Changes since 0.2.9.1.0: Fixed Bugs - Ubuntu PPA release candidate builds would overwrite previous stable releases (#15) - Bad video mode error recovery (#23) - Crash when entering any game on client on OpenBSD+clang (#30) - mathexpr.cpp: exp10 not available on OpenBSD (#31) - Global keyboard actions, like fullscreen toggle, triggered while entering text in text input fields (#32) - Windows: DPI scaling behavior wrong (#33) - Music does not work on SDL_Mixer > 2.0.1 (#64) - Work around Ubuntu sending spurious window activation messages (#68) - Ubuntu versions contain ppa1ppa1 (#70) - Website update waits for launchpad uploads that do not happen (#71) - Versioning script incorrectly takes current tag into account (#72) New Features - user.cfg fine grained upgrade system (#61) Other Changes - Pasting does not properly handle unicode input (#51) Contributors Armanelgtron, Daniel Harple, Dave Fancella, Foster McLane, Hugh McMaster, Jip, Luke-Jr, Manuel Moos, Matias Pino, Niklas Karbaum (ai.tron), Vitty, Voodoo, Yann Kaiser, armagetron at ensemble-fnm.de, epsy, guru3, madmax, philippeqc, pnoexz at gmail.com, wrtlprnft, yarrt Changes since 0.2.9.0.1: Fixed Bugs - Use after free in nNetObject::ClearKnows (#34) - Missing null check for master server info (#58) - Basic screen aspect ratio failures: Text (#59) - Center message issues (#62) - AppImage library content still lacking (#63) - Crash in menu key repeat handling (#66) New Features - Make AppImage builds fit for registration at AppImageHub (#17) - Make SIZE_ and SPEED_FACTOR floating point instead of integer (#20) - Do not show a player's own IP on the client (#27) - Make --playback optional so recordings can be more easily played back (#37) - Steam on Windows: Add playback registry keys so .aarec files automatically playback with a doubleclick (#38) - Make clientside playback more robust (#56) Other Changes - Make custom camera the default for new players (#35) - Turn down tutorial tooltip spam (#36) - Onboarding game improvements (#39) - ROUND_CENTER_MESSAGEs are still displayed in nCLIENT state (#49) - Make Full HD players see the small font as little as possible (#60) Contributors Armanelgtron, Manuel Moos, SwagTron Changes since 0.2.9.0: Fixed Bugs - Can't open the .appimage file. Missing libwebp.so.5 (#54) Contributors Manuel Moos Changes since 0.2.8.3.6: Fixed Bugs - Socket and unclean exit trouble due to fork(), execve() and exit() interaction (#13) - Language string identifier silence_player_text used twice (#22) New Features - Update German translation (#2) - Adapt ChangeLog and fingerprint generation to git (#11) - Make playback time display optional (#16) - Deploy to itch.io (#19) - Credit contributors in patch notes (#21) Contributors Daniel Harple, Hugh McMaster, Luke-Jr, Manuel Moos, Uzix, fman23, zolk3ri Changes since 0.2.8.3.5: Fixed Bugs - Debian builds: Documentation html files have empty last change (#9) - AppRun script does not work if call path contains spaces (#24) - Included forum links outdated (#25) - Client segfaults on OpenBSD (#26) - Client compiled with clang 10.0 (optimized) sefgaults on logout (#28) - Valgrind reports uses of unitialized, freed or invalid memory (#29) New Features - Integrated build system (#14) Contributors Hugh McMaster, Manuel Moos Changes since 0.3.1: - New Low Latency or High Throughput optimizing swap/sync system. - Switched to utf-8 encoded strings internally and for config files. Language files can be either utf-8 or latin-1. - New command: “TOGGLE”. Cycle between 0 and 1 for a boolean config item. Example: Create an instant chat with the text “/console toggle predict_objects”. - New setting SILENCE_ENEMIES (boolean). When enabled, chat sent from enemies is not displayed on your client if you are alive. If you are dead all chat is displayed. - New console commands OP and DEOP replicate the functionnality of chat commands /op and /deop - New vote: /callvote referee : Elevates to access level 6. /callvote demotereferee reverts. - Config and map rotation can be manually reset with the command “RESET_ROTATION”. Rotation can automatically be reset when a START_NEW_MATCH command is issued by enabling “RESET_ROTATION_ON_START_NEW_MATCH”. - New admin command: "SCRAMBLE". Scrambles/randomises which players are in which team. - New vote: /callvote scramble: Executes the SCRAMBLE command. - Teams now retain their spawn for later respawing - New ladderlog entries: - PLAYER_RESPAWN [RESPAWNER] - DEATH_DEATHZONE - WINZONE_PLAYER_ENTER - ONLINE_TEAM - ONLINE_AI - Changes to the ONLINE_PLAYER ladderlog event: - It is now enabled by default. - Added additional information about the access level and total score of the player. - Players are written in the order of their launch position on the team. - Removed POSITIONS ladderlog event. ONLINE_PLAYER and ONLINE_AI now include all the information it provided. - Ladderlog events now have a specification that defines their format. See settings_dedicated.cfg for more documentation. - New commands LADDERLOG_SCRIPT_WRITE, and LADDERLOG_SCRIPT_WRITE_ALL that allow better control over which events are sent to spawned scripts. - The CONSOLE_LADDER_LOG setting has been removed. Its functionality has been reimplemented in scripts/examples/echo.sh. - New warmup mode: - DO_WARMUP N>0 will make the game enter warmup mode after each N matches - In warmup mode, players can use the /ready command to set themselves ready and start the match - Team joins/switches/leaves(when using /teamleave) are done instantly - By default, players respawn in warmup mode (WARMUP_RESPAWN_TIME) - The game starts when each team has ready/total > WARMUP_MIN_READY(0.51) - However, there should be at least WARMUP_MIN_PLAYERS(2) humans before the warmup can end - Readiness state is synced to clients so that newer ones can show an icon on the scoreboard - ALL_READY makes the game behave as if all players had readied up. - New ladderlog entries: - NEW_WARMUP replaces NEW_MATCH when appropriate: NEW_WARMUP with N the number of matches to be played consecutively - MATCHES_LEFT - DEADLY_EXPLOSIONS setting. When enabled, cycles in the blast radius of an explosion will be destroyed, and DEATH_EXPLOSION will be written to ladderlog. Scoring can be applied with the SCORE_EXPLOSION and SCORE_EXPLOSION_OWNER settings. - Team invitations are synced to clients and conditionally displayed in the score table. - Added /invites chat command to list team invitations. - New helper program armagetronad-serverquery. Fetches the master list and advanced server information, and outputs it in a JSON format. Only available in dedicated server builds. - Tutorials and Challenges - Resource corruption can be detected in some cases and triggers a redownload. - New camera settings: CAMERA_FREE_START_PITCH/ROTATE adjust direction of free camera - New camera commands: WARP_CAMERA warps one camera to a specified setup, SAVE_CAMERAS prints the commands to restore the current configuration. - Upper sky can now be loaded from moviepack/upper_sky.png resp. textures/upper_sky.png; if they do not exist, the floor is used, as previously. New settings UPPER_SKY_RED, _GREEN, _BLUE, _SCALE and _HEIGHT as well as LOWER_SKY_HEIGHT control the look. - Conforming partly to FreeDesktop standards on Unix (http://standards.freedesktop.org/basedir-spec/basedir-spec-latest.html) : UserDataDir defaults to $XDG_DATA_HOME/.armagetronad, VarDir to $XDG_DATA_HOME/.armagetronad/var and UserConfigDir to $XDG_CONFIG_HOME/.armagetronad. - user*.cfg now resides in UserConfigDir. - Configuration files, with the exception of legacy user*.cfg files, are no longer read from the var directory. - Added support for streaming tArrays, lists and vectors to tStrings, producing text looking a bit like this entry. - There is now only one score message per zone conquest instead of one per conquerer. - Instant chat options have been merged into one menu. - The OS X dedicated server can now be run by opening the executable in the Finder. - The OS X builds are now created using automake. Changes since 0.3.0: - FULL_REDIRECT_SERVER/PORT: redirection target used when the server is full. - The chat and console history are now remembered between restarts of arma - Added an incremental reverse search for the console and chat history: In chat or console mode press CTRL-R and start entering your search term. It will show you the last found match in a new line, press right or left to jump to it in the history. - New cockpit data sources current_name, current_colored_name, current_pos_x, current_pos_y and player_acceleration - Growl notifications (http://growl.info) for Mac OS X when the server supports it. Messages sent: Player left, Player entered, Player renamed, Death suicide, Death frag, Death teamkill, Game end, New Round, Round winner, Match winner, and New match. Note that not all notifications are enabled by default — you can toggle notifications and do many more things in the Growl System Preferences panel. - Red/Green or Red/Cyan 3D rendering. Activate it by setting CAMERA_EYE_DISTANCE to something ≠ 0. Changes since 0.3.0_alpha4941: - Added setting to toggle custom teamnames - New team menu item: autoselect team mode - New team menu item: join spectators - Added name hilighting: If your name appears in someone else's chat message it gets hilighted in red - Added new cockpit data sources: top_score_team and current_score_team - The tab completion for names now uses the same mechanism as the /msg command: Nicks are simplified and latin-1 characters mapped to ASCII ones - The /msg command now gets correctly recognized by the tab completion: Spaces in the name are now replaced by '_' - The names that are displayed over other cycles now get colored in the same color as the cycle. Disable this by setting DISPLAY_COLORED_NAMES_OVER_CYCLES to 0. Changes since 0.3.0_alpha4872: - Tab completion now looks for partial matches in nicknames, instead of just at the beginning of the nick. Only the beginning of words (a series of alphanumerical characters) is matched. - Fixed the tag in cockpit files - Little changes to the default cockpit file - The brake meter now becomes red when it's almost empty (before it became green again, after becoming yellow) - Switched the colors of the FPS gauge, they are more intuitive like that - The "currently playing" display in the cockpit is now cropped to the basename on Windows - Fixed handling of the mercam mode in the cockpit - New serverside settings FORBID_HUD_MAP (boolean) and FORBID_COCKPIT_DATA (colon separated list of forbidden cockpit data sources) - New setting FONT_SIZE_FACTOR, a global factor to all font sizes - A winner is now only declared if there are points for winning or the game mode is not "Freestyle" - Disabled web server in playback mode - Language fix: "...renamed it's team to..." becomes "...renames its team to..." Changes between 0.2.9 and 0.3.0_alpha4872: - New team join menu (colored, shows number of players per team) - Customizable teamname - Updated Windows libraries (SDL,SDL_mixer,SDL_image,libxml2) - New SDL_mixer-based sound engine - Experimental particle system for sparks (disabled, probably crashes on some machines) - Embedded web-server that serves up the resource directory - Switched from proprietary class to a class derived from standard std::string for strings - Tab completion for chat and console - New cockpit files as resources, replacing the old HUD - HUD mini-map - New fonts, font are now truetype files and can be non-proportional - New chat command /console--works like /admin, but on the local client and doesn't require being logged in - Score table shows the number of players alive/total on each team - "Member of team:" column in score table is only displayed if there are teams - "Member of team:" column shows the team names in the teams' colors - Players that are chatting have a star in front of their names in the score table - Chat lines of dead players are marked with "_DEAD_" in front of them - Voting outcome messages show how many players voted for/against the poll and how many didn't vote yet - Added support for armagetronad URLs on Mac OS X and KDE -- armagetronad://[:]. port defaults to 4534. - New command-line flag: --connect [:]. Startup the game and connect directly to . Changes on the 0.2.9 branch: - Added detection and reaction code for timing assist bots - /shuffle now works before you actually join a team - Implemented /shout command and associated settings - Fixed suspension and silenced status not being re-applied after a player disconnects and rejoins a server. - Tweaks to enemy influence system. - Ingame menu and console now are drawn on top of a semi-transparent, darkened area for increased readability. - New first start menu with clearer language selection and initial setup. - Tutorial match against one AI at slower speed. - Tutorial tooltips for the most important keybindings. - ADD_MASTER_SERVER command to announce a server to a new master server. Simplifies the process to list your server on a subculture. - Team launch positions logged to ladderlog with POSITIONS event. Disabled by default. - New command-line option "--input" added to poll for input from a file instead of stdin. - Added WHITELIST_ENEMIES_[IP/USERNAME] to allow players to be enemies, even if they come from the same IP address and ALLOW_ENEMIES_SAME_IP is disabled (which is its default setting). - GAME_END, NEW_MATCH, and NEW_ROUND ladderlog events include date and time. - Added ENCODING ladderlog event, which specifies the encoding for data in ladderlog.txt. - "--input" now can be used more than once to read from multiple files or pipes. - new team management ladderlog messages: TEAM_CREATED TEAM_DESTROYED TEAM_RENAMED TEAM_PLAYER_ADDED TEAM_PLAYER_REMOVED - Manage external scripts on Unix dedicated servers. New commands: SPAWN_SCRIPT, RESPAWN_SCRIPT, FORCE_RESPAWN_SCRIPT, KILL_SCRIPT, LIST_SCRIPTS, SCRIPT_ENV. - New setting ACCESS_LEVEL_ANNOUNCE_LOGIN that determines if a player's login/logout message can be announced. - Authentication is now enabled by default. Changes since 0.2.8.3.4: - Security fix: Check that the remote is allowed to create an object before creating it, not decide whether it gets to keep it after it already has been created and potential damage has been done. No arbitrary code could be executed, but a client could effectively shut down a server by sending crucial objects, such as the main game timer or the game itself. - Compilation fixes for current systems. Changes since 0.2.8.3.3: - Eliminated undefined behavior that was fine in gcc 5, but now (rightfully!) turned into crashes in gcc 6. - Eliminated compilation disambiguity that was just causing a mild performance degradation in gcc 5 and is now a compilation failure in gcc 6. Changes since 0.2.8.3.2: - security fix: do not read ahead of the beginning of network buffer. - security fix: don't attribute network errors from processing random packets to the connection to the server - security fix: while at it, don't process random packets unless they may be important - fix for potential crash with friend list filtering - intel driver compatibility - fix for rare crash with sound lock - fix for camera turning for bizarre axis configurations Changes since 0.2.8.3.1: - security fix: old style action commands from clients no loger cause hangs and crashes - security fix: oversized packets are ignored properly - security fix: never read one byte outside of the received buffer - security fix: only include .cfg files from the var subfolder - compiler compatibility: adapted to gcc 4.60 - smaller spelling fixes - FOV calculations now correct for widescreen and horizontal splitscreen - Additional checks against illegal values passed to renderer Changes since 0.2.8.3: - fixed temporary sound disappearance when alt-tabbing away and back - default subcultures are now distributed - enable 32 bit color depth at desktop resolution - no more display lists for SiS cards - spelling mistakes and missing German translations Changes since 0.2.8.3_rc4: - New setting: KEEP_PLAYER_SLOT allows the server to kick (preferably) spectators if it gets full so there is always one slot open for players - New setting: ACCESS_LEVEL_AUTOKICK_IMMUNITY sets the access level required to be immune from such kicks (and idle autokicks, too) - Intercepted chat commands are now written to ladderlog.txt. Format: COMMAND /command-intercepted player [command arguments] - Increased default speed of server pinging - Reordered game menus a bit - fast finish works again Changes since 0.2.8.3_rc3: - Pinging previously popular servers earlier for quicker server browsing - Improved master server random polling, the second polled master now also is random, and all masters are polled if need be - Custom camera snaps to cycle direction once when activated if the turn speed is zero. - RESERVE_SCREEN_NAME now works regardless of the ALLOW_IMPOSTOR setting. - USER_LEVEL now escapes the given authenticated name so you don't have to guess the escaping rules. Ex: USER_LEVEL "name with spaces@forums" 2 changes user level for name_with_spaces@forums Changes since 0.2.8.3_rc2: - Fixed crash with server polling - ROUND_WINNER and MATCH_WINNER ladderlog events now include the players of the team. - Camera switches to user preferred camera when you die in incam mode - Better support for custom language files - Players can no longer spam chat with /shuffle messages. Added new setting SHUFFLE_SPAM_MESSAGES_PER_ROUND, a per round, per player limit on the number of shuffle messages displayed. Changes since 0.2.8.3_rc1: - Fixed dark color filters, such as FILTER_DARK_COLOR_STRINGS, to not filter the reset color. - ASE moviepack models no longer have a vertex count limit - Fixed endless recursion crash between rounds Changes since 0.2.8.3_beta3: - Chat prefix spam protection. Guards against prefix spam, such as when a user always changes their chat message color, or prefixes all messages with a clan tag. Toggle with the PREFIX_SPAM_ENABLE setting. - Fixed VOTING_MATURITY to use the time when the player entered as its reference time. - Fixed single player highscore list not containing everyone. - Fixed generation of duplicate names in highscore lists. - Fixed camera crash when the grid is empty. Changes since 0.2.8.3_beta2: - Fixed 'invincibility' bug. It really was cycles freezing in time. - Fixed sporadic sound related crash at round end. - setting rename: SILENCE_ALL -> SILENCE_DEFAULT. - Sound no longer gets muted after you switch the sound settings. - Fixed object collision detection that would sometimes pick a wrong wall to collide with, most likely the reason behind wrongly accredited kills. - Fixed inability to switch viewport assignment in four player mode. - Better handling of lag clusterbombs. - Server disconnects now also take immediate effect even when you're in a menu or chatting. Changes since 0.2.8.3_beta1: - Made ready for Armatrators - Authentication routines now use utf8 as forward- compatibility with trunk. Previously, non-ASCII usernames simply didn't work at all. - Better lag slide protection: clients no longer get confused when the server sends their cycle back in time, and the server no longer does that for old clients. - Fixed rare wallpassing bug; it required what whould usually be an instakill and infinte wall length. Changes since 0.2.8.2: New settings and commands: - MIN_PLAY_TIME_*: minimal play time required before you are allowed to play on this server. - SPAM_AUTOKICK_COUNT: minimal number of spam warning messages you get in a row before you get kicked. - FORTRESS_COLLAPSE_SPEED: tune the collapse speed of fortress zones. - VOTE_KICK_REASON: default reason given on kick votes. - "/vote" chat interface to votes; "/vote kick " issues a kick vote. - new vote type "/vote suspend " suspends a player for VOTING_SUSPEND_ROUNDS rounds. - new vote type "/vote include ", includes configuration file vote/. - new vote type "/vote command " executes console command . (Both that and /vote include are by default only available to moderators). - VOTING_HARM_TIME: time between all harmful votes against a player - VOTING_KICK_MINHARM: auto-transform the first few menu issued kick votes to suspensions - (UN)SUSPEND kicks a player to spectator mode with a timeout. Intended to let new players watch before they play. - VOTES_CANCEL cancels all running polls. - VOTING_SUSPEND [] disallows voting during a specified amount of time. - ZONE_ALPHA_TOGGLE to override the systemwide alpha blendings setting and have zones rendered in wireframe mode even when alpha blending is on. - ZONE_ALPHA(_SERVER) to control intensity of zone rendering. - SCORE_HOLE for awarding sacrifice. - SCORE_SURVIVE for player survival and FORTRESS_HELD_SCORE for not losing each fortress zone. - KICK_TO and MOVE_TO: redirect a client to a different server - DEFAULT_KICK(_TO)_MESSAGE: default reason given to players for a kick - DEFAULT_KICK_TO_SERVER/PORT: default redirection target for KICK/MOVE_TO. - RENAME renames a player. - If all clients support it, PING_CHARITY_MIN/MAX can be used to constrain ping charity. - VOTE_KICK_TO_SERVER/PORT: redirection target for vote kicks. - SILENCE and VOICE allow to control chat of annoying players. - SILENCE_ALL can be used on the server to inhibit all cross-team communication unless specifically voiced. - ENABLE_CHAT can be set to 0 to disable all chat. If it is set on the server it only disables public chat and logged in players can still speak. - LAG_*: controls game level lag compensation. - FILTER_NAME_MIDDLE: collapses multiple whitespaces to one in player names. - FORTRESS_CONQEST_TIMEOUT: if an enemy contact with a zone happens longer ago than this value, it is discarded from zone memory. - TOPOLOGY_POLICE_PARALLEL, extra topology police flag to control the checks for walls getting copied into the grid in exactly the same place. - CAMERA_GLANCE__: separate settings for the glancing camera, work like CAMERA_CUSTOM__. Likewise, CAMERA_SERVER_GLANCE_* can replace CAMERA_SERVER_CUSTOM_* when glancing. CAMERA__CUSTOM_GLANCE_ are server side settings that can control whether server or clientside settings are used in various situations, see settings.cfg for details. - CYCLE_BOOST_? and CYCLE_BOOSTFACTOR_? for boosts when breaking away from walls, see settings.cfg or config.html for details - CYCLE_ACCEL_TUNNEL, works like CYCLE_ACCEL_SLINGSHOT, but is active when none of the two walls you're in between is your own. - CYCLE_WIDTH for making it impossible to squeeze through tight tunnels, see settings.cfg for details - VOTING_MATURITY controls how long you have to wait after login before you can issue kick votes. - CYCLE_DELAY_DOUBLEBIND_BONUS is an extra factor applied to CYCLE_DELAY for turns in the same direction. Can be used to limit the advantage doublebinders get while not punishing players who press both left and right at the same time. - LAG_O_METER_(TRESHOLD|BLEND|USE_OLD): Configure the minimal size of the Lag-O-Meter, its color and whether to scrap it all and stick with the old one. - ALLOW_TEAM_CHANGE: if set to 0 players won't be able to join a team, create a new team or change to another team. - ALLOW_TEAM_CHANGE_PLAYER/DISALLOW_TEAM_CHANGE_PLAYER: allow/disallow specific players to switch teams - INTERCEPT_COMMANDS is a space-delimited list of chat commands that shall be intercepted by an external script. Example value: /login /admin /teamleave /teamshuffle /shuffle /team - INTERCEPT_UNKNOWN_COMMANDS is a boolean specifying if an external script wishes to handle unrecognized chat commands. This would allow hooking arbitrary things like /foobarz or /mode ctf - CONSOLE_LADDER_LOG boolean places the ladderlog on stdout prefixed with "[L] " - PLAYER_MESSAGE : Like /msg, but from the console - All ladderlog outputs can be enabled or disabled separately by using LADDERLOG_WRITE_*. LADDERLOG_WRITE_ALL enables or disables all ladderlog output alltogether. - CHAT_LOG controls whether to write a machine-readable chatlog to var/chatlog.txt - CONSOLE_DECORATE_TIMESTAMP write a timestamp for every console message? - LADDERLOG_DECORATE_TIMESTAMP prefix every ladderlog message with a timestamp? - SLAP [points] sends a message to everyone and subtracts a number of points (default: 1) from 's score. Negative points are supported. - AUTO_TEAM_SPEC_SPAM to disable the spectator join/leave messages you get when AUTO_TEAM is enabled If --enable-armathentication was activated: - /lock, /unlock, /invite and /uninvite team management chat for players of access level ACCESS_LEVEL_TEAM or better. - /teams chat command that rougly prints team layout. - ACCESS_LEVEL_IPS to let admins see IPs of players in the list. - ACCESS_LEVEL_SPY_MSG/TEAM to let admins spy on team/private messages. - CASACL to temporarily raise the access level - ACCESS_LEVEL to modify the required access level to change settings - AUTHORITY_WHITELIST and AUTHORITY_BLACKLIST to filter authorities you want on your server. - GLOBAL_ID_ENABLED to toggle remote accounts - LOCAL_USER, LOCAL_TEAM for local login accounts - MD5_PREFIX/MD5_SUFFIX for additional password scrambling - USER_LEVEL to grant users various access levels - RESERVE_SCREEN_NAME to reserve a screen name to a certain player - USER_ALIAS to bend authentication names around - (UN)BAN_USER to ban really stupid users based on their global user ID, BAN_USER_LIST to show a list. - ACCESS_LEVEL_OP/ADMIN/CHAT/PLAY/PLAY_SLIDING to control who can do which things - /login chat command then uses the more secure hashed base logins - new chat commands /op and /deop to change other players' access rights Featurelets: - Added Polish language file - clientside play time tracking and server controlled minimal required experience to be allowed to play. - color codes in chat increase the spam level logarithmically. - /team messages get a reduced spam level; reduction factor is given by (team size)/(number of total players). - /team messages can be used by spectators to chat with other spectators only. - Performance optimizations. Using OpenGL display lists to cache geometry. - Removed ztrick, antialiasing and perspective correction settings. They all had only one right setting and caused us some interesting bug reports. - Added PLAYER_RANDOM_COLOR for lazy people who just want to have a color that differs from everyone else on the server. - Configuration files get reloaded on SIGHUP - all admin commands now also accept partial name matches, like /msg, and check for case sensitive matches in the screen name first, then the user name, then case insensitive matches in the two. - --enable-krawallserver has been actually implemented now, and it enables secure logins to accounts local to the server and not-so-secure logins managed by authentication servers. - A subculture list for server groups that are not managed by our main master servers - A friends list and filter for the server browser that shows you only servers with your friends on them. - The client now can handle network traffic while it is waiting for the graphics card to swap buffers. - The dedicated server no longer uses a fixed delay, but a select() call (that returns when network data arrives) to idle. When data arrives, it does the minimum amount of work before it sends out the responses, resulting in lower latency. It is now safe to decrease DEDICATED_FPS to 20 or 10, latency is no longer influenced by that setting. - Game level lag compensation. When a command arrives from a client that is delayed, it is backdated to the time it was issued, provided enough "lag credit" is left. The client is informed of the delay so it can compensate in the future, which it does by forging the game timer. - Nonnormalized axes and axes with odd turning directions are now properly supported - The camera has a memory which player you like to watch. Every time you manually switch the camera and your favorite player is not dead, the favorite is set to the currently watched player. The next time the camera doesn't know what to watch, your favorite will be selected. - Players leaving to spectator mode with <0.2.8.2 clients are handled like spectators of 0.2.8.2 clients: they stay visible to the others. - Kick statistics are now persistent across server runs. - MESSAGE_OF_DAY is now displayed fullscreen if both server and client support it - Manual fullscreen messages can be triggered with FULLSCREEN_MESSAGE - Axes Indicators by meriton, can be enabled using the AXES_INDICATORS setting. - New "About" menu item in the main menu displays the version of Armagetron Advanced, the paths it uses, links to the main site, wiki and forums and the names of the project admins. - New entries in ladderlog.txt: - GAME_TIME (only if enabled via the LADDERLOG_GAME_TIME_INTERVAL setting): The time that has passed since the last start of a round - BASEZONE_CONQUERED : A fortress zone belonging to at the coordinates (, ) has been conquered - BASEZONE_CONQUERER : at the time of the last BASEZONE_CONQUERED message, has been in the conquered zone - ONLINE_PLAYER [