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Merge branch 'develop' into feature/MindControl-Threshold
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FS-21 committed Apr 30, 2024
2 parents b97dde5 + 92b980f commit 0c7dba6
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10 changes: 10 additions & 0 deletions .coderabbit.yaml
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reviews:
request_changes_workflow: false
high_level_summary: true
poem: false
review_status: false
collapse_walkthrough: false
auto_review:
enabled: false
chat:
auto_reply: false
13 changes: 10 additions & 3 deletions CREDITS.md
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Expand Up @@ -252,7 +252,7 @@ This page lists all the individual contributions to the project by their author.
- Facing towards target even if not omni-firing
- Turret direction in idle state fix
- Sensor fix
- Allow to tilt on ground
- Allow to tilt regardless of TiltCrashJumpjet
- Forbid firing when crashing
- OmniFire.TurnToTarget
- Object Self-destruction logic
Expand Down Expand Up @@ -289,9 +289,11 @@ This page lists all the individual contributions to the project by their author.
- 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 and Tunnel loco visual tilt 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
- Waypoint entering building together with engineer/agent bug fix
Expand All @@ -300,7 +302,9 @@ This page lists all the individual contributions to the project by their author.
- **FlyStar**
- Campaign load screen PCX support
- New condition for automatic self-destruction logic when TechnoTypes exist/don't exist
- **NetsuNegi** - Forbidding parallel AI queues by type
- **NetsuNegi**
- Forbidding parallel AI queues by type
- Jumpjet crash speed fix when crashing onto building
- **Apollo** - Translucent SHP drawing patches
- **ststl**
- Customizable ShowTimer priority of superweapons
Expand All @@ -319,6 +323,9 @@ This page lists all the individual contributions to the project by their author.
- Flashing Technos on selecting
- **ZivDero**
- Allow giving ownership of buildings to players in Skirmish and MP using <Player @ A-H>
- 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
- **Ares developers**
- YRpp and Syringe which are used, save/load, project foundation and generally useful code from Ares
- unfinished RadTypes code
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4 changes: 4 additions & 0 deletions Phobos.vcxproj
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Expand Up @@ -39,6 +39,8 @@
<ClCompile Include="src\Ext\CaptureManager\Body.cpp" />
<ClCompile Include="src\Ext\OverlayType\Body.cpp" />
<ClCompile Include="src\Ext\OverlayType\Hooks.cpp" />
<ClCompile Include="src\Ext\ParticleType\Body.cpp" />
<ClCompile Include="src\Ext\ParticleType\Hooks.cpp" />
<ClCompile Include="src\Ext\Scenario\Hooks.cpp" />
<ClCompile Include="src\Ext\Scenario\Hooks.Variables.cpp" />
<ClCompile Include="src\Ext\Sidebar\Body.cpp" />
Expand All @@ -61,6 +63,7 @@
<ClCompile Include="src\Misc\Hooks.AssignHouses.cpp" />
<ClCompile Include="src\Misc\Hooks.Gamespeed.cpp" />
<ClCompile Include="src\Misc\Hooks.Ares.cpp" />
<ClCompile Include="src\Misc\Hooks.VeinholeMonster.cpp" />
<ClCompile Include="src\Misc\PhobosToolTip.cpp" />
<ClCompile Include="src\Misc\TextInput.cpp" />
<ClCompile Include="src\New\Entity\ShieldClass.cpp" />
Expand Down Expand Up @@ -189,6 +192,7 @@
<ClInclude Include="src\Ext\Bullet\Trajectories\PhobosTrajectory.h" />
<ClInclude Include="src\Ext\Bullet\Trajectories\StraightTrajectory.h" />
<ClInclude Include="src\Ext\OverlayType\Body.h" />
<ClInclude Include="src\Ext\ParticleType\Body.h" />
<ClInclude Include="src\Ext\Sidebar\Body.h" />
<ClInclude Include="src\Ext\Anim\Body.h" />
<ClInclude Include="src\Ext\Surface\Body.h" />
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2 changes: 1 addition & 1 deletion YRpp
8 changes: 7 additions & 1 deletion docs/AI-Scripting-and-Mapping.md
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Expand Up @@ -69,7 +69,7 @@ Ranking.OverParMessage= ; CSF entry key

### Show briefing dialog on startup

- You can now have the briefing dialog screen show up on singleplayer campaign mission startup by setting `ShowBriefing` to true in map file's `[Basic]` section, or in the map file's section in `missionmd.ini` (latter takes precedence over former if available).
- You can now have the briefing dialog screen show up on singleplayer campaign mission startup by setting `ShowBriefing` to true in map file's `[Basic]` section, or in the map file's section in `missionmd.ini` (latter takes precedence over former if available). This can be disabled by user by setting `ShowBriefing` to false in `Ra2MD.ini`.
- `BriefingTheme` (In order of precedence from highest to lowest: `missionmd.ini`, map file, side entry in `rulesmd.ini`) can be used to define a custom theme to play on this briefing screen. If not set, the loading screen theme will keep playing until the scenario starts properly.
- String labels for the startup briefing dialog screen's resume button as well as the button's status bar text can be customized by setting `ShowBriefingResumeButtonLabel` and `ShowBriefingResumeButtonStatusLabel` respectively. They default to the same labels used by the briefing screen dialog when opened otherwise.

Expand Down Expand Up @@ -100,6 +100,12 @@ ShowBriefingResumeButtonLabel=GUI:Resume ; CSF entry key
ShowBriefingResumeButtonStatusLabel=STT:BriefingButtonReturn ; CSF entry key
```

In `RA2MD.ini`:
```ini
[Phobos]
ShowBriefing=true ; boolean
```

## Script Actions

### `10000-10999` Ingame Actions
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