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megamek-0.39.1-source.tar.gz 2014-08-26 47.9 MB
megamek-0.39.1-windows.zip 2014-08-26 43.7 MB
megamek-0.39.1-mac.tar.bz2 2014-08-26 27.7 MB
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readme.txt 2014-08-26 12.5 kB
Totals: 5 Items   147.6 MB 0
v0.39.1 (2014-08-26 14:56 UTC)
+ Patch [#458]: Highlighting FOV options
+ Patch [#462]: Forcing redirected system.out and sys.err to respect flush
+ Data: New Images and some date fixes
+ Added entity attribute neverDeployed to the MUL files
+ Bug [#4189] Princess throws NPE (in exp branch)
+ Feature [#1269]: Allow changing button order for phase displays
+ Feature: Added an FPS counter that is toggleable via advanced options
+ Data: Unit Fixes and New Images.
+ Data: New Images.
+ Data: Starting to change Source Names to match TRO for easier reference.
+ Bug [#4193]: Princess NPE: Exception in thread "Packet Pump" 
    java.lang.NullPointerException
+ Feature: Added the font_color attribute to the UI_Element tag in skin specs
+ Feature: Plain skin; now if an icon for a border or button fails to load, the
    element falls back to the paintComponent method of its parent, which enables
    a plain skin to be specified by leaving out all icons.
+ Feature: Added ability to select a skin specification file in  the client 
    settings dialog.  Note: this only takes effect before a game is started
+ Feature: SkinSpecification/MegamekBorder now supports a no border mode
+ Feature: SkinSpec/MegamekButton now supports scaled background images in
    addition to tiled ones
+ Bug [#4190]: Nova/Watchdog CEWS projects a 6 hex ECM field instead of 3
+ Data: New Images,Unit Fixes, and RAT fixes
+ Bug [#4199]: Movement impossible due to infinite recursion/stack overflow
+ Better error handling for skin selection: in the client dialog it will check
    to see if the skin file failed to load and if so notify the user and reinit
    the old skin.  Error logging for failed parsing is also better.  Finally,
    if a SkinSpecification is requested when no SkinSpec is initialized, a
    default value is returned that will effectively force a "plain" skin.
+ Refactored BoardView1 to move it to its own package and refactored a lot of 
    inner classes to their own classes/files.
+ Rewrote BoardView1.drawMinefields(): now instead of iterating through all
    visible coords, it iterates through all mined coords and checks to see if
    they are visible.
+ Adjusted default values for ADVANCED_KEY_REPEAT_DELAY and 
    ADVANCED_KEY_REPEAT_RATE
+ Bug [#4196]: Princess Fires on Crew Killed Vehicles
+ Bug [#4203]: Poor indication when aeros are low or out of fuel
+ Bug [#4201]: Initiative Issues with mek/vee lance and inf/proto move multi
    options
+ Data: New Images
+ Data: Part 2 of Source Name change to match TRO for easier reference.
+ Bug: Flare rounds missing from Mutators.
+ Feature: Added flare sprites, to indicate the locations of flares
+ Patch [#460]: Merged changes from experimental: New shortest path finders + 
    Longest path finder + fixed bug with jump movement envelope.
+ Bug [#4204]: Game.addEntity allows adding of duplicate Entity IDs
+ Feature: Added maximal movement modifiers envelope. 
+ Bug: movement envelope and movement modifiers sprites not scaling when 
    changing zoom levels
+ Data: New Images and some equipment date/name fixes.
+ Fix: Faster path finding for aeros on ground.(Longest path still takes >20sec)
+ Data: New Images
+ Feature: Smarter path finding for Princess
+ Data: New Images
+ Bug: Princess violates stacking restrictions
+ Bug: Windows does not allow double quotes in filenames, so fluff images for
    any unit that has a model using them will not work. Fixed by stripping the
    double quotes from the models of such units, allowing the filenames to be
    exact without them. Example:
    Unit: Grasshopper GHR-7K "Gravedigger"
    Fluff Filename: Grasshopper GHR-7K Gravedigger.gif
+ Data: New Images and some unit fixes. Includes additional wreck images.
+ Data: New Images and fix for bug [#4209]
+ Bug: Added a new game event: GameVictoryEvent, which has a corresonding 
    GameListener.gameVictory method.  This event is called when the 
    PHASE_VICTORY is ending, but before Game.reset is called.  This fixes a bug
    with MekHQ (and likely MekWars as well)
+ Bug: NPE in princess precognition when after a mechwarrior is picked by a mech
+ Data: New Images
+ PlayerSettingsDialog now displays the name of the player being configured
+ Server sends a chat to all players when a player changes their player-wide
    initiative bonus
+ PlayerSettingsDialog can now be accessed mid-game so that players can adjust
    their settings, like player-wide initiative bonus.  This is to help support
    conditional initiative bonuses, like in Total Chaos
+ Feature [#1264]: Display proper probabilities with Natural Aptitude: Gunnery
+ Feature [#1270]: RFE: Please add simple Pilot data to MechDialog
+ Bug [#4207]: Aero fighters lose ability to take off once landed
+ Feature [#1198]: View last round's report option (View -> Round Report now
    displays previous rounds as well as the current round)
+ Feature [#1199]: Make addbot default to princess bot
+ Feature [#1271]: Unofficial Heavy Wood PSR should not apply to Inf/BA/Protos
+ Feature [#1197]: Random Army Dialog remembers settings (except selected RAT)
+ Feature [#1197]: Random Army Dialog remembers selected RAT
+ Data: New Images - So ends DBs NBP Project Pt#1
+ Bug: Ortho graphic icons (bridges) drawn too low when on negative elevation
+ Bug: Princess.die could throw an NPE
+ Bug: CustomMechDialog getNextEntity(boolean) returning entities for other players
    From a discussion with Arlith, we decided that perhaps this was intended if no
    blind drop options are on. However, we also decided to limit it to the units
    owned by the player of the currently displayed units so that you will only
    cycle through the entities of one player at a time
+ Bug: BattleMaster BLR-1G and "chassis" not working quite right due to misnamed
    files
+ Bug: NPE in MtfFile.java when the file that is being parsed is empty
+ Feature [#1158]: Map Editor: Re-size maps
+ Refactored Compute.get*ECMFieldSize() methods to be cleaner and a bit more
    efficient
+ Updated Game to cache which Coords have Entitys in them, and what those
    Entitys are.  Now Game.getEntities(Coords) uses the cache to return much
    quicker.  This is important for games with a large number of Entitys, as 
    Game.getEntities(Coords) can be called frequently (like when computing LoS)
+ Bug: View -> Round Report was displaying the phase report for the current
    round instead of the round report
+ Bug [#4215]: Long delays between turns for large battles with 
    double-blind/sensors
+ Bug [#4213]: Deployment Not Following Initiative Options
+ Feature [#1147]: Simultaneous Deployment Option
    See the simultaneous_move_deploy.txt in the docs folder
+ Feature [#1192]: Simultaneous movement
    See the simultaneous_move_deploy.txt in the docs folder
+ Bug [#4194]: Hang in Firing Phase When Using Battle Armor with Non-Standard AP
    Weapon (v39.0)
+ Bug: RandomSkillDialog hides player selection combo box with long player names
+ Bug: Mek/Vee lance rules not working in deployment phase
+ Bug: NPE in RandomArmyDialog if no RAT is selected
+ Data: New Images and RATs for Steiner 2765 (Start of DBNDPII)
+ Bug [#4217] Vedette (Standard) appears in Xotl tables as Vedette (AC2)
+ Bug [#4218]: J. Edgar displaying wrong in Unit List
+ Bug: Simultaneous Deployment not working because of missing code in Client.java
+ Bug [#4219]: Issues with stacking violations and MovePaths (Temporary Hack Fix)
+ Bug [#4220]: Client issues with Load and LocalLoad Commands
+ Bug: SocketException: Broken Pipe when disconnecting from server
+ Bug [#4224]: Client still thinks an Entity is in the dest hex during movement
    phase
+ Feature: Natural Aptitude Piloting
+ Feature [#1237]: Save/Load game settings in Megamek
+ Added consideration for Natural Aptitude Piloting & Gunnery to Princess (I
    think I got it all)
+ Data: New Images, Osteon Fix, Wreck Set Fix and RAT fixes
+ Added consideration for Natural Aptitude Piloting & Gunnery to TestBot
+ Bug: Simultaneous Movement/Deployment unit selected resetting when other
    player deploys
+ Bug: Simultaneous Deployment stacking violations from units moving when
    another hex is clicked
+ Refactored MechDisplay to UnitDisplay to better reflect that we have more unit
    types
+ Bug: Fixing missing l10n entry: InfantryMapSet.ArmorXXXXXXXXXXXX (the entry
    being looked for was wrong)
+ Bug [#4194]: BA APmounts specified in MULs could cause a crash
+ Bug [#4226]: Long delays between phases for large battles with
    double-blind/sensors
+ Bug: NPE when selecting C3 choices for masters in unit customization dialog
+ Bug: Loading a MUL file with specified C3 networks caused doubling or slave
    Entities, and C3 networks were not connected
+ Bug: Compute.inVisualRange wasn't considering SO Advanced AA fire
+ Bug [#4228]: VTOLs Invalid Targets for ASF on Map
+ Bug: updated ECM drawing code to not draw EC(C)M fields for transported units
    (according to current errata)
+ Bug [#4227]: VTOL Turrets do not show in MM Unit Display
+ Feature [#1279]: Introduction of custom quirks file
+ Data: New Images
+ Added the following new quirks: Battle Fists, Overhead Arms, Compact Mech, Low-Mounted Arms, Oversized and
    Static Ammo Feed.  None of these are coded yet, they are purely display values only.  Also updated the
    cannonUnitQuirks.xml file to include these new quirks
+ Feature Request [features:#1265] Princess Bot and magma
+ Added code to make Princess fire hole-punchers before crit-seekers
+ Added new unofficial option to ignore TW pg. 109 rules requiring primary targets being in front arc
+ Bug: ArrayIndexOutOfBoundsException in Princess's PathRanker.validatePaths()
    if the list of paths to validate is empty to begin with
+ Refactored Entity.getDamageLevel() and associated methods to allow for a boolean flag checkCrew
    so that crew life checking can be ignored
+ Bug [#4233]: IllegalStateException From LongestPathFinder.
+ Bug: Fixed a few things with VGL submunitions, allow them to be selectable,
    however VGLs are still non-functional
+ Bug: Smoke does not dissapate unless TO starting fires is on
+ Feature: Updated UI to handle weapons that have automatic targets (like
    vehicular grenade launchers)
+ Feature: Vehicular grenade launchers now report as auto-hits
+ Bug: Fixed stack overflow with UI automatic target code
+ Added support for a new Smoke type: Chaff, to be used for VGL chaff grenades
+ Refactored code relating to SmokeCloud, including replacing magic numbers with
    static final values in SmokeCloud
+ Bug: Princess FireControl was using the smoke level directly to compute to-hit
    penalties, since smoke level doesn't directly correspond to light/heavy,
    this wasn't quite accurate.  Fixed the code and expanded the firecontrol
    unit tests to incorporate tests for other smoke levels
+ Bug: data/images/hexs/trasparent/lismoke.png should be lismokes.gif
+ Updated hex tilesets to include a chaff icon, just used light smoke icon as a
    placeholder
+ Bug: Communications equipment always generating ECCM, regardless of mode
+ More support for Chaff: chaff now considered as ECM that effects all players
+ Server now updates client's list of smoke clouds: added a new packet type,
    this is required because chaff type SmokeClouds generate ECM, which the
    client needs to know about
+ ECMInfo now supports having a null owner, which indicates that it should
    always be considered as coming from an enemy
+ Feature [#1281]: Implement vehicular grenade launcher ammo functionality
+ Updated VGL Ammo names, default ammo name has Fragmentation in it
+ Changed UnitDisplay so that the ammo dropdown displays the name of the ammo
    for one-shot weapons, the combo box remains disabled
+ Bug: Missing break statements in Mech.decodeCritical, causing VGLs to write
    out incorrectly
+ Bug: BLKMechFile VGL parsing out of sync with Mtf.parseCrits
+ Updated Mounted.getDesc() to add in the facing for VGLs
+ Updated BLKFile.loadEquipment to handle parsing facing for VGLs, also updated
    various overrides for other applicable units
+ Bug [#4235]: ECM Effects being summed instead of maxed across multiple hexes
+ Bug [#4235]: ECM Range using < instead of <=
+ Bug [#4230]: ECM strength and ECCM strength now tracked separately in ECMInfo
+ Bug: ECCM no longer effects Stealth armor, per errata
+ Bug [#4229] ECCM covering the source of an ECM field should negate the ECM
    field
+ Data: New Images/Unit Fixes few new Camos.
Source: readme.txt, updated 2014-08-26