Name | Modified | Size | Downloads / Week |
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Parent folder | |||
readme.txt | 2014-05-05 | 4.9 kB | |
megamek-0.37.11 (0.38.0 RC3)-windows.zip | 2014-05-05 | 29.3 MB | |
megamek-0.37.11 (0.38.0 RC3)-source.tar.gz | 2014-05-05 | 33.9 MB | |
megamek-0.37.11 (0.38.0 RC3)-mac.tar.bz2 | 2014-05-05 | 23.2 MB | |
megamek-0.37.11 (0.38.0 RC3).tar.gz | 2014-05-05 | 23.6 MB | |
Totals: 5 Items | 110.0 MB | 0 |
v0.37.11 (2014-05-05 15:47 UTC) + Bug [#3948]: Harjel fails to prevent breaches on Submarines. + Bug: Harjel II/III shared a report with Harjel when checking for breaches. It wasn't clear that Harjel I prevents the breach while Harjel II/III only provide a +2 bonus to the check. Added a new report to make it clearer + Bug: Harjel II/III were improperly preventing breach checks + Bug [#3948]: Submarines couldn't 'Go Up' to the surface + Bug: default mechset.txt was missing entry for default_submarine + Bug: Added F_TANK_EQUIPMENT flag to Harjel equipment + Bug: Fixed issues with TestEntity and TestMech for harjel validation + changed data/mechfiles/dropship to data/mechfiles/dropships to be in line with all the other folders + updated the packaging scripts to match the change from dropship to dropships + Bug [#4091]: Potential NPE in Compute.getMetalInPath + Bug: Meks with head-mounted equipment flagged as illegal + Bug [#4092]: Localload does not appear to work properly + Bug: Nail/Rivet Gun always out of range. + Bug: Aimed shots at immobile targets possible with iNarc/iATM. + Bug [#3998]: Ammo & Equipment Limits: Ammo tech level is now determined by the game year instead of the unit's creation year + Bug [#3301]: Allow Advanced Ammunition - there are now two options: one allows just advanced ammo, while the second option enables advanced, experimental, and unofficial ammo + Bug [#4094]: Field of View bug: Version 0.37.10 + Bug: Use of getBoolean() instead of parseBoolean() in MULParser causing incorrect values + Bug: Empty string for repairable defaults it to false, this needs to default to true + Bug [#4093]: Firing Solution does not seem to function + Bug [#4096]: Deploying in Water Causes Stuck Unit + Bug: Non-fusion Battlemechs weren't generating heat from movement + Bug: Princess deploys ground units into mid-air on level 1 and higher hexes + Bug: "buildings_no_basement/ModCan02 16x17" map causes NumberFormatException when loaded. + Bug [#4099]: Megamek failed to draw ejected pilot on physical attack round on MegaMek - 0.37.10 (0.38.0 RC2)-windows + Bug: Fixed a ClassCastException in MechDisplay$WeaponPanel + Added a new map pack from CarnageINC + Bug: SpecialHexDisplay Note icon was not displaying properly + Bug: D6/2 anti-infantry weapon damage rounded down, not up. + Bug: Clan CASE II invisible in MechView. + Bug: Rounded weights in TestBattleArmor.getWeightWeapon to prevent some numerical issues (like being overweight by 0.000000001) + Bug: Internal head damage ejection roll modifier not always correct (formula incorrect for superheavy heads, arbitrary +2 maximum) + Refactored code related to Server.resolveWhatPlayersCanSeeWhatUnits and also added code to consider detection by sensors + Bug [#2222]: some reports not filtered with "No double blind message" set + Data: Warrior S-9 Stealth Helicopter fix + Bug: FoV darkening: when considered LoS between a selected unit and another unit, the location of the selected unit was being used to determine the elevation of the target, leading to incorrect calculations + Bug: fall elevation was improperly computed when doing displacement + Bug: PlayerListDialog was never updating the player list, also adjusted the formatting and added team information + Bug: fog level not visible in round report + Bug [#4108]: jumping in fog does not cost extra MP + reset armor and si of Aeros during victory phase when using aero sanity rules + Bug [#4059]: Aero Sanity Mod for Damage causing double heat + Data: New Images and unit fixes. + Data: Lots of Fixed RATs + Bug [#4046]: Submarines limited to cruising speed underwater + Bug: Units reinforced on or before the movement phase could be selected, but if selected, numerous errors would be thrown + Bug: MovementDisplay.updateSelfDestructButton throws an NPE with squadrons + Bug [#4110]: Canon Units option leaves MechSelectorDialog blank + Bug [#4113]: Hull-down meks making falling PSR + Bug [#4107]: searchlight quirk does not actually give searchlight + Bug [#4114]: Some bugs in TSEMP handling... + Refactored BotClient.getStartingCoordsArray(). Uses a LinkedList instead of manually trying to size a Coords[]. + Bug [#4097]: Swarm missiles fired at non-unit targets cause NPE on miss + Data: A lot of date and tech level Changes. + Added Clan versions of IS naval weapons. + Data: Unit fixes and images. + Bug: Messed up a couple of tech constants from previous commits + Bug [#4115]: Bot deployment is computationally expensive + Bug [#4117]: Princess doesn't clean up after itself + Bug [#4116]: Simultaneous phases, Bots, and thread safety + Data: More Date and tech level Changes and couple of unit fixes. + Bug: Aimed shots possible with enhanced LRMs. + Infantry inferno SRM ammo type brought in line with standard; caused NPE when used by bot.