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Release v0.4 #1459
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Release v0.4 #1459
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* Wake customization * custom rocker damage & custom wake * Refactored the code, fixed docs * Split out Rocker amplitude customization * comment where the hooks reside --------- Co-authored-by: Coronia <[email protected]>
* Fix inconsistent digital display offset behaviour and add way to adjust value scale * Add migration info
* JumpBackToPreviousScript * Update AI-Scripting-and-Mapping.md * fix debug.log * Fix script number, add credits and changelog --------- Co-authored-by: Starkku <[email protected]>
* initial commit * code update * Revert "Make `allocate` a template param when parsing" This reverts commit 5c46132. * Revert "Update Utilities\Macro and Utilities\Patch" This reverts commit 1ebc05c. * Revert "Revert "Make `allocate` a template param when parsing"" This reverts commit 3c47a25. * Revert "Revert "Update Utilities\Macro and Utilities\Patch"" This reverts commit 8699731. * Promotion animation global audiovisual params * Update Whats-New.md changelog update * Promote PlayerOnly Animation * PromoteAnimation Visibility tag I hope, that this is working as its should. * update Added global insignia position adjustments Some * update 2 - separated offset for buildings - some refactoring for Promoting Animation - fix docs * update 3 * removed visibility tag * Code style and explanation * update 4 - excluded vet promotion anim from using for elite promotion - building insignias anchoring * Update docs/Whats-New.md --------- Co-authored-by: Kerbiter <[email protected]>
Co-authored-by: chaserli <[email protected]>
including spy sw at building center as @Fryone said, no more goto, and just fatalerror wrong ini usage directly
…#1250) Use these 2 map events in Celltags. 604: Checks if the techno that entered in the cell has the same ID specified in the event. 605: Checks if the techno that entered in the cell appears in the selected list in AITargetTypes. - HouseIndex can be customized to focus in a specified house.
…ft as is and add a check for being burrowed
* Possible fix to AircraftTrackerClass range issue * Add credits / changelog
massive overhead elsewhere. at least don't tint twice
- Fix commit 5da5e46 breaking custom tint for AircraftTypes - Skip applying vanilla game intensity changes (invulnerability, flash, airstrike) to VehicleType voxels twice (this is just an optimization, not actual visual change) - Streamline some checks in TechnoExt::ApplyCustomTintValues() and bail out early if custom tint is not applied - Inline functions for checking if AttachEffect/ShieldTypeClass has custom tint
just complementary, hence no changelog needed
… owner change Co-Authored-By: Coronia <[email protected]>
- Condense tinting related hooks and remove unnecessary ones - Fixed a couple of inconsistencies in which tint effects were supposed to be applied to what types of objects - Allow adding to IC / FS tint intensity - Allow enabling parsing of 8-bit RGB values from [ColorAdd] instead of RGB565
Co-authored-by: Trsdy <[email protected]>
The reason for this was explained in #1425 . Now alll new events & actions use country index, aligning with vanilla customs.
this should fix #1443 --------- Co-authored-by: Trsdy <[email protected]>
…t. (#1454) `Flamer? -> `Flamer` A very minor error that affects users' reading and comprehension. It made me wait for two months without seeing anyone fix it. So, I decided to take care of it myself. That's all.
Warhead is fully detonated needs ReflectDamage.Warhead.Detonate
Co-authored-by: Aephiex<[email protected]>
Nightly build for this pull request:
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If you don't know it yet: Phobos has an active Chinese tester group which helps with new function testing and crash/desync hunting. Now that 0.4 is on the pipeline, I'd like to credit these players for assisting Phobos development
[Ares](Ares-Developers/Ares@1b8b66f) marked its initialpayload already created for units spawned by trigger actions because of the mutex.
not tested yet
Fix the problem caused by the incorrect return address of the hook in b37 repair. Skipping repeated check. And avoiding RE caused by uninitialized different data in EBX of different players.
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