Verge 3.2 (2009/08/01) Release Notes
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* various speed ups, tweaks, and bugfixes
* maps don't have to be in the game root directory any more
* they still need to be somewhere underneath the root, and the
vsp, map, and lua/vc files all have to be in the same place
* no hard limit on number of sprites
* New config options
* logconsole / logconsole-normalstdout
* Dumps log commands to stdout instead of v3.log
* window_x_res, window_y_res
* if your game is 320x240 but you want it windowed at
640x480 (effectively doubling the pixels)
* New globally available functions, variables
* printing stuff
* all Print* functions respect newlines as you'd expect
* font subsets
* use \f# inside of a string that gets passed to
PrintString, PrintCenter, or PrintRight to switch
subset # (0 is the first one, and the default)
* IntExists, StrExists
* Checks if the parameter is a name of an int or string
in the VC variables.
* GetInputKillSwitch, SetInputKillSwitch
* If the InputKillSwitch is 0, verge ignores all input,
allowing you to programatically manipulate the input
variables.
* Triggers
* trigger.after_playermove (executes after
PlayerMove("..."); is done AND when
EntityMove(playerent,"...") is done)
* trigger.onEntityCollide (executes the user VC function
it contains the name of whenever any entity hits any
obstruction)
* event.tx and event.ty are the tile coodinates hit.
* event.entity is the entity who did the hitting.
* event.zone is the zone of the tile being struck,
as long as it was a tile obstruction being hit.
Otherwise, -1.
* event.entity_hit is entity index of the entity
being hit, as long as it was an entity-on-entity
collision. Otherwise, -1.
* trigger.beforeEntityScript, trigger.afterEntityScript
* if trigger.beforeEntityScript is set to a vc
function name, that function will be called
before any entity's onActivate script is
called.
* if trigger.afterEntityScript is set to a vc
function name, that function will be called
after any entity's onActivate script is
called.
* both of these functions will have the proper
event.tx, event.ty, and event.entity values
available to them, just like the entity's
onActivate script does.
* trigger.onStep, trigger.afterStep
* If they are set to the name of a vc script, said
script will fire everytime the player enters any
new tile.
* GetSystemSaveDir("my_app_name")
* Get a place to save user data to.
* Unpress(9) now unpresses all four buttons and all
directionals
* New Socket Stuff
* SocketByteCount() (peeks at the count of bytes
currently in the buffer)
* SetConnectionPort(port)
* SocketGetRaw(sock, len)
* SocketSendRaw(sock, msg)
* ListFilePattern() now works the same across platforms
* GetPlayer() returns the entity that is currently assigned
as the player
* Lua stuff
* all library functions are now in v3 table
* function names are case insensitive FOR THIS TABLE
ONLY
* getter/setter, other fancy things for classes
* see Overkill's vx for examples
* all boolean variables and functions use ACTUAL booleans
now
* garbage collection
* use v3.GCHandle(handle, destructor)
* v3[destructor](handle) gets called when
handle goes out of scope
* VergeC stuff
* Dict functions DictContainsString and DictContains now
match documentation
* GetUserSystemVcFunctionByIndex(i)
* GetUserSystemVcFunctionCount()