Difference between revisions of "LavishScript:Release Notes"

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             LavishScript
 
             LavishScript
             Version 1.17
+
             Version 1.18
 
   (c) 2004-2005 Lavish Software
 
   (c) 2004-2005 Lavish Software
 
  ---------------------------------   
 
  ---------------------------------   
 +
 +
1.18
 +
- Updated "time" type with new methods and members, changed the type of some of its members
 +
  to pointers, and allowed "time" variables to be set by a timestamp (standard unix timestamp),
 +
  to make time-based calculations involving dates and times easier
 
   
 
   
 
  1.17
 
  1.17

Revision as of 21:58, 10 May 2005

           LavishScript
           Version 1.18
  (c) 2004-2005 Lavish Software
---------------------------------  

1.18
- Updated "time" type with new methods and members, changed the type of some of its members 
  to pointers, and allowed "time" variables to be set by a timestamp (standard unix timestamp),
  to make time-based calculations involving dates and times easier

1.17
- Fixed bugs with modules
- Added "exists" type, which always gives TRUE
- Added auto-execution of command file and script named "LavishScript" on startup

1.16
- Fixed Calculation issues
- Fixed variable casting
- Implemented current working directory independent of Windows.  If something still goes to
  the game directory by default let us know.
- Redirected input/output uses the LavishScript current working directory
- Added data type members:
  * string system.CurrentDirectory
  * string lavishscript.CurrentDirectory
  * int lavishscript.RunningTime
- New command: cd

1.14
- Fixed bug in point3f type
- Added column rendering to list functions

1.13
- Fixed several scripting bugs

1.12
- Fixed bug in script parsing when function parameters had no spacing

1.11
- New Modules system provides product-independent system for adding LavishScript commands, 
  Top-Level objects and data types
- Added "Modules" command
  Syntax: Modules -list|-add <name>|-remove <name>|-require <name>
  The -require option is meant for use in scripts -- if the module is not and cannot be loaded, 
  the script ends with an error message.