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Merge branch 'develop' into develop-trajectory-engrave
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CrimRecya committed Feb 7, 2025
2 parents 4287849 + ebb624c commit f937b8d
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4 changes: 2 additions & 2 deletions docs/AI-Scripting-and-Mapping.md
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Expand Up @@ -6,8 +6,8 @@ This page describes all AI scripting and mapping related additions and changes i

- Script action `Move to cell` now obeys YR cell calculation now. Using `1000 * Y + X` as its cell value. (was `128 * Y + X` as it's a RA1 leftover)
- The game now can reads waypoints ranges in [0, 2147483647]. (was [0,701])
- Map trigger action `41 Play Animation At...` can now create 'non-inert' animations which can play sounds, deal damage and apply `TiberiumChainReaction` if a parameter is set (needs [following changes to `fadata.ini`](Whats-New.md#for-map-editor-final-alert-2).
- Map trigger action `125 Build At...` can now play buildup anim and becomes singleplayer-AI-repairable optionally (needs [following changes to `fadata.ini`](Whats-New.md#for-map-editor-final-alert-2).
- Map trigger action `41 Play Animation At...` can now create 'non-inert' animations which can play sounds, deal damage and apply `TiberiumChainReaction` if a parameter is set (needs [following changes to `fadata.ini`](Whats-New.md#for-map-editor-final-alert-2)).
- Map trigger action `125 Build At...` can now play buildup anim and becomes singleplayer-AI-repairable optionally (needs [following changes to `fadata.ini`](Whats-New.md#for-map-editor-final-alert-2)).
- Both Global Variables (`VariableNames` in `rulesmd.ini`) and Local Variables (`VariableNames` in map) are now unlimited.
- Script action `Deploy` now has vehicles with `DeploysInto` searching for free space to deploy at if failing to do so at initial location, instead of simply getting stuck.
- Teams spawned by trigger action 7,80,107 can use IFV and opentopped logic normally. `InitialPayload` logic from Ares is not supported yet.
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10 changes: 7 additions & 3 deletions docs/Fixed-or-Improved-Logics.md
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Expand Up @@ -18,7 +18,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
- Fixed building and defense tab hotkeys not enabling the placement mode after `Cannot build here.` triggered and the placement mode cancelled.
- Fixed buildings with `UndeployInto` playing `EVA_NewRallypointEstablished` on undeploying.
- Fixed buildings with `Naval=yes` ignoring `WaterBound=no` to be forced to place onto water.
- Fixed AI Aircraft docks bug when Ares tag `[GlobalControls]` > `AllowParallelAIQueues=no` is set.
- Fixed AI Aircraft docks bug when Ares tag `[GlobalControls]` -> `AllowParallelAIQueues=no` is set.
- Fixed laser drawing code to allow for thicker lasers in house color draw mode.
- Fixed `DeathWeapon` not detonating properly.
- Some settings are still ignored like `PreImpactAnim` *(Ares feature)*, this might change in future.
Expand Down Expand Up @@ -127,7 +127,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
- Fixed `DeployToFire` not recalculating firer's position on land if it cannot currently deploy.
- `Arcing=true` projectile elevation inaccuracy can now be fixed by setting `Arcing.AllowElevationInaccuracy=false`.
- Wall overlays are now drawn with the custom palette defined in `Palette` in `artmd.ini` if possible.
- `Secondary` will now be used against walls if `Primary` weapon Warhead has `Wall=false`, `Secondary` has `Wall=true` and the firer does not have `NoSecondaryWeaponFallback` set to true.
- If `[CombatDamage]`->`AllowWeaponSelectAgainstWalls` is set to true, `Secondary` will now be used against walls if `Primary` weapon Warhead has `Wall=false`, `Secondary` has `Wall=true` and the firer does not have `NoSecondaryWeaponFallback` set to true.
- Setting `ReloadInTransport` to true on units with `Ammo` will allow the ammo to be reloaded according to `Reload` or `EmptyReload` timers even while the unit is inside a transport.
- It is now possible to enable `Verses` and `PercentAtMax` to be applied on negative damage by setting `ApplyModifiersOnNegativeDamage` to true on the Warhead.
- Attached animations on flying units now have their layer updated immediately after the parent unit, if on same layer they always draw above the parent.
Expand Down Expand Up @@ -1681,11 +1681,15 @@ DropPod.AtmosphereEntry = ; anim, default to [AudioVisual]->AtmosphereEntry
DropPod.GroundAnim = ; 2 anims, default to [General]->DropPod
DropPod.AirImage = ; SHP file, the pod's shape, default to POD
DropPod.Height = ; int, default to [General]->DropPodHeight
DropPod.Puff = ; anim, default to [General]->DropPodPuff
DropPod.Puff = ; anim, default to [AudioVisual]->DropPodPuff
DropPod.Speed = ; int, default to [General]->DropPodSpeed
DropPod.Trailer = ; anim, default to [General]->DropPodTrailer, which by default is SMOKEY
DropPod.Trailer.Attached = ; boolean, default to no
DropPod.Trailer.SpawnDelay = ; int, number of frames between each spawn of DropPod.Trailer, default to 6
DropPod.Weapon = ; weapon, default to [General]->DropPodWeapon
DropPod.Weapon.HitLandOnly = ; boolean, default to no
```

```{note}
`[General]` -> `DropPodTrailer`is [Ares features](https://ares-developers.github.io/Ares-docs/new/droppod.html).
```
5 changes: 3 additions & 2 deletions docs/Whats-New.md
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Expand Up @@ -21,6 +21,7 @@ You can use the migration utility (can be found on [Phobos supplementaries repo]

#### From post-0.3 devbuilds

- Selecting weapons other than primary against walls based on `Wall=true` on Warhead etc. now requires `[CombatDamage]`->`AllowWeaponSelectAgainstWalls` to be set to true first.
- Lunar theater tileset parsing unhardcoding is now only applied if `lunarmd.ini` has `[General]` -> `ApplyLunarFixes` set to true.
- `Units.DisableRepairCost` was changed to `Units.UseRepairCost` (note inverted expected value) as it no longer has discrete default value and affects `Hospital=true` buildings, infantry do not have repair cost by default.
- Critical hit animations created by `Crit.AnimOnAffectedTargets=true` Warheads no longer default to `AnimList.PickRandom` if `Crit.AnimList.PickRandom` is not set.
Expand Down Expand Up @@ -439,7 +440,7 @@ New:
- Revenge weapon (by Starkku)
- AttachEffect types with new features like custom tint and weapon range modifier (by Starkku)
- Force shield effect sync on deploy & vs. organic targets effect customization to complement the Iron Curtain ones (by Starkku)
- Map trigger action 41 (Play animation at waypoint) now uses additional parameter to determine if animation can play sound, deal damage etc. (by Starkku)
- Map trigger action `41 Play Animation At...` now uses additional parameter to determine if animation can play sound, deal damage etc. (by Starkku)
- Allow restricting how many times per frame a single radiation site can damage a building (by Starkku)
- Allow explicitly setting the superweapons AI uses for Chronoshift script actions (by Starkku)
- Allow customizing Aircraft weapon strafing regardless of `ROT` and `Strafing.Shots` values beyond 5 (by Trsdy)
Expand Down Expand Up @@ -787,7 +788,7 @@ Vanilla fixes:
- Fixed the bug when reading a map which puts `Preview(Pack)` after `Map` lead to the game fail to draw the preview (by secsome)
- Fixed the bug that GameModeOptions are not correctly saved (by secsome)
- Fixed the bug that AITriggerTypes do not recognize building upgrades (by Uranusian)
- Fixed AI Aircraft docks bug when Ares tag `[GlobalControls]` > `AllowParallelAIQueues=no` is set (by FS-21)
- Fixed AI Aircraft docks bug when Ares tag `[GlobalControls]` -> `AllowParallelAIQueues=no` is set (by FS-21)
- Fixed the bug when occupied building's `MuzzleFlashX` is drawn on the center of the building when `X` goes past 10 (by Otamaa)
- Fixed jumpjet units that are `Crashable` not crashing to ground properly if destroyed while being pulled by a `Locomotor` warhead (by Starkku)
- Fixed aircraft & jumpjet units not being affected by speed modifiers (by Starkku)
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2 changes: 1 addition & 1 deletion docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po
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Expand Up @@ -46,7 +46,7 @@ msgstr "路径点的范围由[0,701]扩展到[0, 2147483647]。"
msgid ""
"Map trigger action `125 Build At...` can now play buildup anim optionally"
" (needs [following changes to `fadata.ini`](Whats-New.md#for-map-editor-"
"final-alert-2)."
"final-alert-2))."
msgstr "地图触发动作`125 将建筑建造于...`现在可以设置是否播放建造动画(需要[下述设置](Whats-New.md#for-map-editor-final-alert-2))。"

#: ../AI-Scripting-and-Mapping.md:10
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10 changes: 5 additions & 5 deletions docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po
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Expand Up @@ -92,9 +92,9 @@ msgstr "修复了`Naval=yes`会无视`WaterBound=no`强制将建筑限制在水

#: ../Fixed-or-Improved-Logics.md:17
msgid ""
"Fixed AI Aircraft docks bug when Ares tag `[GlobalControls]` > "
"Fixed AI Aircraft docks bug when Ares tag `[GlobalControls]` -> "
"`AllowParallelAIQueues=no` is set."
msgstr "修复了AI的飞机停机坪在Ares标签`[GlobalControls]` > `AllowParallelAIQueues=no`时有bug的问题。"
msgstr "修复了AI的飞机停机坪在Ares标签`[GlobalControls]` -> `AllowParallelAIQueues=no`时有bug的问题。"

#: ../Fixed-or-Improved-Logics.md:18
msgid ""
Expand Down Expand Up @@ -216,10 +216,10 @@ msgstr "路径点上限由702增加至2147483647。"
msgid ""
"Map trigger action `125 Build At...` can now play buildup anim optionally"
" (needs [following changes to `fadata.ini`](Whats-New.md#for-map-editor-"
"final-alert-2)."
"final-alert-2))."
msgstr ""
"地图触发动作`125将建筑建造于...`现在可选是否播放建造动画 (需要[自行修改`fadata.ini`](Whats-New.md#for-"
"map-editor-final-alert-2)。"
"地图触发动作`125将建筑建造于...`现在可选是否播放建造动画 需要[自行修改`fadata.ini`](Whats-New.md#for-"
"map-editor-final-alert-2)。"

#: ../Fixed-or-Improved-Logics.md:41
msgid ""
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4 changes: 2 additions & 2 deletions docs/locale/zh_CN/LC_MESSAGES/Whats-New.po
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Expand Up @@ -621,9 +621,9 @@ msgstr "修复了AITriggerTypes不能正确识别建筑升级的问题 (by Uranu

#: ../Whats-New.md:341
msgid ""
"Fixed AI Aircraft docks bug when Ares tag `[GlobalControls]` > "
"Fixed AI Aircraft docks bug when Ares tag `[GlobalControls]` -> "
"`AllowParallelAIQueues=no` is set (by FS-21)"
msgstr "修复了AI停机坪bug当`[GlobalControls]` > `AllowParallelAIQueues=no`时 (by FS-21)"
msgstr "修复了AI停机坪bug当`[GlobalControls]` -> `AllowParallelAIQueues=no`时 (by FS-21)"

#: ../Whats-New.md:342
msgid ""
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