From 54798c30b19ec8f30c6becea64957cd44cfb6167 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tr=C3=A8sAbhi?= <43380238+tresabhi@users.noreply.github.com> Date: Thu, 29 Feb 2024 16:05:43 -0600 Subject: [PATCH] feat: changelogs --- docs/changelogs/1.16.1.md | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/docs/changelogs/1.16.1.md b/docs/changelogs/1.16.1.md index bb1f0ed7a..ed1de5eca 100644 --- a/docs/changelogs/1.16.1.md +++ b/docs/changelogs/1.16.1.md @@ -1,3 +1,28 @@ # Blitzkrieg 1.16.1 -Armor sandbox gains 25% rendering speed and 40% memory efficiency. +Armor sandbox gains 25% rendering speed and 40% memory efficiency with added accuracy and features. + +## Features + +- Multiple layers of spaced armors are now calculated properly by the visual armor highlighting +- Added opaque mode to view armor highlighting without any transparency +- Added breakdown on layers of armor penetrated + - Penetration of each layer is shown represented by a color and an index + - Green: penetration + - Red: blocked + - Yellow: ricochet + - This also shows layers encountered after a ricochet + +## Fixes + +- Accuracy now doesn't drop the further the shot is placed from the origin +- HE shells no longer loose penetration like how HEAT shells do when traveling between layers of armor +- Persistent settings are now merged in the correct order making them truly persistent now +- Enhanced armor and calibrated shells are now properly synced from the get go + +## Technical Changes + +- Spaced armor and external module scenes have been merged + - They now use additive blending + - Colors are now normalized by the penetration value instead of maximum armor plate thickness +- Shell normalization now doesn't violate arccosine's domain