8/8/2023 0 Comments Beacon designer 8 installer![]() ![]() The default of automatic preserves the current behavior of only updating to more stable versions. ![]() User can now choose an update channel. ![]() This feature is optional and can be turned off from the Preferences / Options window. Beacon software updates are now fully automated and silent.Added menu item to re-show the "What's New" window.This option only works with backups enabled, but Beacon will make that obvious. Added option to deploy to allow new config files to be created from scratch, rather than building off the config files already on the server.Opening a project will now remember which config set was last used.All code areas support syntax coloring and improved performance, while Custom Config also supports autocomplete. Beacon's code areas, such as for Custom Config, are now powered by Scintilla, the same text engine used by Notepad++.Dark mode support on Windows 10 and 11! This follows the system setting unless overridden in preferences.Just like Creature Spawns, check the "Load Default Contents When Available" checkbox when adding a drop (or drops) to a project. Beacon knows the default loot contents for all drops except the Genesis loot crates.Fixed an exception during export/deploy if a config key is not known by Beacon's database.Fixed excess edit behavior when rapidly clicking between two list rows.Loot weights can no longer have a weight of zero, which should fix an infinite loop / "Not Responding" error in the loot simulator.Default loot sometimes uses multiple copies of identical item sets, which will no longer confuse Beacon.Fixed the enforcement of minimum item set counts.Engram Control now exports OverrideNamedEngramEntries in more cases to ensure auto-unlocked engrams unlock at their desired level instead of their original level.The "Prevent Transfer" checkbox in Creature Adjustments is now available in replace and disable modes.Fixed an exception while trying to set a crafting ingredient to a value less than 1.Reworked the project saving code to solve an exception that happens while saving a project as its being closed.Reverted the change causing objects with no availability mask to be available on all maps.Fixed "Go to Issue" button in project issues dialog.The server list in the deploy window matches the server list in the Servers editor.It can be shown again using the view menu. Servers list now hides Beacon's server id by default.Adding a new loot entry will default to the same settings as the last created or edited loot entry.Added more values to the /Script/ShooterGame.ShooterGameUserSettings section in GameUserSettings.ini to prevent the ini files being reset when deploying to single player with the "Erase server Game.ini and GameUserSettings.ini files" option turned on.No changes to your project will be necessary, but Beacon's math during deploy will be corrected. With this change in place, you will probably want to redeploy your servers. So Beacon has updated the language and behavior to better reflect how this works. This is how you'll always find 3 carnos with 1 yuty, for example. It's perfectly valid to have every creature in the set with 100% spawn chance. Since Beacon introduced the Creature Spawns section, the list of creatures in a spawn set has had a weight value which maps to the NPCsToSpawnPercentageChance property. Fixed exception when editing a creature spawn replacement that has an orphaned row.Blueprint UUIDs stored in a project will be corrected during project load.Import threads will be dynamically reprioritized to better balance performance and user interface.Mod discovery will skip over mods that are included with Beacon.They can be found in Beacon's data folder. Mod discovery will keep its ShooterGame.log files.User passwords will be stored in the keychain on macOS, or with hardware-bound encryption on Windows. Added a "Login automatically" checkbox to the login window.User identity files and session tokens will remain encrypted on disk.Sessions are renewed with a more secure challenge & response exchange.Fixed blueprint alternate names not saving to database.Fixed Quick Edit Creature Spawns tool not actually making any useful change.Fixed exception near the end of the mod discovery process.
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