OldUnreal-UTPatch469 Build Change Logs

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OldUnreal-UTPatch469 Build Change Logs

Post by SC]-[WARTZ_{HoF} »

This is patch build quotes of AnthraX's changes to UTPatchv469.


Update 02-04-20
The first Linux patch. I also did some work on the 64-bit Mac patch. Notable changes (for Linux and Mac) since the previous version include:

Added splash screen support
Runtime errors now appear in a message box as well as the log file
The mac 64-bit version is now a true Application Bundle
Fixed various garbage collection problems
Implemented dynamic font scaling
Update 02-14-20
Updated the binaries for Linux & macOS 64-bit. Changes since last time include:

Fixed face zoom level in player mesh view
Fixed a bug that caused players to get stuck on the "Connecting" screen
Fixed two bugs that could cause Linux servers to crash on map switches
Regenerated and improved font textures
Added new game menu options to control in-game font scaling
Added a -sethomedir= command line option to override the default preferences directory on Linux and macOS.
Made the "preferences" console command print an error message on Linux and macOS.
Update 02-17-20
New Linux build available. Changes since the Feb 14 build include:

Linux clients can now once again join NPLoader v1.8b servers without crashing
Improved error reporting
Fixed a serious performance bug that severely impacted Nexgen
Fixed a potential crash bug
Update 02-18-20
New Linux and Mac packages available. Changes since last time include:

Fixed another bug that could crash servers during map switches
The Linux and macOS clients can now play on ACE servers
uz decompression failures will now get reported to the client without crashing the game
Download redirection now works on macOS
Update 02-29-20
Updated Linux binaries available. Changes since the Feb 18 build:

Lifted the 200 fps limit
Fixed a performance problem in games that spawn lots of Actors (e.g., MonsterHunt)
(Partially?) fixed a problem where players would slide down sloped surfaces
Fixed a (rare) ALAudio crash
Added support for multiple uz redirect servers
Update 03-07-20
Updated the Linux binaries. This release should fix the lighting issues at high frame rates.
Update 03-21-20
Updated macOS and Linux patches available. Lots of changes this time. The major ones include:

Fixed the bug that caused the "Failed import for Editor.Transbuffer" errors.
Fixed a crash bug in the code that handled "Accessed Nones".
Remastered the UMenu button textures.
Adjusted lots of text positions in the game menu.
Added scrollwheel support to the in-game windowing system.
Fixed selection problems in the UBrowser grid.
Fixed incorrect default paths for StatLog files.
Fixed a potential deadlock in the HTTP Downloader.
Added a global progress indicator to the package downloader.
Added clipboard paste support to the quick console.

The Windows patch will follow shortly.
Update 03-30-20
Updated the patches. Changes include:

Fixed a texture corruption problem in XOpenGLDrv (this was visible in CityIntro)
Fixed D3D9Drv and OpenGLDrv crashing on oversized textures when UseS3TC is set to False
Fixed scroll wheel events not being delivered to the in-game menu when using Raw Input or DirectInput
Added experimental backward compatible demo recording. Demos recorded by v469 clients can now be played back by v436 clients.
Fixed several long-standing movement bugs in PlayerPawn. Movement should be much smoother now on servers that do not use UTPure or certain versions of NewNet. Mods that use custom PlayerPawn classes should integrate our fixes too (please send me a PM for instructions).
Fixed poor rendering quality of in-game fonts with XOpenGLDrv.
Improved XOpenGLDrv gouraud polygon rendering performance.
Made ucc-bin and ut-bin print out the full paths of the system and user ini upon startup.
Fixed several crash bugs.
Fixed certain crash messages not appearing on Windows.
Improved performance of the UnrealEd group browser.
Fixed selection bugs in several Window.dll widgets.
Increased maximum texture size for D3DDrv from 256x256 to 2048x2048.
Fixed UnrealEd texture replace dialog not reopening after closing it.
Update 03-31-20
Updated the Windows patch with a couple of new fixes:

The game now properly minimizes when showing a crash message to people that use raw input
The game now properly resets the raw input state after a crash
Raw input is now disabled in UnrealEd
The mouse cursor no longer gets stuck after alt-tabbing for people who use raw input
Fixed a potential crash in ULevel::SpawnActor (affects servers only)
Update 04-04-20
New binaries available for all platforms. Changes since the March 31st builds:

Fixed an issue that made ACE unable to save its settings.
Fixed an issue that made it impossible to bind the mousewheel up and down buttons through the in-game options menu.
Fixed an issue that caused crashes while recording demos on servers running ACE v1.1e or later.
You can now see your audio driver in the in-game menu and change it using the change button.
Fixed a garbage collector crash caused by certain actor channels not properly removing references they held to their actors. This especially affected games where lots of Effects spawned (e.g., MonsterHunt).
Fixed an issue that caused actor channels to remain open even after their actor had died. Players with high packet loss or low netspeeds were most likely to see this problem.
Fixed an issue that caused the game to crash while recording a demo on a server that had just crashed.
Regenerated the font textures using Windows' GDI font rendering engine.
Fixed a rendering problem in UWindow that could cause text to overlap when using GUI scaling.
Fixed a problem that made it impossible to open URLs with digits in the protocol name (e.g., ts3server://my.tsserver.com)
Fixed a problem that caused the macOS client to crash while rendering skeletal meshes.
Added experimental shader brightness and gamma control to OpenGLDrv. This feature is currently disabled by default but can be enabled and controlled using the following settings (all of which need to be added under [OpenGLDrv.OpenGLRenderDevice] in UT.ini):

+ UseFragmentProgram: set this to true to enable shader brightness control.
+ UseShaderGamma: set this to true to enable shader gamma control (NOTE: this only works if UseFragmentProgram is also set to true)
+ ShaderGammaCorrectHUD: set this to false to apply gamma correction only to the game world and not to the HUD.
Fixed an issue that caused OpenGLDrv not to render selected actors in UnrealEd
Cursor input now supports mouse buttons 4 and 5. DirectInput and Raw Input support mouse buttons 4, 5, 6, and 7.
You no longer hear a fall sound when opening the menu for the first time.
Update 04-05-20
Windows build updated. This should fix the stuttering problem when using ALAudio.
Update 04-16-20
New builds are now available for Windows, Linux, and Mac. Changes since April 5 include:

Fixed font rendering with SoftDrv
Fixed clipping issues with D3DDrv
Updated XOpenGLDrv to the latest 227 version
Enabled bindless texture support for XOpenGLDrv
Fixed an issue that caused certain meshes to render in pitch black with XOpenGLDrv
Fixed an issue that caused rendering corruption when using XOpenGLDrv in multiple UEd viewports
Substantially improved the movement synchronization code (especially at high client framerates) - thanks Higor!
Fixed a deadlock when using the seekto command in demo manager
Fixed a problem that prevented players from joining XC_Engine servers after playing a demo
Fixed a problem that made flying boulders flicker on 436-451 servers
Made Skaarj teams playable after beating the game
Restored compatibility with D3D10Drv
Changed default audio device to Cluster
Added Cluster to the Linux and Mac clients
Recompiled OpenAL32.dll so it no longer depends on version 140 of the MS VC Runtime libraries
Fixed several bugs in OpenGLDrv's new shader gamma and brightness control
Included demo manager in the Linux and Mac builds (you still need to change DemoRecordingDevice to udemo.uDemoDriver under [Engine.Engine] in UT.ini to use the playback control features)
Fixed a crash that happened when closing the game during demo playback
Fixed ALT+ENTER not working properly on Linux and Mac
Fixed a bug that caused the game viewport to have incorrect dimensions after resizing the game window on Linux and Mac
Fixed a problem that caused Mac clients to crash on certain NPLoader/ACE servers
Fixed ngStats/UTStats log files dissappearing at the end of the game
Made DynamicLoadObject recursively check the cache folder
Switched to Higor's new actor relevancy loop. This should save bandwidth and fix some priority problems
Improved mouse side button support on Linux and Mac
Silenced falling/dodging/footstep sounds in the entrylevel
Update 04-18-20
Updated the macOS build. This should fix the installation problems on macOS 10.13 and below + fix the crash on NPLoader servers.
Update 05-25-20
New builds are now available for all platforms.

This is the first Windows build that includes the updated Unreal Editor.
This updated Unreal Editor is based on a merge of the previous
UT 469 UEd and Unreal 227's UEd but has been substantially
improved since the merge. Some of 227's UEd features are (currently)
not supported. These unsupported features include:

Static meshes (UT cannot support these without breaking network compatibility)
Advanced skeletal mesh instance rendering in the mesh browser (we are considering this for a future release)
BSP build cancellation support (might be added in a future release)
OGG export/import support (will probably not be added)
Actor properties export and import support in the level exporters and level factories (might be added in a future release)

Further changes since the April 18 builds include:

Fixed a bug that caused owned actors not to tick
Fixed several accessed none errors in Botpack
Added several mitigations against fake player exploits
Fixed game crashes at extremely high resolutions (such as 8K)
Fixed a bug that caused the texture browser scrollbar to reset when scrolling through a long list of textures
Rewrote all UnrealEd renderer switching code from scratch. The updated code should be far more reliable than the original code
Added a group selection window that should make it much easier to assign your selected actors to groups
Added group locking support to the group browser
Fixed the incorrect scrolling animations in the preferences window (the list appeared to scroll in the opposite direction when using your mouse wheel to scroll)
Fixed desktop gamma not resetting when closing the game using the QUIT or EXIT commands
Overhauled the texture browser rendering code and eliminated all label clipping issues
Added a real-time preview button to the texture browser so you can now see scripted textures animate in real time
Fixed a bug that caused heavy stuttering when flying around the level in spectator or warmup mode
Overhauled the ALAudio listener positioning code to make audio playback far more accurate
Made multi-column listbox widgets (such as the mesh list) resize their columns based on their contents
Made most of the UnrealEd importers and exporters report failures using message boxes
Made the level save dialogs report failures
Fixed a serious bug that caused some vector properties not to get replicated after they had changed
Fixed a bug that crashed the game when cleaning up struct properties
Made the log window remember its position
Added an option to remove mipmaps from textures in the texture browser
Fixed a bug that caused demo playback to crash if the game server had spammed the recording client with too much actorchannel traffic
Made MoveActor return actor attachments to their original positions if an actor fails an encroachment check with ME_ReturnWhenEncroach.
Merged XC_Engine's UnrealEd ReachSpec rendering code
Fixed a bug that caused admins to start walking after logging out using adminlogout
Merged 227's mouse movement accumulation code, which should eliminate unwanted mouse pixel skipping (especially when zooming)
Fixed jerky movement on v436 servers
Added updated UAudioDevice and URenderDevice interfaces and moved all existing devices to the new interfaces.
Legacy audio and render devices are still supported through a proxy.
Fixed a bug that caused UCC to skip Y/N prompts after pressing enter in a previous prompt.
Changed the MD5 commandlet so it can override existing entries
Removed the old audio downsampling code which was meant to be used on systems with less than 16Mb of RAM.
Fixed a crash when watching a demo recorded on a server with UTDC v1.8.
Added a workaround for the player skating bug that triggers when installing unconformed high-resolution textures
Added a menu option to disable the translocator's fire+alt-fire automatic weapon switching feature.
Added the Engine.GameInfo.NoLockdown option which can control the lockdown behavior for pulsegun and minigun hits.
Fixed a crash that occured when loading a scripted texture without serialized mipmaps.
Fixed UnrealEd zooming issues when using UTGLR renderers in orthographic viewports.
Fixed a bug that caused UnrealEd to close without showing a messagebox after encountering a fatal error.
Made it possible for UnrealEd to temporarily go over the BSP node limit (e.g., during rebuilds).
Maps that still have over 65536 BSP nodes after optimization cannot be saved, however, as these maps would crash 432-451 clients.
UnrealEd will display a messagebox when attempting to save such a map.
Fixed a bug that caused Cluster not to load on Linux systems.
Recompiled ALAudio's third-party dependencies to (hopefully) support Mac OS X versions down to 10.9.
Fixed a bug that caused players not to disconnect from servers when using the QUIT or EXIT commands.
Fixed a bug that caused the garbage collector to crash during map switches.
Added an interface that allows mutators to override pause requests.
Fixed a bug that caused the Linux server to corrupt your config file if it had non-ascii characters in it.
Fixed a crash on DM-CliffyB4
Fixed server startup problems on Windows Server 2003.
Added an "In Use Only" button to the texture browser
Added delete button support to the sound, texture, and music browsers
Improved UEd feedback when a texture/sound/mesh/music delete operation failed
Fixed actor icons going invisible when using D3D7Drv in UEd viewports
Fixed a bug that caused UEd to crash after collapsing/merging vertices in vertex editing mode
Update 06-28-20
New builds now available for all platforms. Changes since the May 25 builds include:

Fixed a bug that caused certain demos to play without a HUD or Scoreboard
Fixed a bug that could cause the camera to get stuck when watching a server-side demo or a demo recorded by a 469 client in practice mode
When watching a demo recorded on a server with SmartCTF or SmartDM, you can now type "togglestats" in the console to bring up the SmartCTF/SmartDM scoreboard
On Linux/macOS, the menu buttons that caused the game to restart (e.g., the dedicated button in the Start Multiplayer Game menu) are now disabled
Fixed a bug that caused 436-451 clients to crash when rendering LODMeshes imported by 469
Made UCC fix up broken mesh animation sequences (such as sequences imported with an invalid NUMFRAMES value)
Fixed an XOpenGLDrv crash in CTF-Epicboy
Fixed a bug that caused XOpenGLDrv to crash when rendering scenes with lots of gouraud polygons (e.g., scenes with lots of pulsegun altfire decals)
Fixed a bug that caused dropped weapons to appear at the wrong location
Fixed a bug that could cause carried weapons and flags to become invisible if the carrier had gone out of sight for more than 4.7 seconds but less than 5.3 seconds
Fixed a bug that caused the game to crash when attempting to call a mesh notify function with a non-zero number of parameters
Made UTF-8 the preferred encoding for ini and int files that have no UTF-16LE BOM
Fixed a bug that caused UCC to crash when importing skeletal meshes exported by recent versions of Blender
Fixed a bug that caused players to get stuck in DODGE_Active state. This prevented them from dodging again until they jumped.
Adjusted the sound volume for multiple rockets simultaneously fired by the Eightball/Rocket Launcher
Backported many of Unreal 227's UnrealI/UnrealShare AI fixes and accessed none fixes
Added image import support for various new BMP and PCX encodings
Included EpicCustomModels (Generation 4) and Relics (Generation 9) in the patch
Added a higher-resolution sniper zoom reticle (might not work with all renderers)
Adjusted volume curves for ALAudio
Fixed taunts playing at a much too high volume
Fixed a bug that made players with certain v469 clients unable to move in UTPure warmup mode
Fixed a bug that made UnrealEd automatically import the Editor.BkgndHi texture. This prevented your maps from loading on servers that did not have Editor.u installed.
Fixed a bug that caused brush clip markers not to snap to the grid
Fixed a bug that caused far away actors and level geometry to flicker on macOS
Fixed a bug that could cause stationary players to appear in the wrong position
Update 06-29-20
Updated binaries once again to fix a pretty serious physics problem that caused players to start floating when they walked close to walls.
Update 08-08-20
New builds are now available for all platforms. These are the changes since the June 29 builds:

Fixed source code in the actor browser getting truncated on older versions of Windows
Fixed "unknown code token" crash after calling an iterator function in a null context
Fixed moving brush tracker crash on movers with bNoDelete set to false
Fixed system files getting stored in the wrong location on Linux and macOS
Fixed fonts getting rendered as black boxes in renderers that are not on the new URenderDevice interface
Adjusted announcer sound volumes and fixed simultaneous playback of announcer sounds
Made CTF event sounds (capture jingles, return sounds) play as interface sounds without attenuation
Fixed a bug in the sound priority calculation algorithm. This was causing certain important sounds (e.g., the CTF flag taken alarm) not to play
Fixed owned sounds playing at much too high volumes in ALAudio
Revamped OpenGLDrv texture program brightness and gamma control
Fixed UnrealEd texture and mesh browsers not saving their configuration
Fixed UnrealEd not opening in Wine 5.0
Fixed missing eightball sounds in OldSkool
Fixed Stinger repeated fire sound cutting out in OldSkool
Made position and velocity adjustment after walking sideways into a sloped brush position framerate independent (this fix will only work on 469 servers running the new build or later)
Adjusted PHYS_Falling wall collision algorithm to substantially reduce the chance of getting stuck in walls or slopes when playing at high framerates (this fix will only work on 469 servers running the new build or later)
Fixed several UWindow rendering glitches
Added ucc make verification code to warn about packages that will not work for v436 clients
The MD5 verification code is now disabled by default. To enable, set MD5Enable to True under [Engine.GameEngine]
The MD5 checker can now automatically download updates for the Packages.md5 file. To enable this functionality, set MD5AutoUpdate to True under [Engine.GameEngine]
The default update server is our public GitHub repository: https://www.github.com/OldUnreal/UnrealTournamentMD5
To use your own auto update server, point the MD5UpdateURL under [Engine.GameEngine] to your own web server. Make sure you use the same folder structure as our github repo
Fixed a bug that broke singular functions for static actors
Fixed a problem that caused interface sounds to play at extremely high volumes in Cluster
Made a change that ensures all pawns get properly unlinked from the Level.PawnList when they get destroyed
Fixed UEd crash when deleting zones
Fixed sounds stopping early in Galaxy
Fixed 2d shape editor not showing the correct file name after saving the file under a new name
The 2d shape editor no longer selects all vertices in the default square
The 2d shape editor no longer asks you if you want to save if you haven't changed anything
UnrealEd now exports string and name properties correctly when you copy an actor
Added a surface popup menu option to make the selected surface's texture the current texture
Fixed TriggeredDeath not killing non-player pawns
UnrealScript object references can now have tilde (~) characters or digits in them, but not as the first character.
In other words, T=Texture'GenFX.LensFlar.flarel~6'; is now a valid statement, but T=Texture'GenFX.LensFlar.1'; is not.
Update 08-25-20
Updated binaries now available. Changes since last time:

Fixed TriggeredDeath not killing non-player pawns
Added VSync control to the in-game menu
Fixed invisible masked textures in OpenGLDrv
Fixed PHYS_Spider actors vanishing from the world due to "moving without proper hashing"
Fixed Bloblets getting stuck after killing their target
Fixed UEd crashing after editing an actor's group list through the preferences window
Fixed accessed none warnings in Pawn.SendVoiceMessage
Added LOG= and ABSLOG= support to UEd
Made sound announcers invisible on the SmartCTF scoreboard
Fixed another bug that crashed UEd after deleting a zone
Partially reverted an earlier parser change. Tilde characters (~) can no longer be used in name tokens. These characters will, however, work in DynamicLoadObject calls or in exec directives.
Fixed UEd command bar executing commands even when the user does not press enter
Fixed UEd current texture in the texture browser not changing after selecting a new current texture in an editor viewport or after executing a POLY command.
Fixed delayed voice messages not playing at all.
The sound announcers no longer appear in the level pawnlist
Fixed a texture conversion bug in OpenGLDrv
Fixed inconsistent sound volumes in Galaxy
Fixed missing sounds in Galaxy
File encoding changes: UTF-8 encoded files now require a BOM. If they do not have a BOM, UT interprets them as regular ANSI files
Removed MD5Require from the web admin
Update 08-26-20
Updated the Windows patch to fix the galaxy ambient sound issue.


I will keep adding build changes as they come.
Nelsona
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Re: OldUnreal-UTPatch469 Build Change Logs

Post by Nelsona »

I would like to know when those myth type commands are going to be fixed. At this time it might be recommended their removal.
DUMPINT - deprecated, does nothing for textures and so nothing for skins;
LEVEL VALIDATE - it doesn't even blinking;
LEVEL LINKS - command sent, nothing happened.
Perhaps a comprehensive document about what is working and how from those "ParseCommand" stories would be appreciated... because we might be interested what else can be added in a builder.
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D13GO_{HoF}
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Re: OldUnreal-UTPatch469 Build Change Logs

Post by D13GO_{HoF} »

Still no release date for it?

Nice to have a change log with all updates, however i'm more interest in checking it out when it goes live and see all the changes for myself.
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D13GO_{HoF}
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Re: OldUnreal-UTPatch469 Build Change Logs

Post by D13GO_{HoF} »

Latest Version - 469d -> https://github.com/OldUnreal/UnrealTour ... seNotes.md

Unreal Tournament Version 469d Release Notes [ Release Candidate Out Now! ]

Version 469d is completely network compatible with all previous public releases of UT (down to 432). The UTPG and OldUnreal teams worked hard to maintain binary compatibility with older native mods. Most of these mods will continue to work in version 469d. However, some mods may need some trivial updates. If you are a native mod author, and you are having trouble updating your mod for version 469d, then please reach out to us at the OldUnreal forums. Note: This patch disables older versions of ACE. Server admins should upgrade ACE to version 1.1e or later to check 469d clients.
Patch Highlights

This patch includes several performance fixes and improvements for clients and servers
This patch adds support for Linux-aarch64/ARMv8 platforms. This means you can now host servers (or even play the game) on your Raspberry Pi 3/4! (#1013, Patreon Post)
Good news for movement-centric game types such as BunnyTrack: This patch fixes several long-standing movement and networking issues! (e.g., #782, #805, #228)
We've dealt a real blow to the Editor goblin. 469d has tons of editor bug fixes, improvements, and new tools
The 469d client should now automatically connect to the community master servers, regardless of how you installed it. If your server browser is still empty after installing the patch, then simply go to Options>Preferences>Network in the game menu and click the "Update/Fix Network Settings" button to restore your game's online functionality

Patch Distribution

Updated 3rd party dependencies:

OpenAL-Soft version 1.22.2
flac version 1.4.2
SDL version 2.26.2
mpg123 version 1.31.2

Stability Improvements
Game Client

Fixed a bug that could crash the macOS game client upon startup (#945)
Fixed a bug that could crash the macOS game client when a mod tried to access the Engine.Actor.Touching array. This bug made it impossible to play Nali Weapons III on macOS (#1154)

UnrealScript

Fixed a bug that could cause the game to crash if an actor set a latent action and performed a state change within the same expression
Fixed a bug that could cause the game to freeze after pressing the jump key while spectating on maps such as AS-HiSpeed (#732, External Contribution by Buggie)
Fixed a bug that could make the game crash if a SkaarjBerserker tried to attack a friendly player (#1066, External Contribution by Buggie)
Fixed a bug that could cause a game the game to crash when calling UPlayer::Destroy during garbage collection

Audio and 3D Rendering

Fixed bugs that could crash D3D9Drv when importing non-power-of-two textures (#1003, External Contribution by Buggie)
Fixed a minor rendering glitch that triggered when using D3D9Drv in a window whose width had an uneven number of pixels (#1019, External Contribution by Buggie)

Bug Fixes
Physics and Player Movement

Fixed a bug that could cause the camera to rotate rapidly when jumping on a kicker (#782)
Fixed a bug that could make actors trigger spurious Touch/UnTouch events just before colliding with each other. As a side effect of this bug, some kickers applied too momentum to the players they kicked (#228)

Networking and Netcode

Fixed a bug that broke decompression of certain compressed files downloaded from redirect servers (#656)
Fixed a bug that broke client-side physics simulation of certain projectiles and items (#1196)

Input and Windowing

Fixed a bug that made Windows ignore certain mouse clicks when the game was running in the background and raw mouse input was enabled
Fixed a bug that made it impossible to clear property values through the properties browser (External Contribution by Buggie)

Unreal Editor

The "None" group should now be visible in the sound browser (#908, External Contribution by Buggie)
Fixed a bug that made the 2D editor produce invalid cylinders (#991, External Contribution by Buggie)
Fixed a bug that made the 2D editor incorrectly render the grid after zooming (#994, External Contribution by Buggie)
Fixed a bug that made the code editor scroll to the wrong line after the compiler reported an error (External Contribution by Buggie)
Fixed several bugs that made it impossible to use classes/objects with spaces, brackets, or parentheses in their names (#1124, #1072, #930)
Fixed a bug that could break the "Play Map" button under certain circumstances (External Contribution by Buggie)

UnrealScript

Fixed a bug that made it impossible to import static array members in defaultproperties
Fixed a bug that made certain dynamic array expressions access the wrong array element
Fixed a bug that could make the secondary enforcer produce sounds from the wrong location (#277)
Fixed a bug that allowed TeamCannons to shoot through thin walls (#614, External Contribution by Buggie)
Fixed various accessed none errors (#314, #1153, #1053, #1050, #892, External Contribution by Buggie)
UTFadeTextArea controls now correctly calculate their scroll limits (#901, External Contribution by Buggie)
Fixed a bug that could prevent Mercenary pawns from dying even when their health dropped below 0 (#551, External Contribution by Buggie)
Fixed a bug that made certain fonts on the team scoreboard not scale with the game resolution (#960, External Contribution by Buggie)
Fixed a bug that made "timedemo 1" report an incorrect frame rate if the entry level had a non-standard time dilation set (#1033, External Contribution by Buggie)
Fixed a bug that made (nearly) all default game types ignore the ?timelimit URL parameter (External Contribution by Deaod)
Fixed a bug that made the dodge timer reset duration dependent on player ping (#805, External Contribution by Deaod)
The UnrealShare.ScriptedPawn.AttitudeTo bug fix for TeamGamePlus games is now disabled by default because some mods relied on 436's (incorrect) behavior. You can manually re-enable this fix by setting the bTeamGamePlusFix config variable to true for each pawn type that handles TeamGamePlus games correctly (#1183)
We partially reverted UTPG's illegal skin check. Bots should now, once again, be able to use skins from all ServerPackages (#1179, #56)
Fixed a bug that could cause lag spikes on servers when a client requested the server's mutator list (#1218)
Fixed a bug that made the exec console command incorrectly parse its arguments (#1279)

Audio and 3D Rendering

Fixed a bug that could give the game window incorrect dimensions after changing the game resolution on a macOS system
Fixed a bug that made it impossible for certain renderers (such as OpenGLDrv) to acquire an exclusive fullscreen window. As a side effect of this bug fix, (mouse) input latency should now be noticeably lower when using these renderers (#795)
Fixed a bug that made ALAudio restart the currently playing music track after pasting or duplicating an actor (External Contribution by Buggie) (#1325)
Fixed a bug that caused choppy music playback in ALAudio after CPU load spikes (External Contribution by Buggie) (#1330)
Fixed a bug that made ALAudio loop OGG music tracks too early (External Contribution by Buggie) (#1332)
Fixed a bug that made ALAudio corrupt OGG sounds and music tracks in packages saved using UnrealEd (External Contribution by Buggie) (#1344)

Miscellaneous

Fixed a bug that broke logging of certain fatal errors in the game/server log file on Linux and macOS
Fixed a bug that broke game relaunching from the video options menu if your game executable was not called UnrealTournament.exe
Fixed a bug that could make CTRL+V paste garbled text from the Windows clipboard
Fixed a bug that made it impossible to load savegames if the saved map had lazy-loaded sounds, music, or meshes (#1275)

Enhancements
Input and Windowing

Rewrote the mouse input handling code and made raw mouse input work in Unreal Editor. Enabling raw input in Unreal Editor should drastically improve the mapping experience for users with high-DPI mice (#1026)
Made the window manager remember and restore the maximized state of all game and editor windows (#571, External Contribution by Buggie)
Added support for keyboard navigation in wizard windows such as those used in the Setup utility (#870, External Contribution by Buggie)
Made text entered in terminal windows (such as the Unreal Editor log window) editable (#873, External Contribution by Buggie)
Made it possible to toggle individual polyflags in the actor properties window (#691, External Contribution by Buggie)

Unreal Editor

Made Unreal Editor always render the builder brush even if it has bHiddenEd set to true (#102)
Made Unreal Editor update the properties windows after performing a MAP SELECT operations
Made Unreal Editor ignore hidden brushes in MAP SELECT operations
Added a new actor browser tool that allows you to save MyLevel content as a separate package (External Contribution by Buggie)
Added a new actor browser tool that allows you to merge a package's contents into another package (External Contribution by Buggie)
Added a new actor browser tool that allows you to load all of a package's classes (#878, External Contribution by Buggie)
Added a new viewport context menu option that allows you to move the builder brush to the location of the last mouse click (External Contribution by Buggie)
Added a new viewport context menu option that allows you to paste an instance of the selected actor at the location of the last mouse click (External Contribution by Buggie)
Made it possible to enter texture panning and skew values on the alignment tab of the surface properties window. The window supports literal values or simple mathematical formulas (External Contribution by Buggie)
Unreal Editor viewports can now be maximized and minimized by double clicking on their toolbar (#562, External Contribution by Buggie)
Added button tooltips in the group browser (External Contribution by Buggie)
Added support for common hotkeys in various Unreal Editor windows and dialogs (#877, External Contribution by Buggie)
Added a bottom bar button to enable/disable in-editor sound (#504, External Contribution by Buggie)
The actor browser now automatically expands relevant superclasses after you create a new subclass (External Contribution by Buggie)
Added a new "match whole word" search option to the search actors dialog (#905, External Contribution by Buggie)
Added a new editor tool that allows you to scale selected actors (#806, External Contribution by Buggie)
Added a new editor tool ("Array") that allows you to create duplicates of the selected actor with configurable location, rotation, or scaling offsets added to each subsequent duplicate (#809, External Contribution by Buggie)
Added a new editor tool that allows you to randomly rotate all selected actors (#810, External Contribution by Buggie)
Added several new options to the 2D cylinder shape editor (#992, #1047, #1136, #1137 External Contribution by Buggie)
Made it possible to export the code of selected actors in the actor browser (#707, External Contribution by Buggie)
Added dropdown lists that allow you to select the package you want to import a new actor/music/sound/texture into (External Contribution by Buggie)
Added a new actor browser tool that allows you to save the configuration file for the selected class (#1017, External Contribution by Buggie)
Added a new actor browser tool that allows you to dump a .int file for the selected package (External Contribution by Buggie)
Made Unreal Editor save the state of the buttons in the bottom bar (External Contribution by Buggie)
If the code editor reports an error, you can now double-click the bottom bar to scroll directly to the error location (External Contribution by Buggie)
Added a new viewport configuration preset with two side-by-side viewports (External Contribution by Buggie)
The titles of minimized editor windows should now be readable for mappers using modern versions of Windows (External Contribution by Buggie)
Minimized editor windows will now be positioned on the right-hand side of the screen (External Contribution by Buggie)
You can now declare up to 30 user-defined button groups in Unreal Editor (#1147, External Contribution by Buggie)
Various editor windows and tools now display errors using error balloons rather than modal dialogs (External Contribution by Buggie)
Implemented several new texture alignment options for Unreal Editor:

- Wall for Cylinder: wraps a texture around the vertical surfaces of a cylinder brush. Respects the scale of already used on the selected surfaces
- One Tile: Fills a surface with a single tile, scaling the texture's width and height independently
- One Tile U: Fills a surface with a single tile, but only scales the width of the tile's texture to match the width of the surface. Will apply the same scale to the height of the texture
- One Tile V: Fills a surface with a single tile, but only scales the height of the tile's texture to match the height of the surface. Will apply the same scale to the width of the texture

(External Contribution by Buggie)

Added "In Use", "All Textures", and "Most Recently Used" tabs to the texture browser (#966, External Contribution by Buggie)
Added the Actor.PrePivot property to the Display category in the actor properties window (#1182, External Contribution by Buggie)
Made the code editor export default object and class properties with their shortest possible unambiguous name (#778)
Added support for importing PNG grayscale images
Unreal Editor no longer attempts to test editor support for certain outdated renderers (such as GlideDrv)
The UCC make commandlet now allows you to specify which extra packages you want to build by adding the -packages=package1:...:packageN command line parameter. Make parses this parameter and builds the entire list of extra packages after building the EditPackages

UnrealScript

UnrealScript classes can now import other classes using a new "imports" directive. For example:

class MyClass extends Object imports(SomeOtherClass);

This new directive makes static functions, struct definitions, and enums declared in the imported class available in the importing class.

The UnrealScript compiler now creates the Inc folder when exporting native class definitions
UnrealScript structs can now be marked as native. This allows the compiler to export the definitions of these structs to C++ headers
Made the in-game server browser maintain its sorting options after refreshing or selecting a new server (External Contribution by Buggie)
Increased the number of ListFactories in UBrowserServerListWindow to 20 (External Contribution by Buggie)
Added text editing support for the in-game quick console (External Contribution by Buggie)
Increased the number of stored server passwords from 10 to 50 (#893, External Contribution by Buggie)
Made the mutator list in the in-game server browser easier to read (#894, External Contribution by Buggie)
You can now press the F4 button in the in-game server browser to re-ping all servers (#896, External Contribution by Buggie)
Made UTFadeTextAreas speed up their rendering animation if the mouse cursor hovers above them (External Contribution by Buggie)
Implemented a "ReloadConfig " console command that allows you to reload the configuration file of the specified object or class. If you do not specify any object or class, reloadconfig will reload the configuration of all known objects and classes (#480)
Added a new advanced renderer properties window to the in-game menu
Changed the default value of Botpack.CTFGame.bAutoRespawnFlags to false because the true setting broke BunnyTrack (#279)
Made the in-game browser connect to OldUnreal's new UpdateServer. This server hosts a message of the day page and a masterserver list. Your client will automatically download this list and update its masterserver settings if you have bKeepMasterserver set to false in the [UBrowser.UBrowserMainClientWindow] of your game ini
The in-game browser now supports clicking on https links
If a function call gets absorbed, the UnrealScript VM will now return a default-initialized return value for the called function (#1226)
Added a "Fix/Update Network Settings" button to the in-game menu. This button will update your client's outdated masterserver settings and restore the server browser's functionality (External Contribution by Buggie)
UWindowList now uses merge sort to sort lists. This speeds up sorting of large lists and fixes runaway loop crashes (External Contribution by Buggie)

Audio and 3D Rendering

Added support for various new audio formats (many of which were already supported by Galaxy and Cluster) in ALAudio (#324)
The game should now be able to enforce high frame rate caps on Windows (#176)

Networking and Netcode

The UZ compression and decompression code is now multithreaded. This should substantially increase (de)compression speed on clients and in UCC (#935, External Contribution by Buggie)
The game will now try to reload packages when you're connecting to a server that runs a different version of a package that is already loaded. This should result in far fewer failed connections due to "Package Version Mismatches" (#1251)
The game will now display the total download progress when downloading packages from a game server (#443)

Localization

Added Greek localization (External Contribution by LDinos)

Miscellaneous

The macOS application bundle now contains a fully-featured version of UCC
Nelsona
Posts: 1693
Joined: Sat Sep 30, 2017 5:03 am

Re: OldUnreal-UTPatch469 Build Change Logs

Post by Nelsona »

To not forget a completion: PlayerCanSeeMe won't crash servers any more but it works like original garbage - nothing is changed :| .
PlayerCanSeeMe_469dRC2.gif
PlayerCanSeeMe_469dRC2.gif (50.25 MiB) Viewed 2459 times
Related Low-Res file...
PlayerCanSeeMe_469d_RC2.zip
(4.94 MiB) Downloaded 72 times
And the map for real run-time checks...
DM-PCanSee.zip
(10.02 KiB) Downloaded 71 times
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
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