Tribes 2

update 22755 to 23115

company: Sierra Studios (www.sierra.com) /
         Dynamix (www.dynamix.com)

homesite: www.tribes2.com


Changes for 23115:
==================

- (bug fix) The ALT key no longer sticks when toggling fullscreen 
mode under Linux.

- (bug fix) Fixed an authentication hole that allowed arbitrary IP 
connections to a LAN server. The policy now is: LAN servers will 
disallow any connections from IP addresses that do not match the 
Class B network address of the server (or match one of them, in a 
multihomed server). So if your server's address is 12.13.14.15, 
clients from 12.13.*.* will be considered, but clients from 
12.12.*.* will be immediately rejected. In addition, a LAN server 
will only allow 4 unique Class C ids at any one time. This should be 
sufficiently lenient for even the largest LAN parties, but should 
eliminate the auth hole.

- (bug fix) Fixed a server crash on mission change when the last 
human player leaves the game in mid cycle.

- (bug fix) Fixed a bug that could reset your Shape Detail setting 
to max

- (bug fix) Client join message name correction

- (bug fix) All known in-game Chat HUD bugs are fixed (partial lines 
from paging up/down and resize issues, etc.).

- (bug fix) Infinite missile lock-on sound bug is fixed. Dead. 
Finito. No more. Pushing up the daisies.

- (bug fix) Stitched up a hole associated with one of the base 
shapes. Small fry compared to the memory leaks.

- (bug fix) Found a particle crash issue and plugged it up good.

- (bug fix) Fixed a shield impact internal compile error that was 
crunching frame rate.

- (bug fix) Turns out we tweaked it so inventory stations were 
counting as turrets for turret placement purposes. D'oh. Fixed.

- (bug fix) A rare crash that occurred with the Radeon VE card has 
been resolved.

- (bug fix) Fixed a crash that could occur when a flare grenade was 
released when inside a force field.

- (bug fix) Deployable turrets (spider and spike) and Deployable inv 
stations now do damage in their explosion when they are destroyed.

- (optimization) The following missions were refined in order to 
optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound 
Insalubria Overreach Respite Sirocco

- (optimization) Adjusted the LOD of the logo projectors found in 
CnH missions.

- (optimization) Changed object shield shapes from the form-fitting 
forcefields into a less poly-intensive dome effect. Also gave 
shields a lower memory profile.

- (optimization) Changed the way the clouds' planes are clipped. 
Sky's the limit, right?

- (optimization) Missile sound script calls moved from script into 
code for faster processing.

- (memory leak) Fixed a large memory leak. This plus the other leaks 
mentioned here should finally put the nail in the coffin on the 
"degrading server performance" issue.

- (memory leak) Fixed a memory leak associated with the pretty 
lightning effects on maps like Casern Cavite.memory leaks:

- (memory leak) Fixed a memory leak in our fancy text list control 
and the gui text list.

- (memory leak) Fixed a memory leak involving memory use and 
resource allocation.

- (improvement) Targeting laser prediction should be better now.

- (improvement) You can specify a server's IP address manually at 
the join screen

- (improvement) You can now specify "-password " on the command line 
to join a server that requires a password.

- (improvement) Heavy armors are tougher against snipers. You now 
require four headshots or five body shots to kill a Juggernaut with 
a laser rifle.

- (improvement) Footspeed of all armors increased slightly, as well 
as a minor boost to jetpack performance. Some improvements made to 
air resistance for mediums and heavy armors (very subtle).

- (improvement) The jetpack effect was reverted back to the old 
effect (by popular demand).

- (improvement) A Chat HUD message has been added that is displayed 
whenever you try to deploy a mine, but your team's maximum number of 
mines has already been deployed. Previously, the mine would just 
blow up and not explain why it detonated. Now, it still blows up, 
but tells you why it happened.

- (improvement) Polished up the health meter on the HUD so when 
you're still alive, it displays a visible sliver of positive health.

- (improvement) Made framerate and gameplay changes to Caldera. The 
attackers' base has been moved farther from the defenders, and the 
switch has been put in one of the upper chambers, while the stations 
are located separately from the generators. The changes should fix a 
serious defensive advantage.

- (improvement) After you buy a vehicle, you now fade into the 
driver's seat if your armor and pack make you an eligible 
pilot/driver.

- (improvement) Added a "rogue" mine message so that if you are 
killed by a mine laid by someone who has left the building, the 
death message is more accurate.

- (improvement) Increased speed of belly turret projectiles so that 
it is more effective in general (especially for air defense).

- (improvement) Modified name tags of vehicles when you place your 
reticle over them. Names are now more consistent and descriptive.

- (improvement) Missile and AA turrets now have a longer maximum 
range (you'll still need to deploy sensors to get this added range, 
but they can fire farther if you do). They also react more quickly 
to available targets.

- (community) The "compose email", "forum post", and "news 
submission" windows are now resizable and movable.
