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Credits

This page lists all the individual contributions to the project by their author.

  • Belonit (Gluk-v48):
    • Disable empty spawn positions
    • gamemd.exe icon customization
    • Full-color non-paletted PCX support
    • Initial SpySat, BigGap, TransactMoney warheads
    • PCX Loading Screen support
    • Custom DiskLaser radius
    • Extended tooltips
    • Building upgrades enhancement
    • Option to hide health bar
    • Sidebar.GDIPosition
    • Help with CellSpread
    • Blowfish.dll-related errors fix
    • Zero size map previews fix
    • Semantic locomotor aliases
    • Shield logic
    • Non-ASCII input fix
    • Building Placement Preview Adjustment
    • Check for Changelog/Documentation/Credits in Pull Requests
    • Docs dark theme switcher
    • Fix position and layer of info tip and reveal production cameo on selected building
    • Fix a glitch related to incorrect target setting for missiles
    • Ability to disable shadow for debris & meteor animations
  • Kerbiter (Metadorius):
    • Building upgrades enhancement
    • Extended tooltips
    • Selection priority filtering
    • TurretOffset enhancement
    • Customizable ore spawners
    • Select next idle harvester hotkey
    • Interceptor enhancement
    • Zero size map previews fix
    • LaserTrails port and rework
    • Laser graphics fixes
    • Recursive transport killer fix
    • Custom locomotors example implementation and piggybacking test warheads
    • Initial jumpjet facing fix
    • Migration utility
    • GitHub Actions setup
    • Official docs
    • VSCode configs
    • Code style
    • Customizable ElectricBolt Arcs
    • Ability to disable shadow for debris & meteor animations
    • Voxel light source position customization
    • UseFixedVoxelLighting
    • Warhead activation target health thresholds
    • MP saves support for quicksave command and savegame trigger action
    • Ported XNA CnCNet Client MP save handling
    • Retint fix toggle
  • Uranusian (Thrifinesma):
    • Mind Control enhancement
    • Custom warhead splash list
    • Harvester counter
    • Spawns promotion
    • Shield logic
    • Multiple death fix
    • Customizable missing cameo
    • Cameo sorting priority
    • Tab hotkey placement fix
    • Producing progress indicators
    • Custom ore gathering anim
    • NoManualMove
    • Weapon target house filtering
    • DeathWeapon fix
    • Re-enable obsolete [JumpjetControls]
    • AITrigger Building Upgrades support
    • Wall-Gate links
    • Ability for deployed infantry to use both weapons
    • Observer PCX loading screen
    • Original Arcing elevation inaccuracy fix
    • Display banner improvement
    • Official CN docs for Build#29 and previous versions
  • secsome (SEC-SOME):
    • Debug info dump hotkey
    • Refactoring & porting of Ares helper code
    • Disguise removal warhead
    • Mind Control removal warhead
    • Mind Control enhancement
    • Shields logic help
    • AnimList.PickRandom
    • MoveToCell fix
    • Unlimited waypoints
    • Build At trigger action buildup anim fix
    • Undeploy building into a unit plays EVA_NewRallyPointEstablished fix
    • Custom ore gathering anim
    • TemporalClass related crash
    • Retry dialog on mission failure
    • Default disguise for individual InfantryTypes
    • PowerPlant Enhancer
    • SaveGame Trigger Action
    • QuickSave command
    • Numeric variables
    • Custom gravity for projectiles
    • Retint map actions bugfix
    • Sharpnel enhancement
    • Vanilla map preview reading bugfix
    • Customizable tooltip background
    • Parts of Ares calling code
    • Original Arcing elevation inaccuracy fix
    • Dehardcode 255 limit of OverlayType
  • Otamaa (Fahroni, BoredEXE):
    • Help with CellSpread
    • Ported and fixed custom RadType code
    • Togglable ElectricBolt bolts
    • Customizable Chrono Locomotor properties per TechnoClass
    • Building Placement Preview
    • DebrisMaximums fixes
    • Anim-to-Unit
    • NotHuman anim sequences improvements
    • Customizable OpenTopped Properties
    • Hooks for ScriptType Actions 92 & 93
    • Ore stage threshold for HideIfNoOre
    • Occupied building MuzzleFlashX bugfix
    • EnemyUIName for other TechnoTypes
    • TerrainType DestroyAnim & DestroySound
    • Laser trails for VoxelAnims
    • MakeInfantry logic on BombClass bugfix
    • Debris & meteor impact behaviour settings
    • Upgrade logic to allow altering of SpySat status
    • Ares detection and integration
    • Help with custom locomotors
    • Extension class optimization
    • Overload characteristic dehardcoded
    • Customizable garrison and bunker properties
    • Disable DamageSound for buildings
    • Power plant damage factor
  • FS-21:
    • Dump Object Info enhancements
    • Powered.KillSpawns
    • Spawner.LimitRange
    • Majority of ScriptType actions
    • ScriptType Action 14004: Force Global OnlyTargetHouseEnemy value in Teams
    • MC deployer fixes
    • Help with docs
    • Automatic Passenger Deletion logic
    • Fire SW At Location/Waypoint Trigger Action
    • Kill Object Automatically logic prototype
    • Customizable resource storage
    • Override uncloaked underwater attack behavior
    • Override target under EMP attack behavior
    • AI Aircraft docks fix
    • Shared ammo logic
    • Customizable FLH when infantry is prone or deployed
    • Initial strength for cloned infantry
    • Map Events 604 & 605 for checking if a specific Techno enters in a cell
    • Warhead that can not kill
    • Pips.HideIfNoStrength and SelfHealing.EnabledBy additions for shields
    • Warhead activation target health thresholds enhancements
    • Event 606: AttachEffect is attaching to a Techno
    • Linked superweapons
    • Unit & infantry auto-conversion on ammo change
  • Starkku:
    • Misc. minor bugfixes & improvements
    • AI script actions:
      • Chronoshift to Enemy Base
    • Warhead shield penetration & breaking
    • Strafing aircraft weapon customization
    • Vehicle DeployFire fixes/improvements
    • Stationary VehicleTypes
    • Burst logic improvements
    • TechnoType auto-firing weapons
    • Secondary weapon fallback customization
    • Weapon target type filtering
    • AreaFire targeting customization
    • CreateUnit improvements
    • Attached animation & jumpjet unit layer customization
    • IsSimpleDeployer improvements & additions
    • Shield modification warheads
    • Warhead decloaking toggle
    • Warp(In/Out)Weapon
    • Grinder improvements / additions
    • Attached animation position customization
    • Critical hit logic additions
    • Aircraft & jumpjet speed modifiers fix
    • Local warhead screen shaking
    • Vehicle custom palette fix
    • Feedback weapon
    • TerrainType & ore minimap color customization
    • Laser fixes & improvements
    • Mind control indicator animation cloak fix
    • Warhead / Play animation trigger animation owner fix
    • Nuke carrier & payload Bright fix
    • Display damage numbers hotkey command
    • TransactMoney.Display
    • Building-provided self-heal customization
    • AI deploy script DeploysInto fix
    • Passable & buildable-upon TerrainTypes
    • Automatic passenger owner change toggle
    • Interceptor improvements
    • OpenTopped transport behaviour customizations
    • Animation damage / weapon improvements
    • Warhead self-damaging toggle
    • Trailer animation owner inheritance
    • Warhead detonation on all objects on map
    • Animated TerrainTypes extension
    • TerrainType damage & crumbling frames
    • Exploding unit passenger killing customization
    • Railgun particle target coordinate fix
    • Building target coordinate offset fix
    • Warhead / weapon detonation at superweapon target cell
    • Cloaked & disguised objects displaying to observers
    • Building airstrike target eligibility customization
    • IvanBomb detonation & image display centered on buildings
    • Customizable ROF random delay
    • BibShape drawing during buildup fix
    • Spawner spawn delay customization
    • Cluster scatter distance customization
    • FlakScatter distance customization
    • Debris & meteor impact behaviour settings
    • Custom warhead debris animations
    • Attached particle system for animations
    • Removal of hardcoded AA & Gattling weapon selection restrictions
    • Projectile obstacle logic additions
    • AnimList on zero damage Warheads toggle
    • Additions to automatic passenger deletion
    • Buildings considered as vehicles
    • TechnoType target evaluation map zone check behaviour customization
    • CanC4 damage rounding fix & toggle
    • Option to center pause menu background
    • Disguise logic improvements
    • Custom insignias
    • ZShapePointMove buildup toggle
    • UndeploysInto building selling buildup sequence length customization
    • AI naval vehicle production fix
    • Crushing tilt and slowdown customization
    • Extra warhead detonations on weapons
    • Chrono sparkle animation display customization and improvements
    • PipScale pip size & ammo pip frame customization
    • Extension class optimization
    • Additional sync logging
    • Original Arcing elevation inaccuracy fix
    • EMPulseCannon projectile gravity fix
    • Custom palette support for wall overlays
    • Warhead animation improvements
    • Reloading ammo in transports
    • Straight projectile trajectory additions
    • Airstrike & spy plane fixed spawn distance & height
    • Negative damage Verses/PercentAtMax toggle
    • Misc. singleplayer mission improvements
    • Weapon effect obstacle interaction fix
    • Fire particle rotation coordinate adjust toggle
    • AmbientDamage warhead & main target ignore customization
    • Projectile return weapon
    • Aircraft landing / docking direction
    • DeploysInto cursor desync fix
    • Minor crate logic improvements
    • Custom tint effects
    • Revenge weapons
    • AttachEffect
    • Air unit tracking fix for large range / CellSpread
    • Extra tint intensity for Iron Curtain & Force Shield
    • Option to enable parsing 8-bit RGB values from [ColorAdd] instead of RGB565
    • Customizing height and speed at which subterranean units travel
    • AI superweapon delay timer customization
    • Disabling MultipleFactory bonus from specific BuildingType
    • Customizable ChronoSphere teleport delays for units
    • Allowed and disallowed types for FactoryPlant
    • Forbidding parallel AI queues for specific TechnoTypes
    • Nonprovocative Warheads
    • Customizing effect of level lighting on air units
    • Reimplemented Airburst & Splits logic with more customization options
    • Buildings considered as destroyable pathfinding obstacles
    • Animation visibility customization settings
    • Light effect customizations
    • Building unit repair customizations
    • Build area customizations
    • Scorch / Flamer fire animation customization
    • EM Pulse cannon logic improvements
    • <Player @ X> as owner for pre-placed objects
    • Custom exit cell for infantry factory
    • Vehicles keeping target on move command
    • IsSonic wave drawing crash fix
    • Customizable electric bolt duration and electric bolt-related fixes
    • Airstrike flare visual customizations & fixes
    • Restored parabombs
    • Delayed fire weapons
    • Changes / fixes to Vertical projectile logic and customizing projectile initial facing behavior
    • Bugfixes to map trigger action 125 Build At...
    • Owner change during buildup bugfix
    • Subterranean harvester pathfinding fix
    • Toggle to exclude technos from base center calculations
    • Deploy priority filtering
    • Customizable paradrop missions
    • Guard range customizations
    • Wall overlay unit sell exploit fix
    • Fix vehicles disguised as trees incorrectly displaying veterancy insignia when they shouldn't
  • Morton (MortonPL):
    • XDrawOffset for animations
    • Shield passthrough & absorption
    • Building LimboDelivery logic
    • Fix for Image in art rules
    • Power delta counter
    • Super Weapons launching other Super Weapons
    • SpyEffects expansion, launching Super Weapons on building infiltration
    • Real time timers
    • Default campaign game speed override and custom campaign game speed FPS
    • Including INI files and inheriting INI sections
    • Ares detection and integration
    • TechnoType conversion warhead & superweapon
    • Unlimited skirmish colors
    • Show designator & inhibitor range
    • Dump variables to file on scenario end / hotkey
    • 601 House owns TechnoType and 602 House doesn't own TechnoType trigger events
    • Voxel light source position customization
    • Extending Power to all TechnoTypes
    • Display banner by triggers
    • Help with docs
  • ChrisLv_CN (work relicensed under following permission):
    • General assistance
    • Interceptor logic prototype
    • LaserTrails prototype
    • Laser fixes prototype
  • Trsdy:
    • Preserve IronCurtain status upon DeploysInto/UndeploysInto
    • Several jumpjet fixes:
      • Facing towards target even if not omni-firing
      • Turret direction in idle state fix
      • Sensor fix
      • Allow to tilt regardless of TiltCrashJumpjet
      • Forbid firing when crashing
    • OmniFire.TurnToTarget
    • Strafing aircraft weapon customization
    • Object Self-destruction logic
    • Misc vanilla suicidal behavior fix
    • Post-type-conversion update
    • Units retaining orders after changing ownership bugfix
    • Several fixes and dehardcode related to building selling/undeploying:
      • Building EVA_StructureSold and SellSound dehardcode
      • Restore EVA_StructureSold for buildings with UndeploysInto
      • Redeployable MCV in campaigns
      • Allow buildings with UndeploysInto to be sold if Unsellable=no even if not conyard
      • Trigger actions that allow/forbid MCV to redeploy in game
    • AlternateFLH of vehicles in OpenTopped transport
    • Slaves' house customization when owner is killed
    • Trigger Action spawned team IFV/OpenTopped logic fix
    • Singleplayer Campaign AI's base node/SW-delivered/trigger action 125 Build At...'s auto-repairability dehardcode
    • Power delta counter : blackout indication mark
    • Harvester counter
    • Income money string indication upon ore dump
    • Warhead superweapon launch logic
    • TechnoType conversion placeholder
    • 600 The shield of the attached object is broken trigger event
    • RadialIndicator observer visibility
    • Cloaked objects from allies displaying to player in singleplayer campaigns
    • Skip NaturalParticleSystem displaying from in-map pre-placed structures
    • Random crate generation limited to land option, optimization for crates' random sampling
    • ImmuneToCrit for shields
    • Forbidding parallel AI queues by type
    • The option to allow DieSound/VoiceDie being played when grinding
    • Allow iron-curtain effects on infantry
    • Break the mindcontrol link when capturing a mind-controlled building with engineer
    • Remove sound events when mind-controlled vehicles deploy into buildings or when buildings considered as vehicles get captured
    • Building LightSource tint S/L fix
    • Permanent healthbar display on units targeted by temporal weapons fix
    • Powered anims on buildings cease playing upon capture by different house fix
    • TechnoType conversion placeholder
    • TechnoType conversion upon ownership change
    • EIP 00529A14 crash fix on Linux
    • Teleport timer reset after load game fix
    • Teleport, Tunnel and Fly loco visual tilt fix
    • Turret/Barrel/NoSpawnAlt/Multi-section voxel shadow, dynamic voxel shadow
    • Skip units' turret rotation and jumpjets' wobbling under EMP
    • Droppod properties dehardcode
    • Deployer = yes->no infantry conversion sequence fix
    • Waypoint entering building together with engineer/agent bug fix
    • Skippable game save on scenario start
    • InfDeath=9 versus jumpjet infantry 0 damage fix
    • Skip rally point line drawing when undeploying a building
    • Ares' SW.Shots hint on extended tooltips
    • Ares' Abductor weapon fix
    • Suppress Ares' swizzle warning when parsing tags and taskforces
    • Better fix for Ares academy not working on the initial payloads of vehicles built from a war factory
    • Fix Ares' InitialPayload for teams spawned by trigger actions
    • Allow Reveal Crate to take effect when picking up by another player controlled house in campaign
    • Misc code refactor & maintenance, CN doc fixes, bugfixes
  • FlyStar:
    • Campaign load screen PCX support
    • New condition for automatic self-destruction logic when TechnoTypes exist/don't exist
    • Fix AltNextScenario not taking effect
    • Fix Hospital=yes building can't kick out infantry after loading a save
    • Edit/Clear Hate-Value Trigger Action
    • Set Force Enemy Trigger Action
    • Fix the issue where computer players did not search for new enemies after defeating them or forming alliances with them
    • Customize the damage taken when falling from a bridge
    • 600 The shield of the attached object is broken bug fix for the triggered event
    • Fix an issue where a portion of Ares's trigger event 75/77 was determined unsuccessfully
    • Second weapon with ElectricAssault=yes will not unconditionally attack your building with Overpowerable=yes
    • Fix the issue where some units crashed after the deployment transformation
    • Turretless vehicles with Voxel=no support use FireUp like infantry
    • Infantry support IsGattling=yes
    • Support for more optional weapons
    • Engineers can enter buildings normally when they don't need to be repaired (or you can force it by pressing Alt)
    • Player-controlled spies are not forced to perform other tasks while attacking buildings
    • If BombDisarm=yes is not present for all weapon warheads, then the engineer will no longer use the appropriate mouse action
    • Fix an unusual use of DeployFireWeapon for InfantryType
    • Fix the fact that when the selected unit is in a rearmed state, it can unconditionally use attack mouse on the target
    • Units can customize the attack voice that plays when using more weapons
    • When Speed=0 or the TechnoTypes cell cannot move due to MovementRestrictedTo, vehicles cannot attack targets beyond the weapon's range. Area Guard and Hunt missions will also become ineffective
    • When the vehicle loses its target, you can customize whether to align the turret direction with the vehicle body
    • Health bar permanently displayed
    • Unlimbo Detonate warhead
    • Fast access structure
    • Iron Curtain/Custom Tint Support for SHP Turreted Vehicles
    • Reactivate unused trigger events 2, 53, and 54
    • Map Action 511, 609, 610
    • Weapons now support AttackFriendlies and AttackCursorOnFriendlies
    • Attack non-threatening structures extensions
    • Vehicle Deployment Enhancement
    • Fix an issue where miners affected by Passengers/DeployFire were unable to unload minerals
    • Fix an issue where mining vehicles could not move after leaving a tank bunker
    • Fixed the bug in AI scripts 56 and 57 that forced the launch of superweapons with index numbers 3 and 4
  • NetsuNegi:
    • Forbidding parallel AI queues by type
    • Jumpjet crash speed fix when crashing onto building
    • Disguised units not using the correct palette if target has custom palette bugfix
    • Tunnel/Walk/Mech locomotor being stuck when moving too fast bugfix
    • Assign Super Weapon cameo to any sidebar tab
    • Fix impassable invisible barrier created by chronosphere on uncrushable unit
    • FreeUnit uses its own SpeedType to determine where to spawn
    • Fix the bug where naval ships set to AllowedToStartInMultiplayer=yes may spawn incorrectly on land
    • Fix the bug where pathfinding issues occur when a building performs undeploy
    • Fix amphibious harvesters can not automatically return to refineries with WaterBound
    • Fix EIP 004C2C19 concerning the electric bolt
    • Fix DefaultDisguise showing wrong house colors for different players
    • Taking over Ares' AlphaImage respawn logic to reduce lags from it
    • Allow voxel projectiles to use AnimPalette and FirersPalette
    • Customize damaged speed ratio of drive/ship loco
    • Customize overpower logic
    • Fix the bug that EnterBioReactorSound, LeaveBioReactorSound, EnterGrinderSound on technotype does not used
    • Fix the bug that harvester dont stop unloading and cannot unload cargos anymore when lifting by IsLocomotor=yes warhead
    • Fix an issue that units on the slope tilted at an excessive angle
    • Enhanced reveal & gap warhead
    • Fix an issue that teleport units board transport vehicles on the bridge will create an impassable invisible barrier, which may cause the game to freeze or even crash
    • Fix wrong shadow when a vehicle has hover locomotor and is being lifted by IsLocomotor=yes warhead
    • Customize parasite culling targets
    • Customize harvester dump amount
    • Select box logic
    • Customize airstrike targets
    • Separate the AirstrikeClass pointer between the attacker/aircraft and the target to avoid erroneous overwriting issues
    • Fix the bug that buildings will always be tinted as airstrike owner
    • Fix the bug that AllowAirstrike=no cannot completely prevent air strikes from being launched against it
    • Fix the bug that infantry ignored Passengers and SizeLimit when entering buildings
    • Tiberium eater logic
    • Fix the bug that ships can travel on elevated bridges
    • Original Arcing elevation inaccuracy fix
    • Fix the bug that uncontrolled scatter when elite techno attacked by aircraft or some unit try crush it
    • Exclusive SuperWeapon Sidebar
    • Fix the bug that AlphaImage remained after unit entered tunnel
    • Weapon target filtering by health percentage
    • Fix the bug that DamageSelf and AllowDamageOnSelf are ineffective on airforce
    • Customize limit when engineer repair a building
    • Fix the bug that damaged particle dont disappear after building has repaired by engineer
    • Display banner improvement
    • Electric/RadBeam trail for laser tails
    • Ground line for select box
    • Fix the bug that passengers' Temporal attacks wouldn't stop when an OpenTopped vehicle was frozen by a Temporal warhead
    • Fix the bug that vehicle owned by computer will scatter when cloaking
    • Fix the bug that submarine always turn left after changed owner by map event
    • Fix the bug that occupyable structure won't redraw when press deploy hotkey to release all occupants
    • Fix the bug that Locomotor warhead won't stop working when the attacker is being affected by Temporal=yes warhead
    • Fix the bug that IsLocomotor=yes warhead rendering hover units unselectable and undamageable on elevated bridge
    • Fix the bug that Locomotor warhead won't stop working when firer (except for vehicle) stop firing
    • Fix the bug that hover vehicle will sink if destroyed on bridge
    • Customize squid grapple animation
    • Fix the bug that armor multiplier of new attacheffect will have extra take effect once if restricted warheads
    • Fix the bug that techno unit will draw with ironcurtain and airstrike color and intensity who disguised as terrain or overlay
    • Iron Curtain/Custom Tint Support for SHP Turreted Vehicles
    • Allow setting whether AlternateFLH applies to vehicle passengers in the transport unit
    • Fix the bug that vehicle fall on infantry will make all cell content has been removed
    • Allow deploy controlled MCV
    • Fix the bug that naval ship will sink even they destroyed in air
    • Fix the bug that building with CloningFacility=true and WeaponsFactory=true may cloning multiple vehicles and then they get stuck
    • Customize Ares's radar jam logic
    • Customize if cloning need power
    • Customize type selection for IFV
    • Fix the issue that units will goto farest location if target is closer than MinimumRange
    • Fix a bug introduced by Ares where building types that have UndeploysInto cannot display AltCameo or AltCameoPCX even when you infiltrate enemy buildings with Factory=UnitType
    • Fix a bug where units can be promoted when created via trigger actions even if they have Trainable=false
    • Fix the bug that ai will try to product aircraft even the airport has no free dock for it
    • Allow techno type considered as other type when recruiting techno for teams
    • Fix the issue that technos cannot spawn survivors due to non-probabilistic reasons when the tech type was destroyed
    • Fix the bug that vehicle survivor can spawn on wrong position when transport has been destroyed
    • Fix the bug that if object has been removed from LogicClass in Update(), next object will be skip
    • Fix the bug that weapon cannot used to intercept on gound bullet if it's projectile has AG=no
    • Customize size for mind controlled unit
    • Fix the issue that weapon selection don't check if secondary's warhead has IsLocomotor=yes
    • Fix the issue that warhead with IsLocomotor=yes can be used to vehicles who is in tank bunker
    • Fix the bug that if there's a tank in tank bunker, tank bunker use auto death by vanish will cause tank get stuck and game will crash quickly
    • Customize whether weapon can be used to targeting ironcurtained technos or not
    • Fix the bug where selected technos would lose their selection if their regular mind control was replaced with permanent mind control or with the control from the Psychic Dominator superweapon
    • Fix the bug that building with Explodes=yes use Ares's rubble logic will cause it's owner cannot defeat normally
    • Customizable disk drain logic
    • Fix the bug that cause technos teleport to cell 0,0 by ChronoSphere superweapon
    • Fix the bug that techno in attack move will move to target if it cannot attack it
    • Penetrates damage on transporter
    • Add amount limit of LimboKill
    • Spawns particle when spawns tiberium by terrain
    • Allow draw SuperWeapon timer as percentage
    • Customize particle system of parasite logic
    • Fix an issue where parasites that have infected infantry do not provide a refund when the infected infantry enters a Grinding building
    • Fix the issue that PassengerDeletion dont consider passenger's passenger, parasite and hijacker
    • Fix the issue that power output of building on tooltip won't consider power enhancer
    • Fix the bug that the upgrade building's power-enhancing effect depends only on its parent building and is not related to the upgrade building itself
  • Apollo - Translucent SHP drawing patches
  • ststl:
    • Customizable ShowTimer priority of superweapons
    • Iron Curtain effects customization on infantry and organic units
    • Use CustomPalette for animations with Tiled=yes
    • Unlimited AlternateFLH entries
    • Build limit group
    • Customizing whether passengers are kicked out when an aircraft fires
    • Display banner by triggers
    • New SuperWeapon Type template
    • Fix the issue where some units crashed after the deployment transformation
  • TwinkleStar:
    • Custom slaves free sound
    • Jumpjet crash rotation control
    • Vehicle voxel turret shadows & body multi-section shadows
    • TurretOffset support for SHP vehicles
    • Customizable rocker amplitude
    • Customizable wake anim
    • Initial effort on optimization for crates' random distribution
    • Customizable spawns queue
    • Initial spawns number
  • Fryone:
    • Customizable ElectricBolt Arcs
    • Sound entry on unit's creation
    • Auto-deploy/Deploy block on ammo change
    • Flashing Technos on selecting
    • Promotion animation
    • Damaged unit image changes
    • VoiceDeploy through hot-key/command bar fix
    • Damaged aircraft image changes
  • ZivDero:
    • Re-enable the Veinhole Monster and Weeds from TS
    • Recreate the weed-charging of SWs like the TS Chemical Missile
    • Allow to change the speed of gas particles
    • Fix a jumpjet crash related to voxel shadow drawing
    • Replace BLOWFISH.DLL using Red Alert source code
    • Adjust the dehardcoding of the 255 OverlayType limit to a different format
  • CrimRecya:
    • Fix LimboKill not working reliably
    • Allow using waypoints, area guard and attack move with aircraft
    • Fix Stop command not working so well in many cases
    • Fix aircraft MovementZone and SpeedType inconsistencies
    • Use 2D distance instead of 3D to check whether in air team members have arrived destination
    • No rearm and reload in EMP or temporal
    • Enhanced Straight trajectory
    • Enable Building Production Queue
    • Fix for sidebar not updating queued unit numbers when on hold
    • New Parabola trajectory
    • Enhanced Bombard trajectory
    • No turret unit turn to the target
    • Damage multiplier for different houses
    • Extended gattling rate down logic
    • Sell or undeploy building on impact
    • Draw visual effects for airburst weapons
    • Technos recount current burst index when change the firing weapon
    • Units will not always stuck in the factory
    • Technos can maintain a suitable distance after firing
    • Projectile subject to ground check before firing
    • Delay automatic attack on the controlled unit
    • Fast access vehicle
    • Fix an issue that some amphibious technos being unable to enter on water structures
    • Fix an issue that aircraft carriers can not find suitable locations for attacks when under elevated bridges on their own
    • Fix an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges
    • Fix an issue that aircraft carriers cannot retract its spawned aircraft when on the bridge
    • Fix an issue where the shadow of jumpjet remained on the ground when it was above the elevated bridge
    • Laser, electric bolt and rad beam scatter
    • Fix an issue that laser, electric bolt and rad beam not support Inviso=true projectiles with FlakScatter=true to scatter
    • Fix an issue that units on the slope tilted at an excessive angle
    • Fix an issue that the first passenger who call the transport ship no longer board the transport ship when the land units call for boarding
    • Fix an issue that impassable invisible barrier generated by the behavior of infantry continuously entering vehicles
    • Fix an issue that MCV will self-destruct when using trigger 107 to teleport
    • Fix an issue that moving MCV with Teleport locomotion will cause reconnection error
    • Jumpjet Tilts While Moving
    • Fix an issue that game crashes (EIP:7FB178) when infantry are about to enter an occupiable building that has been removed and is not real dead
    • Fix an issue that game crashes when spawnee has been removed and is not real dead
    • Aggressive attack move mission
    • Amphibious access vehicle
    • Fix an issue that spawned Strafe aircraft on aircraft carriers may not be able to return normally if aircraft carriers moved a short distance when the aircraft is landing
    • Exclusive SuperWeapon Sidebar
    • Fix an issue that the widespread damage caused by detonation on the bridge/ground cannot affect objects on the ground/bridge who are in the opposite case
    • Several new Infotypes, no display in specific status and a new single frame display method
    • Customizable spawn delay of VoxelAnim's TrailerAnim and fix its incorrect position
    • Add DebrisMinimums to keep the count of debris within a certain range
    • Task subtitles display in the middle of the screen
    • Fix an issue that MovementZone=Fly harvesters can not be able to enter refinery buildings manually
    • Fix an issue that jumpjet harvester cannot automatically go mining when leaving the weapons factory
    • Fix an issue that jumpjet harvester will overlap when manually entering refinery buildings and cause game crashes
    • Fix an issue that Spawned aircraft will fly towards the edge of the map when its Spawner is under EMP
    • Burst without delay
    • Fix an issue that if the garrison unload occupants when there is no open space around it would result in the disappearance of the occupants
    • Fix an issue where Ares' Convert.Deploy triggers repeatedly when the unit is turning or moving
    • Reverse engineer warhead
    • AI base construction modification
    • Restore turret recoil effect
    • Fix an issue that FireAngle was not taken into account when drawing barrel in TurretShadow
    • Fix an issue that barrel anim data will be incorrectly overwritten by turret anim data if the techno's section exists in the map file
    • Jumpjet Climbing Logic Enhancement
    • Fix for pathfinding crashes on big maps due to too small pathfinding node buffer
    • Fix an issue that units' LaserTrails will always lags behind by one frame
    • Fix an issue that the currently hovered planning node not update up-to-date, such as using hotkeys to select technos
    • Allow the aircraft to enter area guard mission and not crash immediately without any airport
    • Allow merging AOE damage to buildings into one
    • Fix the bug that DeploysInto and UndeploysInto will make damaged techno lose 1 health
  • Ollerus:
    • Build limit group enhancement
    • Customizable rocker amplitude
    • Type select for buildings (doc)
    • Enhanced Bombard trajectory
    • Shield armor inheritance customization
    • Fix DefaultDisguise showing wrong house colors for different players
    • Fire weapon when Warhead kills something
    • Promotion animation deglobalization
    • Forcing specific weapon by range and target type
    • Passenger-based insignias
    • Use InsigniaType to set the properties of insignia in a batch
    • Allow player's self-healing effects to be benefited by allied or PlayerControl=true houses
    • Power plant damage factor
    • Allow faking digital display for InfoType=Health at disguise
    • Display banner improvement and doc
    • Damage multiplier for health percentage
    • Linked superweapons tweak
    • Randomized anims for several behaviors
    • Fix customized WarpAway anim's wrong definition
    • Shield respawn animation and weapon
    • Toggle off laser trail and shake effects
    • OpenTopped range bonus and damage multiplier customization for passengers
    • AutoDeath upon ownership change
    • Maximum amount for power plant enhancer
    • Return warhead
  • NaotoYuuki - Vertical & meteor trajectory projectile prototypes
  • handama - AI script action to 16005 Jump Back To Previous Script
  • TaranDahl (航味麻酱):
    • Skirmish AI "sell all buildings and set all technos to hunt" behavior dehardcode
    • Skirmish AI "gather when MCV deploy" behavior dehardcode
    • Global value of RepairBaseNodes
    • Skip anim delay for burst fire
    • Type select for buildings (code)
    • Raise alert when technos are taking damage
    • Toggle waypoint for building
    • Parasite returning bug fix
    • Bunkerable checks dehardcode
    • Prevent the units with locomotors that cause problems from entering the tank bunker
    • No turret unit turn to the target
    • Units are now unable to kick out from a factory that is in construction process
    • Fix issues caused by incorrect reference removal (f.ex. If the unit cloaks/enters transport, it cannot gain experience from previously launched spawners/C4/projectiles)
    • Recycle spawner in long-range
    • Play an anim when recycling a spawner
    • Recycle the spawner on other FLH
    • Fix the bug that spawned can not return to buildings with foundation bigger than 1x1
    • BombParachute deglobalization
    • Sinkablity and sinking speed customization
    • Fix an issue where FireAngle would not work properly under certain circumstances
    • Fix an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges
    • Fix the bug that healing weapons could not automatically acquire aerial targets
    • Fix an issue where AI would select unreachable buildings and get stuck when looking for buildings like tank bunkers, bio reactors, etc
    • Prone speed customization
    • RadarInvisible for non-enemy house
    • Allow miners do area guard
    • Make harvesters do addtional scan after unload
    • Customize the scatter caused by aircraft attack mission
    • Customize whether Crater=yes animation would destroy tiberium
    • Targeting limitation for berzerk technos
    • Allows refineries to use multiple ActiveAnim simultaneously
    • Several attackmove related enhancement
    • Fix the bug that OpenToppedWarpDistance is calculated incorrectly for building target
    • Burst without delay
    • Target scanning delay customization (code)
    • Skip target scanning function calling for unarmed technos (code)
    • Force techno targeting in distributed frames to improve performance
    • Use SkipCrushSlowdown=true to avoid the bug related to Accelerates=true and MovementZone=CrushAll
    • Auto deploy for GI-like infantry
    • Fix an issue that Ares' Type Conversion not resetting barrel's direction by FireAngle
    • Fix an issue that jumpjets in air can not correctly spawn missiles
    • Customize the chained damage of the wall
    • Fix an issue that jumpjet vehicles can not stop correctly when assigned a target in range
    • Fix an issue that jumpjet infantry stop incorrectly when assigned a target out of range
    • Fix an issue that jumpjet infantry' shadow is always drawn even if they are cloaked
    • Fix an issue that technos head to building's dock even they are not going to dock
    • Fix an issue that the jumpjet vehicles cannot stop correctly after going berserk
    • Attack and damage technos underground
    • Fix an issue that infantry walking through a cell containing a tree would cause it to be impassable to other houses
    • Fix an issue that the AI would enter a combat state when its building receiving damage from friendly units or damage not greater than 0
    • Fix an issue that the techno with weapon with AA=yes and AG=no would not auto targeting units that are falling, such as paratroopers
    • Dehardcode the ZAdjust of warhead anim
    • Fix an issue where some effects pointing to a unit were not properly cleared when the unit changed its owner
    • Fix an issue where the vanilla script ignores jumpjets
    • CellSpread in cylinder shape
    • CellSpread damage check if victim is in air or on floor
    • Fix an issue where non-repairer units needed sensors to attack cloaked friendly units
    • Allow customizing whether to synchronously change the owner of the RadioLink-linked units when the owner of a building changes
    • Toggle per-target warhead effects apply timing
    • Extra range for chasing and pre-firing
    • Fix an issue that rockets do not consider the destination altitude during climbing
    • Fix an issue that the AI would set anger towards friendly houses, causing it to act stupidly
    • Fix an issue that the AI would look for the first house in the array as an enemy instead of the nearest one when there were no enemies
    • AllowBerzerkOnAllies
    • Fix an issue that retaliation will make the unit keep switching among multiple targets with the same amount of threat
    • Fix an issue where units recruited by a team with AreTeamMembersRecruitable=false cannot be recruited even if they have been liberated by that team
    • Global default value for DefaultToGuardArea
    • Weapon range finding in cylinder
    • Allow jumpjet climbing ignore building height
    • Fix an issue where the AI's regular targeting would also target garrisonable buildings
    • Fix an issue that the move mission of the jumpjet does not end correctly
    • Fix the issue that the Jumpjet must end its movement before starting the next mission
    • Taunt warhead
  • solar-III (凤九歌)
    • Target scanning delay customization (documentation)
    • Skip target scanning function calling for unarmed technos (documentation)
  • Flactine
    • Add target filtering options to attacheffect system
    • Add veterancy-based target filtering for weapons and warheads
  • tyuah8:
    • Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-piggybacked bugfix
    • Destroyed unit leaves sensors bugfix
  • Aephiex - initial fix for Ares academy not working on the initial payloads of vehicles built from a war factory
  • Multfinite - Allow to toggle main exception handler via command line argument -ExceptionHandler=boolean
  • hejiajun107, Xkein - Fix a jumpjet crash related to voxel shadow drawing
  • Ares developers:
    • YRpp and Syringe which are used, save/load, project foundation and generally useful code from Ares
    • unfinished RadTypes code
    • prototype deployer fixes
    • Superweapon launch site & availability code
    • AI vehicle production update code
    • parts of TechnoType conversion placeholder code
  • ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, CrimRecya - Digital Display
  • SukaHati (Erzoid) - Minimum interceptor guard range
  • E1 Elite - TileSet 255 and above bridge repair fix
  • AutoGavy - interceptor logic, Warhead critical hit logic
  • Chasheen (Chasheenburg) - CN docs help for Build#24
  • Noble Fish - some minor improvements and fixes, established Community Chinese docs, took over and completely rewrite the Official Chinese docs during Build#46
  • tomsons26 - all-around help, assistance and guidance in reverse-engineering, YR binary mappings
  • CCHyper - all-around help, current project logo, assistance and guidance in reverse-engineering, YR binary mappings, custom locomotors example implementation
  • AlexB - Original FlyingStrings implementation
  • Joshy - Original FlyingStrings implementation
  • CnCVK - Original custom locomotors experiment
  • ZΞPHYɌUS - win/lose themes code
  • Fridge - Cursor Fix code
  • Neargye (Daniil Goncharov) - nameof library (MIT)
  • ayylmao - help with docs, extensive and thorough testing
  • SMxReaver - help with docs, extensive and thorough testing
  • 4SG - help with docs
  • thomassneddon - general assistance, knowledge about voxel lighting model
  • Xkein - general assistance, YRpp edits
  • mevitar - honorary shield tester triple award
  • Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, Terumasa, Zhelin) - extensive and thorough testing
  • Phobos CN Tester Group (Mantis, Swim Wing, Examon, AKB, Pusheen, ZQ, Claptrap, BunkerGeneral, Big J, Skywalker, ChickEmperor, Shifty, Mikain, Tobiichi Origami, Feiron, W_S502, Ailink, AbrahamMikhail, Tide, Fnfalsc, Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, TientsinWind) - extensive and thorough testing
  • Damfoos - extensive and thorough testing
  • Dmitry Volkov - extensive and thorough testing
  • Rise of the East community - extensive playtesting of in-dev features
  • 11EJDE11 - Prevent mpdebug number from being drawn when visibility toggled off
  • RAZER:
    • Wall overlay unit sell exploit fix
    • Multiplayer gamespeed fix for RealTimeTimers