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Superfighters Deluxe 1.3.5 is out!

23 Mar 2020
ScriptAPI:
 
* Updated Game.GetObjectsByArea(...) to include a second parameter (PhysicsLayer.Active | PhysicsLayer.Background | PhysicsLayer.All) to be able to get objects from the background Box2D world (where FarBg objects and PathNode objects are).
* Added IObject.GetPhysicsLayer() to be able to read if an object is in the Background or Active Physics layer.
* Added CollisionFilter.AbsorbProjectile and RayCastInput.AbsorbProjectile to be able to filter if projectiles are absorbed on hit or not.
* Added float IObjectWeaponItem.DespawnTime, void IObjectWeaponItem.SetDespawnTime(int despawnTimeMs), bool IObjectWeaponItem.Despawning, IObjectWeaponItem.BreakOnDrop, IObjectWeaponItem.SetBreakOnDrop(bool value) to be able to control how items are despawned (with a few exceptions, see the ScriptAPI documentation for details).
* Added IPlayer.InThrowingMode to be able to see if the player has toggled to throwing mode.
* Added IObjectTimerTrigger.ResetTrigger(), IObjectTimerTrigger.StopTimer(), IObjectTimerTrigger.StartTimer(), IObjectTimerTrigger.IsTimerRunning to be able to stop/start/reset timers through code.
* Added IObjectAlternatingTrigger.ResetTrigger() which restarts the trigger at the first item.
* Added IObjectWeaponItem IPlayer.Disarm(WeaponItemType weaponType, Vector2 velocity) to be able to make players drop any weapon at any time.
* Added IPlayer.DealDamage(float damage) to be able to deal "misc/other" damage according to the built in rules for players in the game.
* Added Events.PlayerWeaponAddedActionCallback, Events.PlayerWeaponRemovedActionCallback to be able to listen when items are added or removed from player equipment (for example when a player grabs items, drops items, or throws items, or when a script removes/adds items etc.). See documentation for more details.
* Added IPlayer.GetWeaponMuzzleInfo(..), IPlayer.GetWeaponLazerInfo(..) to get world position and direction from an equipped weapon to be able to read where projectiles should be spawned if you're creating custom projectiles.
* Added Game.WriteToConsole(param object[] message) and Game.WriteToConsoleF(string format, param object[] args) for some quicker formatting.
* Fixed a NullReferenceException when using Game.CreateObject() in ObjectDamageCallback.
* Fixed a bug where LocalStorage and GlobalStorage wouldn't properly save empty arrays, causing them to be read as an array of length 1.
* Fixed a bug where damage from SawBlades and StreetsweeperBlades would count towards TotalMeleeDamageTaken instead of TotalOtherDamageTaken in the IPlayer.Statistics.
* Fixed the default "My Project" label in the documentation to "Superfighters Deluxe".

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