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tidying, langs, and fixes
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efroemling committed May 20, 2024
1 parent 252deff commit 7152c74
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50 changes: 25 additions & 25 deletions .efrocachemap

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10 changes: 7 additions & 3 deletions CHANGELOG.md
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### 1.7.35 (build 21879, api 8, 2024-05-16)
### 1.7.35 (build 21880, api 8, 2024-05-19)
- Fixed an issue where the engine would block at exit on some version of Linux
until Ctrl-D was pressed in the calling terminal.
- V2 accounts have been around for a while now, so the old V1 device login
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addresses when available and transparently use whichever is more performant.
- Added `docker-build`, `docker-run`, `docker-clean` and `docker-save` targets
to Makefile.
- Finally fixed the very old sticky bomb chaos bug in Assault game.
- Fixed an issue in Assault where being teleported back to base with a sticky
bomb stuck to you would do some crazy rubber-band-launching thing (Thanks
vishal332008!)
- The `windows-debug` and `windows-release` Makefile targets should properly run
the game again (these build the Windows version of the game from a WSL
environment).


### 1.7.34 (build 21823, api 8, 2024-04-26)
- Bumped Python version from 3.11 to 3.12 for all builds and project tools. One
of the things this means is that we can use `typing.override` instead of the
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4 changes: 2 additions & 2 deletions Makefile
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Expand Up @@ -990,12 +990,12 @@ windows-staging: assets-windows resources meta
# Build and run a debug windows build (from WSL).
windows-debug: windows-debug-build
@$(WSLW) $(PCOMMAND) ensure_prefab_platform windows_x86
build/windows/Debug_Win32/BallisticaKitGeneric.exe
cd build/windows/Debug_Win32 && ./BallisticaKitGeneric.exe

# Build and run a release windows build (from WSL).
windows-release: windows-release-build
@$(WSLW) $(PCOMMAND) ensure_prefab_platform windows_x86
build/windows/Release_Win32/BallisticaKitGeneric.exe
cd build/windows/Release_Win32 && ./BallisticaKitGeneric.exe

# Build a debug windows build (from WSL).
windows-debug-build: env \
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2 changes: 1 addition & 1 deletion src/assets/ba_data/python/baenv.py
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Expand Up @@ -52,7 +52,7 @@

# Build number and version of the ballistica binary we expect to be
# using.
TARGET_BALLISTICA_BUILD = 21879
TARGET_BALLISTICA_BUILD = 21880
TARGET_BALLISTICA_VERSION = '1.7.35'


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11 changes: 8 additions & 3 deletions src/assets/ba_data/python/bascenev1lib/game/assault.py
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Expand Up @@ -245,9 +245,14 @@ def _handle_base_collide(self, team: Team) -> None:
bs.animate(light, 'intensity', {0: 0, 0.1: 1.0, 0.5: 0})
if player.actor:
random_num = random.uniform(0, 360)
# A simple hack to work around the chaos caused by
# any sticky bomb's sticky material, if present and
# is sticking to the players.

# Slightly hacky workaround: normally,
# teleporting back to base with a sticky
# bomb stuck to you gives a crazy whiplash
# rubber-band effect. Running the teleport
# twice in a row seems to suppress that
# though. Would be better to fix this at a
# lower level, but this works for now.
self._teleport(player, new_pos, random_num)
bs.timer(
0.01,
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2 changes: 1 addition & 1 deletion src/ballistica/shared/ballistica.cc
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Expand Up @@ -39,7 +39,7 @@ auto main(int argc, char** argv) -> int {
namespace ballistica {

// These are set automatically via script; don't modify them here.
const int kEngineBuildNumber = 21879;
const int kEngineBuildNumber = 21880;
const char* kEngineVersion = "1.7.35";
const int kEngineApiVersion = 8;

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