@@ -6,15 +6,15 @@ This page lists all the individual contributions to the project by their author.
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- Disable empty spawn positions
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- ` gamemd.exe ` icon customization
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- Full-color non-paletted PCX support
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- - Initial SpySat, BigGap, TransactMoney warheads
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+ - Initial ` SpySat ` , ` BigGap ` , ` TransactMoney ` warheads
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- PCX Loading Screen support
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- - Custom DiskLaser radius
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+ - Custom ` DiskLaser ` radius
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- Extended tooltips
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- Building upgrades enhancement
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- Option to hide health bar
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- - Sidebar.GDIPosition
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- - Help with CellSpread
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- - Blowfish.dll-related errors fix
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+ - ` Sidebar.GDIPosition `
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+ - Help with ` CellSpread `
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+ - ` Blowfish.dll ` -related errors fix
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- Zero size map previews fix
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- Semantic locomotor aliases
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- Shield logic
@@ -38,7 +38,7 @@ This page lists all the individual contributions to the project by their author.
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- Laser graphics fixes
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- Recursive transport killer fix
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- Custom locomotors example implementation and piggybacking test warheads
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- - Jumpjet initial facing fix
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+ - Initial jumpjet facing fix
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- Migration utility
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- GitHub Actions setup
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- Official docs
@@ -63,12 +63,12 @@ This page lists all the individual contributions to the project by their author.
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- ` NoManualMove `
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- Weapon target house filtering
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- ` DeathWeapon ` fix
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- - Re-enable obsolete ` JumpjetControls `
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+ - Re-enable obsolete ` [ JumpjetControls] `
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- ` AITrigger ` Building Upgrades support
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- Wall-Gate links
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- Ability for deployed infantry to use both weapons
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- Observer PCX loading screen
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- - Official CN docs
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+ - Official CN docs for Build # 29 and previous versions
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- ** secsome (SEC-SOME)** :
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- Debug info dump hotkey
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- Refactoring & porting of Ares helper code
@@ -108,12 +108,12 @@ This page lists all the individual contributions to the project by their author.
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- Hooks for ScriptType Actions 92 & 93
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- Ore stage threshold for ` HideIfNoOre `
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- Occupied building ` MuzzleFlashX ` bugfix
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- - ` EnemyUIName= ` for other TechnoTypes
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+ - ` EnemyUIName ` for other TechnoTypes
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- TerrainType ` DestroyAnim ` & ` DestroySound `
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- Laser trails for VoxelAnims
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- - MakeInfantry logic on BombClass bugfix
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+ - ` MakeInfantry ` logic on BombClass bugfix
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- Debris & meteor impact behaviour settings
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- - Upgrade logic to allow altering of SpySat status
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+ - Upgrade logic to allow altering of ` SpySat ` status
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- Ares detection and integration
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- Help with custom locomotors
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- Extension class optimization
@@ -152,7 +152,7 @@ This page lists all the individual contributions to the project by their author.
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- ` IsSimpleDeployer ` improvements
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- Shield modification warheads
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- Warhead decloaking toggle
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- - Warp(In/Out)Weapon
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+ - ` Warp(In/Out)Weapon `
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- Grinder improvements / additions
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- Attached animation position customization
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- Critical hit logic additions
@@ -164,15 +164,15 @@ This page lists all the individual contributions to the project by their author.
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- Laser fixes & improvements
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- Mind control indicator animation cloak fix
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- Warhead / Play animation trigger animation owner fix
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- - Nuke carrier & payload Bright fix
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+ - Nuke carrier & payload ` Bright ` fix
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- Display damage numbers hotkey command
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- - TransactMoney.Display
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+ - ` TransactMoney.Display `
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- Building-provided self-heal customization
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- - AI deploy script DeploysInto fix
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+ - AI deploy script ` DeploysInto ` fix
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- Passable & buildable-upon TerrainTypes
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- Automatic passenger owner change toggle
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- Interceptor improvements
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- - OpenTopped transport behaviour customizations
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+ - ` OpenTopped ` transport behaviour customizations
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- Animation damage / weapon improvements
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- Warhead self-damaging toggle
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- Trailer animation owner inheritance
@@ -186,11 +186,11 @@ This page lists all the individual contributions to the project by their author.
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- Cloaked & disguised objects displaying to observers
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- Building airstrike target eligibility customization
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- IvanBomb detonation & image display centered on buildings
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- - Customizable ROF random delay
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- - BibShape drawing during buildup fix
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+ - Customizable ` ROF ` random delay
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+ - ` BibShape ` drawing during buildup fix
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- Spawner spawn delay customization
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- - Cluster scatter distance customization
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- - FlakScatter distance customization
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+ - ` Cluster ` scatter distance customization
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+ - ` FlakScatter ` distance customization
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- Debris & meteor impact behaviour settings
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- Custom warhead debris animations
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- Attached particle system for animations
@@ -210,7 +210,7 @@ This page lists all the individual contributions to the project by their author.
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- Crushing tilt and slowdown customization
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- Extra warhead detonations on weapons
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- Chrono sparkle animation display customization and improvements
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- - PipScale pip size & ammo pip frame customization
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+ - ` PipScale ` pip size & ammo pip frame customization
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- Extension class optimization
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- Additional sync logging
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- ` Arcing ` elevation inaccuracy fix
@@ -270,7 +270,7 @@ This page lists all the individual contributions to the project by their author.
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- Unlimited skirmish colors
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- Show designator & inhibitor range
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- Dump variables to file on scenario end / hotkey
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- - " House owns TechnoType" and " House doesn't own TechnoType" trigger events
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+ - ` 601 House owns TechnoType` and ` 602 House doesn't own TechnoType` trigger events
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- Voxel light source position customization
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- Extending ` Power ` to all TechnoTypes
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- Help with docs
@@ -279,13 +279,13 @@ This page lists all the individual contributions to the project by their author.
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- Interceptor logic prototype
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- LaserTrails prototype
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- Laser fixes prototype
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- - ** Trsdy**
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- - Preserve IronCurtain status upon DeploysInto/UndeploysInto
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+ - ** Trsdy** :
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+ - Preserve IronCurtain status upon ` DeploysInto/UndeploysInto `
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- Several jumpjet fixes:
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- Facing towards target even if not omni-firing
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- Turret direction in idle state fix
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- Sensor fix
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- - Allow to tilt regardless of TiltCrashJumpjet
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+ - Allow to tilt regardless of ` TiltCrashJumpjet `
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- Forbid firing when crashing
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- OmniFire.TurnToTarget
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- Strafing aircraft weapon customization
@@ -301,21 +301,21 @@ This page lists all the individual contributions to the project by their author.
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- Trigger actions that allow/forbid MCV to redeploy in game
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- ` AlternateFLH ` of vehicles in ` OpenTopped ` transport.
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- Slaves' house customization when owner is killed
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- - Trigger Action spawned team IFV/Opentopped logic fix
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- - Singleplayer Campaign AI's base node/SW-delivered/trigger action 125-delivered structures' auto-repairability dehardcode
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+ - Trigger Action spawned team IFV/OpenTopped logic fix
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+ - Singleplayer Campaign AI's base node/SW-delivered/trigger action ` 125 Create Building At... ` 's auto-repairability dehardcode
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- Power delta counter : blackout indication mark
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- Harvester counter
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- Income money string indication upon ore dump
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- Warhead superweapon launch logic
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- TechnoType conversion placeholder
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- - "Shield is broken" trigger event
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- - RadialIndicator observer visibility
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+ - ` 606 The shield of the attached object is broken` trigger event
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+ - ` RadialIndicator ` observer visibility
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- Cloaked objects from allies displaying to player in singleplayer campaigns
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- Skip ` NaturalParticleSystem ` displaying from in-map pre-placed structures
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- Random crate generation limited to land option, optimization for crates' random sampling
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- ` ImmuneToCrit ` for shields
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- Forbidding parallel AI queues by type
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- - The option to allow DieSound/VoiceDie being played when grinding
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+ - The option to allow ` DieSound/VoiceDie ` being played when grinding
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- Allow iron-curtain effects on infantries
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- Break the mindcontrol link when capturing a mind-controlled building with engineer
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- Remove sound events when mind-controlled vehicles deploy into buildings or when buildings considered as vehicles get captured
@@ -341,43 +341,43 @@ This page lists all the individual contributions to the project by their author.
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- Better fix for Ares academy not working on the initial payloads of vehicles built from a war factory
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- Fix Ares' InitialPayload for teams spawned by trigger actions
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- Misc code refactor & maintenance, CN doc fixes, bugfixes
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- - ** FlyStar**
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+ - ** FlyStar** :
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- Campaign load screen PCX support
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- New condition for automatic self-destruction logic when TechnoTypes exist/don't exist
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- - ** NetsuNegi**
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+ - ** NetsuNegi** :
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- Forbidding parallel AI queues by type
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- Jumpjet crash speed fix when crashing onto building
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- Disguised units not using the correct palette if target has custom palette bugfix
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- Tunnel/Walk/Mech locomotor being stuck when moving too fast bugfix
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- Assign Super Weapon cameo to any sidebar tab
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- Fix impassable invisible barrier created by chronosphere on uncrushable unit.
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- ** Apollo** - Translucent SHP drawing patches
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- - ** ststl**
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- - Customizable ShowTimer priority of superweapons
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+ - ** ststl** :
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+ - Customizable ` ShowTimer ` priority of superweapons
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- Iron Curtain effects customization on infantries and organic units
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- Use ` CustomPalette ` for animations with ` Tiled=yes `
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- Unlimited ` AlternateFLH ` entries
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- Build limit group
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- Customizing whether passengers are kicked out when an aircraft fires
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- - ** TwinkleStar**
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+ - ** TwinkleStar** :
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- Custom slaves free sound
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- Jumpjet crash rotation control
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- Vehicle voxel turret shadows & body multi-section shadows
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- ` TurretOffset ` support for SHP vehicles
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- Customizable rocker amplitude
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- Customizable wake anim
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- Initial effort on optimization for crates' random distribution
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- - ** Fryone**
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+ - ** Fryone** :
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- Customizable ElectricBolt Arcs
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- Sound entry on unit's creation
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- Auto-deploy/Deploy block on ammo change
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- Flashing Technos on selecting
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- Promotion animation
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- - ** ZivDero**
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+ - ** ZivDero** :
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- Re-enable the Veinhole Monster and Weeds from TS
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- Recreate the weed-charging of SWs like the TS Chemical Missile
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- Allow to change the speed of gas particles
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- - ** CrimRecya**
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+ - ** CrimRecya** :
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- Fix ` LimboKill ` not working reliably
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- Allow using waypoints, area guard and attack move with aircraft
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- Fix ` Stop ` command not working so well in some cases
@@ -398,7 +398,7 @@ This page lists all the individual contributions to the project by their author.
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- Type select for buildings (doc)
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- Enhanced Bombard trajectory
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- ** NaotoYuuki** - Vertical & meteor trajectory projectile prototypes
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- - ** handama** - AI script action to jump back to previous script
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+ - ** handama** - AI script action to ` 16005 Jump Back To Previous Script `
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- ** TaranDahl (航味麻酱)**
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- Skirmish AI "sell all buildings and set all technos to hunt" behavior dehardcode
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- Skirmish AI "gather when MCV deploy" behavior dehardcode
@@ -411,7 +411,7 @@ This page lists all the individual contributions to the project by their author.
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- Bunkerable checks dehardcode
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- Prevent the units with locomotors that cause problems from entering the tank bunker
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- No turret unit turn to the target
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- - ** tyuah8**
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+ - ** tyuah8** :
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- Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-piggybacked bugfix
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- Destroyed unit leaves sensors bugfix
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- ** Aephiex** - initial fix for Ares academy not working on the initial payloads of vehicles built from a war factory
@@ -427,7 +427,7 @@ This page lists all the individual contributions to the project by their author.
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- ** SukaHati (Erzoid)** - Minimum interceptor guard range
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- ** E1 Elite** - TileSet 255 and above bridge repair fix
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- ** AutoGavy** - interceptor logic, Warhead critical hit logic
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- - ** Chasheen (Chasheenburg)** - CN docs help
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+ - ** Chasheen (Chasheenburg)** - CN docs help for Build # 24
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- ** tomsons26** - all-around help, assistance and guidance in reverse-engineering, YR binary mappings
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- ** CCHyper** - all-around help, current project logo, assistance and guidance in reverse-engineering, YR binary mappings, custom locomotors example implementation
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- ** AlexB** - Original FlyingStrings implementation
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