= OpenSauce for Halo Custom Edition v1.10 = == Change Log == === Version 2015 === * REMOVE scenario_faux_zones have been depreceated * PATCH Non-multiplayer maps will no longer even show up in the map list * CHANGE OS is now targeted at 1.10 * CHANGE Installer no-longer locks installation to Runtime/HEK registry keys, if the selected directory isn't right it will tell the user * CHANGE OpenSauce is now compiled with VS2013, instead of VS2008 * CHANGE Settings system is entirely new. Old settings files will be ignored and won't be automatically upgraded. * CHANGE mod-sets now Just Work. There's no more need for a ModSets.xml, so long as the mod's data files exist in a proper maps folder, OS will load them * CHANGE OS will now process files in the "maps\" folder in the user's profile directory * CHANGE HUD scaling now respects screen anchors and scale multiplayer elements correctly * CHANGE Installer now needs .NET 4 and Windows Installer 4.0 * CHANGE Installer now checks for CPU support of SSE2 * CHANGE Installer now forces the user to manually uninstall builds older than 4.0.0 * CHANGE Map downloading will now try to save the maps to your My Games/Halo CE/maps directory * ADD Added actor variant transforms * ADD Added settings to ignore FOV changes on the main menu and in cutscenes * ADD Added GUI for changing OpenSauce settings (Uses GWEN) * ADD Added soft particles to the engine * ADD Shadows can now be enabled on scenery and devices * ADD Added diffuse directional lightmaps to the engine * ADD Added experimental specular directional lightmaps to the engine * ADD Added bsp modifiers for changing lightmaps and skies using HS (replaces scenario_faux_zones) * ADD Added rasterizer globals for toggling shader extensions * ADD Added new script functions: weapon_data_magazine_get\set_integer * ADD Added functionality to allow full crash dumps to be created * ADD Added crash report creation with a minidump, screenshot, core dump, etc. (Uses CrashRpt) * ADD Installer now includes the VS120 runtime * ADD Added unit boarding * ADD Added entering biped unit seats * ADD disableVehicleRemapper setting, along with a vehicle_remapper_enabled script function, to turn off the PC's vehicle respawning nonsense * FIX Fixed incorrect object data real mapping of "maximum/current_vitality", replaced with "maximum/current_health" and "maximum/current_shield" * FIX Fixed map download client not trying master servers if the dedicated server can't serve the map * FIX Fixed map download server not handling certain map names * FIX [69] Object_data_get_real logic will no longer cause exceptions * FIX Fixed detail objects not being drawn when using os shader extensions * FIX Fixed crash when downloading encrypted maps * FIX Fixed yelo maps not being added to the map list * FIX [72] Fixed >2 grenade types breaking tool lightmaps * FIX [90] Fixed damage anchors not scaling correctly * FIX [80] Fixed Ctrl+C being seen as a crash in tool === Version 3.1 === * PATCH project_yellow_globals tag features new flag for forcing the game to use 'stun jumping penalty' instead of 'turning penalty' in the engine's biped jump code * PATCH non-multiplayer maps will no longer be selectable from the MP map list * CHANGE Game hooking is now done via dinput8.dll instead of d3d9.dll * CHANGE Removed XFire restriction now that we use dinput8.dll * CHANGE Changed the server list to list all servers regardless of their version * CHANGE Made OpensauceIDE an optional installation * CHANGE Made XP SP3 a minimum requirement when installing * CHANGE Installation now requires .NET 3.5 * CHANGE Increased hardcoded 'k_game_state_allocation_maximum_size_for_yelo' by 0x970 bytes * CHANGE Increased hardcoded 'k_runtime_data_max_values_count' to a total of 64 (up from 32) * CHANGE Made the GBuffer require SM 3.0 * CHANGE Clients now use "initc.txt" for their init.txt file * ADD Added flag to use specular colour map alpha as a specular lighitng exponent mask * ADD Make screenshots get saved to unique directorys to stop them from being overwritten * ADD Upgraded the max number of particles active/rendered at once * ADD Upgraded the max number of objects rendered at once * ADD Ability for mainmenu maps to have animating objects * ADD Added an xml setting for completely turning off game update checks * ADD Added an in-game map download system to the client * ADD Added a HTTP server to the OS dedi * ADD Added a map server component to the OS dedi * ADD Added an installation validation component to the installer * ADD Added file patching component to the installer * ADD Added new setting for forcing OS to use .yelo files first when searching for .map files (off by default) * ADD Script functions for bit operations (AND, OR, etc) and converting hex string to an integer * ADD Script function for playing a .bik movie just like how the engine plays credits.bik, etc (local games only) * ADD New tag/script system for displaying ui widgets to the user * ADD Added system for adding custom dedicated server logging events * ADD Runtime vector3d values (part of the game state) * ADD Added a mini crashdump creator for easier debugging * ADD Added command line argument to disable all OS graphics (-no_os_gfx) * ADD Added command line argument to disable special OS game state allocations (-no_os_gamestate) * ADD Added Visual C++ 9.0 runtime to the installer * FIX Fixed Halo not loading when using -use* * FIX Fixed crash in shader model settings when extension element is missing * FIX [39] Fixed GBuffer issues with stretched models and incorrect velocity when using custom models with high bone counts * FIX Fixed shader models' specular lighting being dulled by detail maps when using detail before reflection * FIX Fixed an exception on load when the device doesn't support hardware rendering (Intel integrated) * FIX Fixed a bug where a non-existant map (of any kind) would cause the 'missing .yelo' exception, when the stock game already had code to handle such cases * FIX project_yellow tag's "prohibit_multiteam_vehicles" flag should work as expected now * FIX Multi-team vehicles should no longer allow 'double loading' * FIX Fix for instant respawns when using the OS dedi * FIX Fixed the -path argument being ignored by OS * FIX Fixed the roaming/appdata folders made by OS not being removed on uninstall * FIX [56] Fixed the team index offset for MP teams for the GBuffer. MP teams now start at 10, not 9. This is a breaking fix, but I'm not aware of any major MP map releases that used this specific part of postprocessing === Version 3.0.3 === * N/A Nothing you all need to concern yourselves with. Go play Halo. === Version 3.0.2 === * PATCH Made a work-around for the HaloPC engine bug where model nodes over 43 were rendering wrong. * ADD Verbose script definition mismatch messages when developer_mode is >= 4 * FIX Script definition mismatch error message erroneously prompting * FIX Fixed tag-based gravity settings problem === Version 3.0.1 === * REMOVED Vehicle Views from F7 menu (it's unimplemented) * ADD Implemented project_yellow's gravity_scale override field * ADD Prompts user with a MessageBox when a map contains mismatching yelo script defintiions with the current build of OS * ADD Bloom toggle added to the users settings * ADD Shader extension toggle added to the user settings to completely disable it if needed * CHANGE Motion blur is now disabled by default * FIX Fixed potential issue when a proxy calling OS stores the device pointer in a local variable * FIX Fixed possible issue where _global_yelo could reference invalid memory * FIX [19] Unregistered mod-sets crash game w/o warning http://code.google.com/p/open-sauce/issues/detail?id=19 * FIX [17] External PP effects problem w/ single model mask http://code.google.com/p/open-sauce/issues/detail?id=17 * FIX [14] Weapon Views not saving correctly http://code.google.com/p/open-sauce/issues/detail?id=14 (Thanks jellymasterer!) * FIX [13] OS_haloceded crashes on startup http://code.google.com/p/open-sauce/issues/detail?id=13 * FIX [11] Black screen when DisableAlphaRenderTargets is set http://code.google.com/p/open-sauce/issues/detail?id=11 (Thanks as7raios!) * FIX [8] HUD scaling causes problems with UI http://code.google.com/p/open-sauce/issues/detail?id=8 (Thanks SeanAero!) * FIX [5] HUD scaling has chatbox problem w/ hi-res http://code.google.com/p/open-sauce/issues/detail?id=5 (Thanks SeanAero!) == Known Issues == * Running Steam with Halo in general sometimes causes the Function keys to not work. We can't fix this, it's on Valve's end. http://code.google.com/p/open-sauce/issues/detail?id=6&can=1