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0.3 Released
Just Cause 2: Multiplayer Mod · Community Announcements · May 28, 2017
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Bug Fixes
Shared
- Fixed an issue where attempting to steal Tuk-Tuk or an ATV could result in the hijacker getting stuck in a bugged state
- StaticObjects with the `fixed` flag set to false will now properly simulate rotation
Client
- Fixed an issue where a player could enter an occupied stunt cling position, resulting in a crash for each streamed-in player
- Refactored renderer to properly adhere to the Just Cause 2 threading model
- Text renderer will now re-use buffers whenever possible to improve performance
- Fixed a bug with first main menu background not being resized to fit on the screen
New Features
Shared
- Added ModuleError event for handling errors caused by client/server Lua modules
- Added Vector2/3:Reflect as an alias for static functions Vector2/3.Reflect
Client
- Added Roads class, allowing scripters to use global road pathfinding
- Added ClientActor:FindShortestPath for utilizing NPC point-to-point pathfinding
- Added Vehicle:SetSeatLocked and Vehicle:GetSeatLocked for (un)locking specific vehicle seats
- Added GameRenderOpaque event for rendering non-transparent items to benefit from post effects, such as the water ripple effect
- Added LocalPlayer:GetAimMode and the AimMode enum
- Added Chat:Get/SetPosition and Chat:ResetPosition
- Added TraverseType, RoadType and SpeedLimit enums
- Vehicle:GetDriver and Vehicle:GetOccupants will now return and include ClientActors (Breaking change)
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This announcement was written and published by the developers/publisher of Just Cause 2: Multiplayer Mod on Steam; it is mirrored here unedited for readability, with full credit and a link to the original above. © the respective rights holders. Rights holder and want it removed? Email us — we take it down promptly.