This page lists all the individual contributions to the project by their author.
- Belonit (Gluk-v48):
- Disable empty spawn positions
gamemd.exeicon customization- Full-color non-paletted PCX support
- Initial
SpySat,BigGap,TransactMoneywarheads - PCX Loading Screen support
- Custom
DiskLaserradius - 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
TurretOffsetenhancement- 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
DeathWeaponfix- Re-enable obsolete
[JumpjetControls] AITriggerBuilding Upgrades support- Wall-Gate links
- Ability for deployed infantry to use both weapons
- Observer PCX loading screen
- Original
Arcingelevation 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.PickRandomMoveToCellfix- Unlimited waypoints
Build Attrigger action buildup anim fix- Undeploy building into a unit plays
EVA_NewRallyPointEstablishedfix - Custom ore gathering anim
TemporalClassrelated 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
Arcingelevation 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
DebrisMaximumsfixes- Anim-to-Unit
NotHumananim sequences improvements- Customizable
OpenToppedProperties - Hooks for ScriptType Actions 92 & 93
- Ore stage threshold for
HideIfNoOre - Occupied building
MuzzleFlashXbugfix EnemyUINamefor other TechnoTypes- TerrainType
DestroyAnim&DestroySound - Laser trails for VoxelAnims
MakeInfantrylogic on BombClass bugfix- Debris & meteor impact behaviour settings
- Upgrade logic to allow altering of
SpySatstatus - Ares detection and integration
- Help with custom locomotors
- Extension class optimization
- Overload characteristic dehardcoded
- Customizable garrison and bunker properties
- Disable
DamageSoundfor buildings - Power plant damage factor
- FS-21:
- Dump Object Info enhancements
Powered.KillSpawnsSpawner.LimitRange- Majority of ScriptType actions
- ScriptType Action 14004: Force Global
OnlyTargetHouseEnemyvalue in Teams - MC deployer fixes
- Help with docs
- Automatic Passenger Deletion logic
Fire SW At Location/WaypointTrigger 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.HideIfNoStrengthandSelfHealing.EnabledByadditions 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
DeployFirefixes/improvements - Stationary VehicleTypes
- Burst logic improvements
- TechnoType auto-firing weapons
- Secondary weapon fallback customization
- Weapon target type filtering
AreaFiretargeting customizationCreateUnitimprovements- Attached animation & jumpjet unit layer customization
IsSimpleDeployerimprovements & 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
Brightfix - Display damage numbers hotkey command
TransactMoney.Display- Building-provided self-heal customization
- AI deploy script
DeploysIntofix - Passable & buildable-upon TerrainTypes
- Automatic passenger owner change toggle
- Interceptor improvements
OpenToppedtransport 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
ROFrandom delay BibShapedrawing during buildup fix- Spawner spawn delay customization
Clusterscatter distance customizationFlakScatterdistance 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
AnimListon 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
ZShapePointMovebuildup toggleUndeploysIntobuilding 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
PipScalepip size & ammo pip frame customization- Extension class optimization
- Additional sync logging
- Original
Arcingelevation inaccuracy fix EMPulseCannonprojectile 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/PercentAtMaxtoggle - Misc. singleplayer mission improvements
- Weapon effect obstacle interaction fix
- Fire particle rotation coordinate adjust toggle
AmbientDamagewarhead & main target ignore customization- Projectile return weapon
- Aircraft landing / docking direction
DeploysIntocursor 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
MultipleFactorybonus 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&Splitslogic 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/Flamerfire 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
IsSonicwave 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
Verticalprojectile 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):
XDrawOffsetfor animations- Shield passthrough & absorption
- Building
LimboDeliverylogic - Fix for
Imagein 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 TechnoTypeand602 House doesn't own TechnoTypetrigger events- Voxel light source position customization
- Extending
Powerto 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_StructureSoldandSellSounddehardcode - Restore
EVA_StructureSoldfor buildings withUndeploysInto - Redeployable MCV in campaigns
- Allow buildings with
UndeploysIntoto be sold ifUnsellable=noeven if not conyard - Trigger actions that allow/forbid MCV to redeploy in game
- Building
AlternateFLHof vehicles inOpenToppedtransport- 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 brokentrigger eventRadialIndicatorobserver visibility- Cloaked objects from allies displaying to player in singleplayer campaigns
- Skip
NaturalParticleSystemdisplaying from in-map pre-placed structures - Random crate generation limited to land option, optimization for crates' random sampling
ImmuneToCritfor shields- Forbidding parallel AI queues by type
- The option to allow
DieSound/VoiceDiebeing 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->noinfantry conversion sequence fix- Waypoint entering building together with engineer/agent bug fix
- Skippable game save on scenario start
InfDeath=9versus jumpjet infantry 0 damage fix- Skip rally point line drawing when undeploying a building
- Ares'
SW.Shotshint 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
- Preserve IronCurtain status upon
- FlyStar:
- Campaign load screen PCX support
- New condition for automatic self-destruction logic when TechnoTypes exist/don't exist
- Fix
AltNextScenarionot taking effect - Fix
Hospital=yesbuilding can't kick out infantry after loading a save Edit/Clear Hate-ValueTrigger ActionSet Force EnemyTrigger 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 brokenbug 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=yeswill not unconditionally attack your building withOverpowerable=yes - Fix the issue where some units crashed after the deployment transformation
- Turretless vehicles with
Voxel=nosupport useFireUplike 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=yesis 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=0or the TechnoTypes cell cannot move due toMovementRestrictedTo, vehicles cannot attack targets beyond the weapon's range.Area GuardandHuntmissions 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
AttackFriendliesandAttackCursorOnFriendlies - Attack non-threatening structures extensions
- Vehicle Deployment Enhancement
- Fix an issue where miners affected by
Passengers/DeployFirewere 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
FreeUnituses its ownSpeedTypeto determine where to spawn- Fix the bug where naval ships set to
AllowedToStartInMultiplayer=yesmay 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
DefaultDisguiseshowing wrong house colors for different players - Taking over Ares' AlphaImage respawn logic to reduce lags from it
- Allow voxel projectiles to use
AnimPaletteandFirersPalette - Customize damaged speed ratio of drive/ship loco
- Customize overpower logic
- Fix the bug that
EnterBioReactorSound,LeaveBioReactorSound,EnterGrinderSoundon technotype does not used - Fix the bug that harvester dont stop unloading and cannot unload cargos anymore when lifting by
IsLocomotor=yeswarhead - 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=yeswarhead - 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=nocannot completely prevent air strikes from being launched against it - Fix the bug that infantry ignored
PassengersandSizeLimitwhen entering buildings - Tiberium eater logic
- Fix the bug that ships can travel on elevated bridges
- Original
Arcingelevation 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
DamageSelfandAllowDamageOnSelfare 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=yeswarhead - Fix the bug that
IsLocomotor=yeswarhead 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
AlternateFLHapplies 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=trueandWeaponsFactory=truemay 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
UndeploysIntocannot displayAltCameoorAltCameoPCXeven when you infiltrate enemy buildings withFactory=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=yescan 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=yesuse 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
PassengerDeletiondont 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
ShowTimerpriority of superweapons - Iron Curtain effects customization on infantry and organic units
- Use
CustomPalettefor animations withTiled=yes - Unlimited
AlternateFLHentries - 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
- Customizable
- TwinkleStar:
- Custom slaves free sound
- Jumpjet crash rotation control
- Vehicle voxel turret shadows & body multi-section shadows
TurretOffsetsupport 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
VoiceDeploythrough 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.DLLusing Red Alert source code - Adjust the dehardcoding of the 255
OverlayTypelimit to a different format
- CrimRecya:
- Fix
LimboKillnot working reliably - Allow using waypoints, area guard and attack move with aircraft
- Fix
Stopcommand not working so well in many cases - Fix aircraft
MovementZoneandSpeedTypeinconsistencies - 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=trueprojectiles withFlakScatter=trueto 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
Strafeaircraft 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'sTrailerAnimand fix its incorrect position - Add
DebrisMinimumsto keep the count of debris within a certain range - Task subtitles display in the middle of the screen
- Fix an issue that
MovementZone=Flyharvesters 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
Spawnedaircraft will fly towards the edge of the map when itsSpawneris 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.Deploytriggers repeatedly when the unit is turning or moving - Reverse engineer warhead
- AI base construction modification
- Restore turret recoil effect
- Fix an issue that
FireAnglewas not taken into account when drawing barrel inTurretShadow - 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'
LaserTrailswill 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
DeploysIntoandUndeploysIntowill make damaged techno lose 1 health
- Fix
- Ollerus:
- Build limit group enhancement
- Customizable rocker amplitude
- Type select for buildings (doc)
- Enhanced Bombard trajectory
- Shield armor inheritance customization
- Fix
DefaultDisguiseshowing 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
InsigniaTypeto set the properties of insignia in a batch - Allow player's self-healing effects to be benefited by allied or
PlayerControl=truehouses - Power plant damage factor
- Allow faking digital display for
InfoType=Healthat disguise - Display banner improvement and doc
- Damage multiplier for health percentage
- Linked superweapons tweak
- Randomized anims for several behaviors
- Fix customized
WarpAwayanim'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
BombParachutedeglobalization- Sinkablity and sinking speed customization
- Fix an issue where
FireAnglewould 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=yesanimation would destroy tiberium - Targeting limitation for berzerk technos
- Allows refineries to use multiple ActiveAnim simultaneously
- Several attackmove related enhancement
- Fix the bug that
OpenToppedWarpDistanceis 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=trueto avoid the bug related toAccelerates=trueandMovementZone=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=yesandAG=nowould not auto targeting units that are falling, such as paratroopers - Dehardcode the
ZAdjustof 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=falsecannot 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