: Mech#getMTF not working
+ Modified Princess options on Bot Config dialog to allow adjustments of all
    princess behavior settings.
+ Added help button for new princess config options.
+ Multiple princess configs can be saved and different princess instances can
    use different configurations.
+ Start of Tripod 'Mech support
+ lateral shifts, reduced cost facing changes and PSR bonuses for tripods
+ Bug [#3711]: Tooltip dismiss delay is low for some look and feels: 
    client options now has a tooltip dismiss delay setting
+ Bug: ChatterBox2 mousewheel hit detection was bugged
+ Bug: ChatterBox2 doesn't completely consume mouse clicks and releases (
    clicking on the ChatterBox2 will select hexes underneath the ChatterBox2)
+ Bug: Potential infinite loop with ChatterBox2 and scrolling
+ Bug: Updated displayables to consume mouse drags
+ Made it so the ChatterBox2 doesn't add characters when control is pressed
+ Feature [#1174]: Specific Number of 'Mechs Victory Condition
+ Feature [#1120]: Allow users to set the maximum amount of external heat
+ Princess bot help button not working
+ Superheavy BV fixes
+ aerospace sanity mod unofficial option (see docs/aero_sanity_mod.txt for 
    details)
+ added visual range limits to LoS shading in BoardView1
+ Data: New unit images(BIG Thanks to Deadborder)/Equipment fix and unit name 
    fix.
+ added Tripod Mech Display
+ added sensor range bubble in lighter shade to LoS bubble for Movemen splay
+ Bug: hexes in dead zones not showing up as blocked by hill for sensor purposes
+ unofficial option: magscan blocked by hills
+ unofficial option: no movement cost for night/fog conditions
+ unofficial option: CASE/CASEII reduces pilot damage on ammo explosion
+ Bug: ammo reduced twice in weapon bays using aero sanity rules
+ better mechdisplay when using aero sanity rules for squadrons and 
    capital-class vessels
+ SPA: sandblaster (AToW)
+ SPA: cluster hitter (AToW) and cluster master (unofficial)
+ SPA: sensor geek (unofficial), all weather (unofficial)
+ WeaponHandler#getClusterModifier replaces all the duplicate code in calcNHits 
    for various handlers
+ SPA: melee master (AToW)
+ Bug: Command line verifier broken for 'Mechs (NPE in 
    TestEntity.printLocations()).
+ Bug [#3916]: firing solutions caused NPE with non-targetable units
+ Bug: tripod facing change cost not working right
+ Bug [#3683]: Gunnery Specializarion bug
+ Bug [#2945]: Standing up with missing arms and leg
+ Bug: Zero-level falls on dry land only do half damage
+ Bug [#3918]: ClassCastException with Tripod punches
+ Bug [#3919]: Alert messages for exiting/entering from Building hexes
+ Bug [#3920]: VTOLs and Stacking with Hostile Units
+ Fix GameEntityRemoveEvent to contain a reference to the entity being removed
+ Updated the /replacePlayer command so that a configuration and verbosity level
    can be specified when Princess is used.
+ fix compile errors in Game.java
+ remove old libraries
+ fix tooltip dismiss delay
+ Bug [#3747]: Custom RATs don't always show up
+ Bug [#3921]: charges and DFAs not working
+ Feature: Implemented Anti-penetrative Ablation armor
+ Changed several state variables in IPlayer to public final static and changed
    many of the references to them to be static, removing a slew of warnings
+ Made the HitData hit variable a protected state variable in Weaponhandler.  
    This enables weapons that do damage+heat to properly check for armor types.
+ Bug: <msg> tags in Report don't advance the tagCounter, causing issues with 
    other tags appearing after <msg> tags in reports
+ Bug: Report for flamer heat damage doesn't display hit/miss
+ Bug: Reports related to increased/decreased damage for reflective armor 
    aren't indented properly
+ Bug: Reflective armor doesn't properly reduce energy-based heat damage
+ Feature: Implemented heat-dissipating armor (heat from burning hexes isn't 
    working yet, pending a rules clarification)
+ Feature: Implemented ballistic-reinforced armor
+ Bug [#3923]: Ammo type is not obvious from reports
+ Bug: Princess behavior selector defaults to "berserk" rather than the actual
    "default"
+ Feature: Added patch for War of Reaving equipment
+ Data: Republic 3145 Units and War of Reaving Mechs (WoR Units need testing)
+ Data: Revised Unit Images and added additional Lookup Name.
+ Bug [#3927]: Cannot Update Client Settings 0.37-dev
+ Fix BA weapon flags
+ Added a TestAero class for validating Aerospace and Conventional fighters
+ Fix to TestAero class Cockpits
+ Bug [#3928]: no ammo explosion due to heat
+ Patch [#455]: memory leak in ImageCache related to redraw timers
+ Data: Fixes to Aero Files.
+ TestEntity now includes a printSource() method, and the printEntity() methods 
    of all TestEnity subclasses have been updated to call it
+ Upated MechView to print the source of a unit if it's set
+ Added several chat commands for Princess.
+ Data: More Aero Fixes
+ Changed Munition Mutators to use dates and tech level
+ Ammo Tech level and Date Fixes
+ Data: More Unit fixes.
+ Changed the default log level of ChatProcessorTest from DEBUG to ERROR, to
    reduce the number of log statements during the build.
+ Updated TestAero to allow primitive standard and ferror armors. 
    Also updated it to use EquipmentType defines instead of magic numbers.
+ Ferro-Lamellor was clan tech, who knew... updated TestAero to reflect this so
    some units stop failing.
+ Added primitive ferro-alumnium armor and made it legal for Aeros to use it.
+ Updated TestAero: made the isClan state variable of AeroArmor public.
+ MiscType: Added entries for various Aero armors that were missing them.
+ Updated TestAero: made the isClan state variable of AeroArmor public.
+ Updated MiscType Data for Aeros and some unit fixes.
+ Unit Fixes
+ made it possible to use MechDisplay with a null clientgui, for use in MekWars
+ Bug [#3943]: Firing Heavy SRM Infantry causes fire phase to hang
+ Updated EntityVerifier: -v flag now only prints reports for failed units, 
    use -valid along with -v to print reports for all units, updated usage msg.
+ Data: Unit Fixes and new images. Thanks Deadborder.
+ Bug: Possible NPE in MechDisplay, related to ammo weapons not having ammo
+ Bug: BLKAeroFile was computing primitive engine ratings incorrectly
+ Bug [#3939]: NPE from ammo explosion caused by heat 0.37-dev
+ Bug: Server.receiveEntityAdd gets an NPE when adding Aeros that don't have a 
    verifier (Jumpships, Warships, etc)
+ Bug: RandomNameGenerator and RandomUnitGenerator both were opening files and 
    not closing them
+ Bug [#3929]: old firing solutions shown at start of firing phase when opponent
    has first turn
+ Adjusted formatting on reports related to DFAs, fixing newlines/indents etc
+ Bug [#3944]: missed DFA results in wrong displacement
+ Bug: TestEntity.getWeightAllocatedArmor() was double counting armor points for
    patchwork armor
+ Reverted [r9893]: I could've sworn it just said round, but it does say round 
    up, so the code before was actually correct
+ Bug [#3924]: Firing Phase NPE with Friendly Fire Turned On 0.37-dev
+ Bug [#3935]: Graphical Errors with Sand Hexes at Level -2 and Below
+ Bug [#3937]: AMS not working against iATMs 0.37-dev
+ Bug: Unofficial option for CASE/CASEII to reduce ammo explosion pilot damage 
    was only partially implemented: the option didn't have a displayable_name 
    or description, and the option always took effect regardless of whether it 
    was turned on
+ Adjusted formatting of ammo explosion reports
+ Bug [#3940]: Has no unit to move error when launching 2nd aero unit on space 
    map on Megamek 0.37.0-dev
+ Bug [#3932]: Infernos do not appear to cause any critical hit effects against 
    vehicles.
+ Bug [#3945]: Another NPE, but for an inferno ammo explosion 0.37-dev
+ Bug: Added two new conditions to Entity.isTargetable: entities are no longer 
    considered targetable if they are being transported and if they are 
    captured.  This prevents some exceptions with the firing solutions code.
+ Bug [#3946]: Infantry Don't count towards initiative rule can lead to no unit 
    to move errors
+ Bug: inf ignore initiative rule was bugged when there is only one team: in 
    that case initiative order would be like: unit, <all infantry>, <rest>.
+ added construction data for light fluid suction system
+ Bug [#3951]: Field Gun infantry can fire into the same hex, but shouldn't be 
    able to.
+ Bug [#3949]: Cluster Hitter Pilot Ability Description Missing 0.37-dev
+ Modified the Princess path ranking code for quicker processing of fast units.
    Depending on situation, Princess should be 25% to 60% faster moving units.
    Unfortunately, once units get close to the enemy is where the least
    improvement happens.
+ Bug: memory leak with scaled image cache in BoardView1
+ Bug: Clan Heat-Dissipating armor not available
+ Data: Start of Units from RS 3145 NTNU and some unit and RAT Fixes.
+ Bug: [#3956] Bot hangs on Divide By Zero error 0.37-dev
Source: readme.txt, updated 2013-12-21