What's new in MegaMekLab 0.1.46 Alpha
Oct 15, 2015
- Added UI elements to adjust base chassis turret weight for omni combat vees
- Updated MegaMek.jar to 0.41.10
New in MegaMekLab 0.1.45 Alpha (Sep 15, 2015)
- Print templates directly from SVG files
- Updated MegaMek.jar to 0.41.9
New in MegaMekLab 0.1.42 Alpha (Aug 20, 2015)
- MegaMek.jar updated to 0.41.6
New in MegaMekLab 0.1.39 Alpha (Apr 20, 2015)
- Bug: Superheavy mech engines are not reduced in size
- Fix problems with pocket warship printing
- Bug: Problem with loading units with non-standard jump jets
- Bug [#172]: Super Heavy Mech Armor Allocation error
- Bug: Fix problems with sponson turret printing and some alignment stuff on superheavy tanks
- Bug: large support tank/super heavy tank fluff image printing location wrong
- Removed Entity instance variable from MenuBarCreator to make sure that always the current MainUI's Entity is used
- Bug: spheroid dropships with humungous amounts of armor didn't print right, now support up to 1060 armor per side, 1085 rear, 1140 front
- Feature: Added a checkbox for anti-mek training for Infantry
- Bug: Mounted.linkedBy not cleared when equipment is removed
- Bug [#174]: Not clearing equipment data when equipment is removed from an Aero
- Bug [#170]: Issues moving/removing dual-loaded crits in superheavy mechs
- Bug [#143]: MMlab assumes ASFs generate heat via movement
- Bug [#146]: BA jump booster allows you to make jump 5 BA
- Bug [#177]: Print to File option does not work
- Feature: Added a summary panel to Tank structure tab (similar to meks)
- Columns in Mek structure tab adjusted so that they line up on the bottom
- Added a Preview tab to Tanks, similar to Meks and Aeros
- Updated Structure/Armor tab name for BA and Tanks to match Aeros/Meks
- Feature [#17]: Add Unit Weight Breakdown for Units
- Feature [#18]: Please show damage for missles/artillery weapons
- Feature: Equipment table now properly reflects Aero AV and ranges
- Bug [#135]: Tank/Aero: crit slot 0 equipment doesn't show up in critical tab
- Bug: Equipment tables for Tanks displays crits instead of slots
- Bug [#173]: Super Heavy Mech Endo Steel/Endo Composite Errors
- Infantry Weapon table now sorts by name by default
- Feature [#14]: Make vehicle armor allocator more intelligent
- Feature [#19]: 'Mech Torso Front/Rear Armor Shifting
- Feature [#15]: "Are you sure?" on close
- Feature [#10]: Remember Save Path
- Feature [#12]: Allocate remaining tonnage to armor button
- Bug: Issues with partial wing and adding jump jets
New in MegaMekLab 0.1.38 Alpha (Feb 13, 2015)
- Bug [#164]: ASF creator has a bug with speeds
- Bug: Reset Current Unit menu item only works for Tanks and Mechs
- Updates to support TestSupportVehicle
New in MegaMekLab 0.0.0.20 (Feb 2, 2012)
- Refactored all Menu Code into one Class MenuBarCreator.java used by all MainUI's
- Added new Equipment List code and dialog box to help menu
- New Abstract Class MegaMekMainUI
- Converted all MainUI classes to extend MegaMekMainUI
- Changed all CreateNew methods to conform with MegaMekMainUI CreateNewUnit Methods
- Updated MenuBarCreator to use new MegaMekMainUI class
- added code fix to ImageHelperVehicle#printTankWeaponsNEquipment for extra long damage
- More MainUI Refactoring. Moved Common Elements to MegaMekMainUI
- PPC capacitors and the like should count for mech/sponson turret weight
- Bug with modular armor and walk MP
- Improved Biped Mech armor printing
- Bug: Body and wings locations not printing for Fixed wing air craft
- Bug: Tank weapons and equipment printing into ammo.
- Fixed wing support craft printing improvements
- Bug: weaponlocation printint too small for VTOLs
- Bug: Reset current unit not working correctly
- Bug: fileextension for non-mechs wrong when saving
- Print improvements for MASH, drone control system
- Bug: add all button in tank build view duplicated equipment
- Print all types of cargo bays for tanks
- Bug: armor type error when loading BA
- Added code to set manipulators when loading BA from cache/file
- Updated code to work be able to compile with new patchwork armor This is only a temp fix
- Fixed issue with printing turreted WiGE
- Issue printing C3 + Issue with WiGE Front IS
- Vehicle printing equipment font size issue
- Modular armor crit name size issue fixed
- Fix for Font issue when printing large equipment names
- Issue with Extended Range LRM not Printing correctly for Aeros
- Mixed tech weapons not printing correctly for DS
- Mixed tech techbase not printing for non-mechs
- cockpit tech bug
- Bug: tank armor type not being set correctly
- one-shot weapon ammo showing when loading unit from file
- Added vehicular grenade launchers
- Mech Patchwork armor UI
- Tank armor saving wrong
- Remote sensor dispensers
- Bug: Large Support Vehicle printing Armor for Second Unit.
- Bug: Large Support Vehicles not printing Cargo.
- New MegaMek.Jar
- automatically select DHS when selecting clan tech base
- automatically set techlevel to experimental when selecting a mixed tech base
- mixed tech unofficial equipment bugfix
- Bug Vehicle Grenade Launcher print out the wrong damage range and type
- Primitive is now printed as tech level for Mechs
- Started Navel Unit Record Sheets
- Bug: Tanks with supercharger print wrong flank movement
- Bug with mech/sponson turrets
- Work in progress: Better printing
- Fixed margin issue with new Mech Template
- Armor initialization bugs fixed
- BA camo fix
- strikethrough for damaged equipment on mechs
- Bug: center torso armor determined by getOArmor and not getArmor
- BA DWP printing
- Fix WiGE armor/IS printing
- Improve BA jump MP printing
- allow NONE tank engine for trailers
- support vee cargo bay print fix
- support vee trailer fix
- BA exoskeleton print fix
- added centurion weapon system
- print ASF cargo
- new MM.jar
- Fixes to dropship printing
- PPCs are only explosive when linked to a capacitor
- Manual BV Added for RS usage.
- Simplified issue with Locale. Set to US at start of the program.
- Optional BV printing. Enter "-1" in manual BV to not print BV at all
- Improved Quad Printing + Dropship MML printing fix
- support rail vehicle printing (not finished)
- Bug 3464432: tank suspension factor problem
- Bug: some BA notes didn't print when no equipment was mounted
- adjusted MASH printing
- Separated handheld searchlight from mounted searchlight
- Print ASF cockpit type if it's not standard
- LAM sheets printing
- LargeSupportTank supercharger printing
- Updated copyright year
- Allow industrial quads to mount physical weapons
- IJJ heat in status bar displayed wrong
- Super-Heavy Combat vehicles
New in MegaMekLab 0.0.0.15 (Nov 4, 2009)
- Updated CASE text for Clan Quads
- added shield image for Biped Mechs
- added code to print out shield pips
- Changed shield pips from polygons to unicode characters
- Updated shield pips
- added new right and left shield images
- added Era field to Aero RS
- RFE: Add context menu on build tab build table to add component to unit
- RFE: Set Split Ratio for Splitable equipment
- Bug: Claws showing as Tonnage/5 instead of Tonnage/7 for damage.
- Added Tank UI
- Added splash screens
- RFE 2780128: Add delete to right click menu on build tab
- Added new diamond image for Shield.
- Updated code to use new MegaMek Equipment Flags
- New MegaMek.jar
- Bug: Thunderbolt damage not displaying correctly
- Bug: Rocket Launchers showing switchable ammo
- New MegaMek.jar
- Talon bugfixing
- Fix some weapons not showing up correctly
- disable no-physical-weapons-on quad check for now, because quads can mount
- some construction equipment that also acts as a physical weapon.
- need to figure out a better way to do this
- Bug: Proto MG Ammo showing up in Ammo Display
- New MegaMek.jar
- Show suit BV in BA printout
- Ignore Ammo cost for cost printout
- Bug: Source Not printing when listed.
- Don't always print chassis and model in uppercase
- Show troop carrying space in vehicle printout
- fix artemis display for tanks with multiple artemis weapons in one location
- moved primitive/industrial/primitive industrial string in printout
- don't print RL ammo on vehicles
- fix ammo name printing for vehicles
- updated MegaMek.jar
- Bug: LT/RT CASE printing for quads overlapping location name
- MG Arrays shouldn't print damage and range, and have [T] for damage type
- linebreaks for Vehicle ammo printing
- Added Images to VTOL and Tank Record Sheets
- Bug: issue printing two lines of ammo for vehicles
- WiGE units now print using the Hover RS Template
- Bug: Clan engines not showing up for vehicles
New in MegaMekLab 0.0.0.14 (Mar 27, 2009)
- Bug: Clan case getting loaded as 0 crit 0 ton equipment.
- Bug: Equipment showing as weapons and weapons showing as equipment on loaded units
- BattleArmor Record Sheets now print
- New MegaMek.jar
- New MegaMek.jar
- RFE: Print Underwater for UMU movement instead of Jumping on Biped and Quad RS
- Removed Jumping text from Biped and Quad RS Templates
- Removed access to Advanced RS for Biped and Quad for printing.
- Changed Underwater to UMU for UMU Movement
- New MegaMek Jar
New in MegaMekLab 0.0.0.13 (Mar 4, 2009)
- Changed Drag and Drop Code.
- RFE: set the foreground and background colors for empty crits
- Changes to what crits can be armored
- Aero RS
- Update Aero Armor on RS's
- Bug: Techlevel set wrong when loading a clan mech from a file
- Updated RS for Mechs and Tanks with new pip algorithm
- Bug: Split weapons/equipment not resetting correctly if engine size changes for HS
- Bug: TC not restting correctly if Engine size changes for HS.
- Bug: Adding FF armor caused Endo Steel crits to go bye bye
- Bug: Ammo Launcher size showing for non-standard munitions.
- RFE: Move armored option to bottom of popup menu
- Bug: Split weapons not showing up correctly in the weapons and equipment location
- Bug: Artemis IV not showing the correct count in weapons and equipment
New in MegaMekLab 0.0.0.12 (Feb 19, 2009)
- Bug: Incorrect Total heat showing for XXL engines
- Removed color coding from CritView in Structure tab
- RFE: Added the ablity to select and add multiple weapons/ammo at once
- Bug: Mixed Tech not printing the correct Weapon Tech in Crit slots
- Bug: TC not working for MixedTech Units
- Bug: Autofill button not creating the correct amount of crits for splitable equipment
- RFE: The ability to set base chassie heat sinks for omni meks
- RFE: Control+Right click auto removes a crit from the build tab
- RFE: Alt+Right Click auto sets the crit to rear facing on the build tab
- Bug: HarJel showing in the Weapons & Equipment Section
- Bug: UMU's showing in the Weapons & Equipment Section
- Bug: Armor showing in the Weapons & Equipment Section
- Bug: Endo Steel showing in the Weapons & Equipment Section
- Bug: Claws now showing damage in the Weapons & Equipment Section
- New MegaMek.jar
- Added Help on how to add images to Record Sheets.
- Bug: Base HS getting set incorrectly;
- Bug: Torso Mounted Cockpit Not allocating correctly
- RFE: Compact Critical Button for Build Tab
- Added Composite String to Record Sheet
- Adjusted Composite String on Biped RS
- New MegaMek.jar
- RFE: Crit color configuration dialog.
- Label locations in CriticalView
- Removed (Clan) text from Ammo when printing crits
- RFE: added fore and back ground color to Crit Table
- New MegaMek.jar
- Added support for armored components
- Bug: BA equipment showing in Equipment List
- Bug: Armor Showing in Equipment List
- Bug: Structure showing in Equipment List
- New MegaMek.jar
- RFE: Add Source Field
- RFE: Added Source Field to Print outs next to Era
- New MegaMek.jar
- Fixed engine setting when compact gyro is used
- Fixed right arm/left arm labels for bipeds
- New MegaMek.jar
- Bug: Second Tank Name not printing.
- Bug: LS/RS Armor Pip 5 Printing in the same location as Armor Pip 4
- Moved Mech fluff images to Mech sub folder.
- added Ammo Text to Vehicles
- Bug: Crits not being removed correctly
- Bug: A/B/MPods not printing the correct Damage notations
New in MegaMekLab 0.0.0.11 (Feb 5, 2009)
- Updated MegaMek.jar for Tracks, Spot Welders, Salvage Arm
- Added Lift Hoists
- Option to give mixed tech mechs armor from a different tech level (clan armor for IS mechs, IS armor for clan mechs)
- RFE: Load units from files instead of just cache
- updated ArmorView so the controls don't move around when the armor value changes
- RFE: Sort Equipment in the Build Tab.
- New MegaMek.jar
- updated MegaMek.jar for searchlights and gyro weight problem
- enabled searchlights
- RFE: Print VTOL Record Sheets
- New MegaMek.jar
- Bug: could not rear mount Non-Weapon Equipment.
- Bug: Armor and IS showing in the equipment Table after loading unit
- RFE: Added (Clan)/(IS) tags to weapons and equipment when using MixTech Units
- Patch: From LostInSpace for Crit Coloring schema
- Added Tool tips to JLists and JTables
- Bug: Jump Jets not getting labeled Correctly for Mixed tech units
- New MegaMek.jar
- Bug: Coolant Pods using ammo notation when printed as crits