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Release v0.4 #1459

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chaserli and others added 30 commits July 28, 2024 23:47
- CreateUnit.AlwaysSpawnOnGround set to false on jumpjet units makes them automatically take off after spawning
- CreateUnit.ConsiderPathfinding set to false allows units to be created on cells with buildings
- New setting to override animation's height when calculating spawn location for the unit
- Remove the currently unnecessary serialization code from AttachEffectTechnoProperties
- Bail out early from range modifier calcs if techno has no range modifier AE's whatsoever
- Make reflect damage only reflect back actual damage taken, after all modifiers
- Add option for Warheads to suppress revenge weapons and reflect damage
TODO
- [x] transform into world coords
- [x] docs

Allows customizing the direction of voxel light in order to provide
better visuals ingame.

In `rulesmd.ini`
```ini
[AudioVisual]
VoxelLightSource=0.02,-0.69,0.36
VoxelShadowLightSource=0.02,-0.69,0.36
```

The values are unset by default. The example values are according to the
convo in Discord where @ThomasSneddon and CCrisp mentioned that those
coords correspond are used to produce the following (apparently in
radians? not sure)

> This is the value of projected light source direction i mentioned
above, and as a result, the world space direction of YR VXL light is
approx 0.20, -0.91, -0.36

On stock voxels, VPL, palette this looks like this, vanilla vs the
above:


![vanilla](https://github.com/user-attachments/assets/074058b8-6a7c-4eda-af03-1877b871e64f)

![tweaked](https://github.com/user-attachments/assets/24c4d434-3a7d-4c24-9308-2447d4a05cdf)

---------

Co-authored-by: MortonPL <[email protected]>
Co-authored-by: Starkku <[email protected]>
Help TwinkleStar to finish his pull request, with proper docs this time
#1080

The rocker amplitude of warheads with `Rocker=yes` used to be determined
by `Damage` value of the weapon. You can now override it with another
fixed value or add a mutiplier to it.

In `rulesmd.ini`:
```ini
[SOMEWARHEAD]       ; WarheadType
Rocker.AmplitudeOverride=         ; integer
Rocker.AmplitudeMultiplier=1.0    ; double
```

---------

Co-authored-by: Metadorius <[email protected]>
Co-authored-by: Starkku <[email protected]>
…h teleport locomotor while the delay was active
…elpers.Alex

- This should fix issues with low CellSpread weapons not affecting buildings, as game does not check distance for the center cell of the spread
Current techno destructor will only clear TransportReloader list when
the techno has a Transporter. This might cause issue when the
Transporter somehow being destroyed earlier than the techno, resulting
in the list fails to be cleared and crash. Removed that Transporter
condition to prevent this
…d correct existing hotkey docs (#1327)

FrameByFrame mistakenly used the `TXT_DISPLAY_DAMAGE_DESC` originally
intended for the Display Damage function.
It has affected my work, so I submitted this PR to make changes.
That's all

---------

Co-authored-by: Kerbiter <[email protected]>
…tom palette (#1352)

It just a bugfix.

---------

Co-authored-by: Kerbiter <[email protected]>
DeathFishAtEase and others added 17 commits February 15, 2025 10:29
address the issue of the "." position of the description for the Customizable veterancy insignias feature being different from the conventional way in other feature descriptions
`SubterraneanHeight` expects negative value ……
Their core parameters are still loaded from `[General]`.
before `AnimList.PickRandom`

Supplement to 'Conventional. IgnoreUnits'

Burst.Delays

-/` `

move img

Waving trees
IsSimpleDeployer vehicle deploy animation / direction customization
User-Interface
Miscellanous
…1315)

It's a bad design and thus does not worth a fix
in case someone really wants to, here's one way to it
Buildings with InvisibleInGame=yes should be ignored in the target
selection of the new attack/move actions.

I just found I forgot to send this time ago :-/
No credits or mention needed since it only fix a small bad behaviour.
TaranDahl and others added 12 commits February 21, 2025 10:24
Fix the bug that parasite will vanish if it missed its target when its
previous cell is occupied.
Fix a vanilla issue - Now aircrafts can fly towards the water surface
normally.

---------

Co-authored-by: Kerbiter <[email protected]>
Revise the description of disabling the Ares include feature and add the reasons.
Handle errors (e.g., "applied to to TechnoTypes")
Standardize the names and formats of special terms, such as changing *.ini->[xxx] to *.ini -> [xxx] like the existing [xxx] -> key (and sometimes the two are used together)
Missing symbol
Missing type annotation
.etc
Separate the fix from
#1365 to a standalone
pull request, which should fix the issue in
#1528.
- previous Insignia(.Frame/.Frames).WeaponN settings can't be read or
overridden from maps, which is fixed now
Check the documentation and update the localized documents.
Unified the sorting of hotkey functions.
Note: In the current theme, some table formats are set to be centered but actually appear left-aligned. In the new theme that may be used in the future, they will be displayed correctly, but the actual effect is not good. Therefore, those in these tables that do not look good when centered are pre-processed to be left-aligned here to maintain consistency with the original display effect. This will not have any impact on the display of the current document.
Now ground units being lifted will not turn to attacker weirdly.
- Improve performance
- Fix bugs with considering harvester active in scenarios where it isn't e.g when being loaded into transport
- Move the optimization patches and related flags to Phobos.h & Phobos.cpp
- Change radiation damage vs. buildings disable to apply based on values of RadApplicationDelay.Building instead of separate key
  - Add a warning about the behaviour regarding this to documentation.
- Fix radiation damage vs. buildings disable and sync logging disable to work correctly with loading a saved game with spawner.
- Fix a build warning
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