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Oliver Brakmann edited this page Apr 24, 2016 · 1795 revisions

This is the changelog for the upcoming stable release. The changelog for the development branch can be found separately. Additionally, changes from earlier releases can be found on the historical changelogs page.

Playtest 20160424

General Improvements

  • Fixed missiles sometimes crashing for no reason when flying straight north. [#11165, #11170]
  • Fixed units somtimes targeting stealthed units. [#11154]
  • Fixed spawning too many infantry units when selling buildings. [#11053]
  • Fixed several crashes related to client tooltips. [#11079]
  • Fixed erroneously warning about custom rules on maps that don't have any. [#11082]
  • Fixed unit actions with left-click orders. [#11081]
  • Fixed the lobby "ready" checkbox being unselectable after installing a map. [#11104]
  • Fixed game time counter not scaling with the selected replay speed. [#11161]
  • Fixed PixelDoubling not working properly after zooming with the mousewheel. [#11135]
  • Fixed walls not being visible when Explored Map was enabled. [#11144]
  • Added "Insufficient Funds" audio feedback when repairing. [#11076]
  • Changed the "building" audio feedback to its original behaviour. [#11076]
  • Changed spectator and team chat labels to be better distinguishable. [#11084]

Red Alert

  • Fixed submarines not being attackable when surfaced. [#11105]
  • Fixed tooltips for the spy plane. [#11131]
  • Fixed Tanya's idle sequence being a frame too long. [#11151]
  • Fixed GPS tooltips revealing type of enemy structure. [#11166]
  • Fixed tooltips of map props showing an owner row. [#11174]
  • Fixed GPS satellite rocket not using the player's color. [#11167]
  • Added Dual Cold Front, Northwest Passage, Warwind, Winter Storm, Sunstroke, Sudden Death and Pool Party to the map pool. [#11119]
  • Changed ambient light level in Fort Lonestar. [#11145]
  • Changed the Keep off the Grass 2 and Behind the Veil multi-player maps to be more balanced. [#11119]
  • Removed Burlesca, Styrian Mountains, Contact, Island Hoppers, Pearly Wastelands, Breaking Point, Central Conflict, Raraku, Ring of Fire and High & Low Extended from the map pool. [#11119]

Tiberian Dawn

  • Fixed Visceroids not being aggressive in certain maps. [#11163]
  • Fixed tooltips of map props showing an owner row. [#11174]
  • Changed ambient light level in GDI mission 6. [#11145]
  • Removed custom engineer selection priority again. [#11111]

Dune 2000

  • Fixed walls spawning too many pieces of debris when being destroyed. [#11157]
  • Removed custom engineer selection priority again. [#11111]

Engine / Modding

  • Fixed missiles not moving to their cruise altitude if launched above it. [#10777]
  • Added support for actors with multiple Cloak traits to Targetable. [#11162]
  • Added HiddenUnderFogInit. [#11144]
  • Removed the StartsRevealed property from the FrozenUnderFog trait. [#11144]

Map Editor

  • Fixed randomly re-ordering the actors with every save of a map. [#11146]

Playtest 20160403

General Improvements

  • Fixed color validator issues and increased color picker palette size. [#10507, #10624]
  • Fixed the "select all units" hotkey not working properly. [#9585]
  • Fixed units attacking buildings in progress of being captured by allied units. [#9854]
  • Fixed minimap orders not adhering to the left click control scheme option. [#9970]
  • Fixed crashes when hovering over the player latency indicator. [#10068]
  • Fixed collision detection for missiles and bullets. [#10243]
  • Fixed a crash in the aircraft reservation code. [#9786]
  • Fixed aircraft repulsing even when not being repulsable. [#9619]
  • Fixed units sometimes not being able to properly move out of minimum weapon range when attacking targets. [#9802]
  • Fixed some actors not entering the idle mode visually. [#10141, #10211, #10234]
  • Fixed shaders not loading when starting the game with a different working directory. [#10269]
  • Fixed sprite turrets showing up before the build animation finished. [#10225]
  • Fixed selection priorities for overlapping actors. [#10011]
  • Fixed counting IRC notifications as unread messages [#10334]
  • Fixed CPU utilisation when the shellmap is disabled. [#10089]
  • Fixed corpses being drawn on top of crushing actors. [#10119]
  • Fixed content download failing on some locales. [#10375]
  • Fixed missiles not triggering splashes reliably when hitting water. [#10365]
  • Fixed crashes caused by the global chat. [#10409]
  • Fixed a rare crash when entering the multiplayer lobby. [#10457]
  • Fixed range circles being drawn off-center when placing defense buildings. [#10447]
  • Fixed rank chevrons being cloaked along with cloaked units. [#10480]
  • Fixed showing an empty slot dropdown in a lobby without any players. [#10511]
  • Fixed showing the building placement cursor when the menu is open. [#10509, #10523]
  • Fixed some overflowing labels in the UI. [#10476, #10491]
  • Fixed the place-building cursor staying after the conyard / prerequisites were destroyed. [#10510]
  • Fixed button mouse-over when switching main menus. [#10493]
  • Fixed shroud not being updated properly when the visibility debug option was in effect. [#10468]
  • Fixed in-game tooltip staying on screen when opening the menu. [#10508]
  • Fixed installation from original CDs if the content folder wasn't already existing. [#10555]
  • Fixed support power timers showing the wrong time when using the replay speed controls. [#10478]
  • Fixed turreted units being unable to target buildings under the fog of war. [#10420]
  • Fixed pre-placed crates not showing water animations. [#10568]
  • Fixed global chat nickname defaults not acknowledging player settings. [#10610]
  • Fixed a bug that could cause units to get stuck on bridges. [#10728]
  • Fixed not dropping targets that are out of range if the attacker cannot move. [#10750, #11029]
  • Fixed planes doing an unnecessary loop when returning to their base. [#10695]
  • Fixed issues with using the repair cursor on other players' vehicles. [#10891]
  • Fixed an exploit that allowed players to repair at enemy service depots. [#10893]
  • Fixed AI stopping production after losing its last refinery and construction yard. [#10940]
  • Fixed servers kicking players who just downloaded a new map. [#10939]
  • Fixed units not moving their turrets in advance before being able to fire again. [#10910, #11033]
  • Fixed potential floating point math induced desyncs. [#10972, #10973]
  • Fixed guard mode in combination with left-click orders. [#11008]
  • Fixed some console output of dedicated servers not having timestamps. [#11025]
  • Added standard hotkeys for manipulating text in input fields. [#9582]
  • Added optional target lines for rally points visible to team mates. [#9994]
  • Added team chat for spectators. [#9639]
  • Added support for canceling the entire queue with ctrl + cancel. [#9595]
  • Added a Show on Damage option for health bars. [#9650]
  • Added an actor name overlay debug option. [#10078]
  • Added tooltips to the player names in the score screen, showing their location and IP addresses. [10067]
  • Added a Mute Audio checkbox to the audio settings and a corresponding hotkey (m by default) for in-game use. [#10003]
  • Added support for disabling line-building of walls by holding the Shift key while placing the structure. [#10512]
  • Added a notification (blinking button) in the lobby when the selected map is not installed. [#10514]
  • Added a warning when bots have been disabled. [#10536]
  • Added a restart button for missions, single-player skirmishes and replays. [#10264, #10543, #10733, #11013]
  • Added an option to show team colors on radar map. [#10649]
  • Added an "All Packages" selection to the drop down in the asset viewer. [#10716].
  • Added mousewheel zooming using a customizable modifier key (CTRL by default). [#10559, #10821]
  • Added hotkeys for the replay speed selection as well as pausing the replay (bound to F5-F8 and the Pause key by default). [#10933]
  • Added the in-game menu score screen to observer views and replays. [#10934]
  • Added ability to order empty harvesters to refineries. [#10995]
  • Added persistent filter options in the multiplayer server browser. [#11006]
  • Improved UI behaviour when issuing orders to units. [#10118]
  • Improved in-game performance and memory usage. [#9627, #9734, #9759, #9763, #9977, #10126, #10189, #10271, #10256, #10272, #10352, #10376, #10388, #10462, #10557, #10461, #10594, #10657, #10731, #10795, #10836]
  • Improved Lua scripting API performance. [#9978]
  • Improved game load and startup speed. [#10765, #10768]
  • Improved the load time of the mission browser. [#10901]
  • Improved the map load time in occasions where not the full map needs to be parsed. [#10942]
  • Changed the order of options in the observer shroud selector drop down. [#10297]
  • Changed the title of the "Connection Failed" dialog when a wrong password was entered. [#10551]
  • Changed the title of the game lobby's chat tab button from "Lobby" to "Game". [#10873]
  • Changed started games to be shown before empty games in the multiplayer server browser. [#11006]
  • Removed some unneeded performance sampling. [#10270]
  • Removed fragile diplomacy. [#10650]

Tiberian Dawn

  • Fixed bad bridge art for TD snow template. [#10971]
  • Fixed a number of mission issues. [#10061, #10947]
  • Fixed inconsistencies in the naming of music tracks. [#10161]
  • Fixed Nod units in campaign missions having the wrong color. [#10255]
  • Fixed the build palette ordering to match tech tree requirements. [#10443]
  • Fixed aircraft being visible beneath the fog of war. [#10602]
  • Fixed inconsistent [X] symbols in the lobby when kicking spectators. [#10600]
  • Fixed inconsistent button positions in the connection failed dialog. [#10601]
  • Fixed selection box height for a number of structures. [#10820]
  • Fixed cosmetic issues with flares. [#11036, #11038]
  • Added more variation to building explosions. [#10099]
  • Added giving Tiberium immunity to infantry when the Biolab tech building is captured. [#10616]
  • Added tooltips for civilian buildings. [#10372]
  • Added artwork for the hospital healing power-up. [#10680]
  • Enabled classic facing fudge for actors with 32 facings. [#10562]
  • Changed the selection priority of engineers for easier handling of infantry groups. [#10519]
  • Changed balancing:
  • Increased reload speed of MSAM from 100 to 45. [#10552]
  • Increased APC damage vs light targets from 100 to 105. [#10552]
  • Increased MLRS attack speed from 140 to 100. [#10552]
  • Increased Rocket infantry damage from 30 to 35. [#10552]
  • Increased MCV cost from 2000 to 4000. [#10552]
  • Increased MCV build time from 0:48 to 1:36. [#10552]
  • Increased MCV HP from 750 to 950. [#10552]
  • Changed MCV's armor type from Light to Heavy. [#10552]
  • MCV now requires both Command Center and Repair Pad to produce. [#10552]
  • Increased Construction yard HP from 1400 to 2000. [#10552]
  • Increased Repair pad HP from 400 to 600. [#10552]
  • Increased AGT's power usage from 40 to 50. [#10552]
  • Decreased MSAM trajectory from 341 to 300. [#10553]
  • Increased Grenadier damage versus light armor from 75 to 80. [#10770]
  • Increased APC HP from 200 to 210. [#10770]
  • Increased SAM damage from 30 to 35. [#10770]
  • Increased Light Tank cost from 600 to 700 (Build time increase from 15 to 17 seconds). [#10770]
  • Decreased Guard Tower damage versus heavy armor from 35 to 30. [#10770]
  • Decreased Light Tank movement speed from 113 to 110. [#10770]
  • Decreased Light Tank HP from 350 to 340. [#10770]
  • Decreased Rocket Infantry damage versus no armor from 50 to 30. [#10770]
  • Removed bogus reveal ranges from The Hot Box minigame map. [#10460]

Red Alert

  • Fixed Giant Ants and Zombies not being able to attack diagonally. [#9809]
  • Fixed vehicle husks not chronoshifting back to their original location. [#9415]
  • Fixed location of second exit on both allied and soviet barracks. [#9967]
  • Fixed the tooltip of scientists. [#10045]
  • Fixed inconsistencies in the naming of music tracks. [#10161]
  • Fixed a collection of mission issues. [#10072, #10439, #10440, #10441, #10442, #10561, #11035]
  • Fixed captured frozen actors not showing the correct owner when GPS is available. [#10324]
  • Fixed target type of Mad Tanks. [#10546]
  • Fixed Pillbox and Camo Pillbox having a blind spot. [#11002]
  • Enabled classic facing fudge for actors with 32 facings. [#10562]
  • Added a "no superweapons" tech level to RA. [#10580, #10608]
  • Added difficulty levels to the missions Soviet 6a and 6b. [#9745]
  • Added more variation to building explosions. [#9943]
  • Added the scientist to the list of units emerging from certain high-tech structures when they are sold. [#10048]
  • Added three new maps: Tabula Rasa, Behind The Veil and Sidestep. [#10320]
  • Added the 'Insufficient funds' warning when running out of money during production. [#10570]
  • Changed a couple of dirt patch tiles to allow constructing buildings on them to match the original game. [#9868]
  • Changed some husk tooltips to be match the names of their corresponding units. [#9985]
  • Changed the selection priority of engineers for easier handling of infantry groups. [#10519, #10767]
  • Changed balancing:
  • Increased vision and rate of turn (from 4 to 5 and 5 to 7, respectively) of the light tank. [#10328]
  • Increased minelayer hit points from 100 to 150. [#10412]
  • The British Spy now refunds only a minimum of 250 credits. [#10488]
  • Mammoth tanks gained the ability to crush concrete walls. [#10895]
  • Nukes now damage submerged submarines. [#10920]
  • Added fake power plants to the French faction. [#10968]
  • Changed the 'Asymetric Battle', 'Chokepoint', 'Doubles', 'East vs West', 'Encounter', 'Forest Path', 'High and Low', 'Keep off the Grass 2', 'Man to man', 'Mass Confliction', 'North by Northwest', 'Sidestep', 'Singles', 'Snowy Ridge' 'Temperal' and 'Fort Lonestar' multi-player maps to be more balanced. [#10205, #10301, #10303, #10312, #10347, #10986]
  • Changed position of the kennel in the build palette. [#10577]
  • Changed GPS icons to be more visible. [#10623]
  • Changed the (visual) selection bounds of the Windmill and the Lighthouse. [#10819]
  • Removed unnecessary ProximityCaptor definitions from some actor types. [#10178]
  • Removed bogus reveal ranges from minigame maps. [#10460]
  • Remove the map Caffeinated from the official map pool. [#10712]

Dune 2000

  • Fixed inconsistencies in the naming of music tracks. [#10161]
  • Fixed AI bots not building any Carryalls [#10392]
  • Fixed the power-up and power-down sounds being reversed. [#10316]
  • Fixed the map importer not importing some actors properly. [#10471]
  • Fixed the move order acknowledgement flash being affected by global lighting changes. [#10479]
  • Fixed worm trails being visible beneath the fog of war. [#10759]
  • Fixed Deviator missiles not taking effect. [#10957]
  • Added the 7000 credits starting cash to the lobby options. [#9913]
  • Added new single-player mission Atreides 03a. [#9659, #10047]
  • Added more variation to building explosions. [#10099]
  • Added line damage to the sonic tank beam. [#9357]
  • Added sound effects and movement animations to the Sandworm. [#10385]
  • Added missing speech notifications. [#10596]
  • Added the Smuggler and Mercenary factions. [#10517]
  • Added the 'Insufficient funds' warning when running out of money during production. [#10570]
  • Changed the selection priority of engineers for easier handling of infantry groups. [#10519]
  • Removed dependency on UI artwork from the Red Alert mod. [#9743]

Engine / Modding

  • Fixed AUD files with sample rates other than 22050 Hz being rejected. [#10289]
  • Use height offset when rendering voxels. [#10520]
  • Fixed WithVoxelWalkerBody not animating during turns. [#9882]
  • Fixed a potential integer overflow in StoresResources. [#9862]
  • Fixed FallToEarth not being heightmap-aware. [#10151]
  • Fixed DeathSounds not working without DeathTypes defined. [#10156]
  • Fixed voxel shadow geometry position. [#10203]
  • Fixed off-by-one error that prevented the last frame in a resource sprite from being used. [#10066]
  • Fixed AttackPlane and ReturnOnIdle ignoring terrain height. [#10168]
  • Fixed logging not being thread safe. [#10417]
  • Fixed Guard not explicitly requiring a movement trait. [#10472]
  • Fixed AI bots not deploying air-based construction vehicles. [#10506]
  • Fixed the AI using armed harvesters for combat. [#10584]
  • Fixed missing UpgradeGrantedReference lint tag on the GrantUpgrades property of the Passenger trait. [#10567]
  • Fixed units warping from an exit subcell to cellcenter when produced. [#10620]
  • Fixed upgrades being granted and immediately revoked to newly built units while the upgrade source is disabled. [#10628]
  • Fixed wrong check for altitude in the Mobile trait. [#10641]
  • Fixed YAML merging and trait removals. [#9710, #10648, #10804]
  • Fixed FlipX/FlipY sequence flags not changing offsets as well. [#10611]
  • Fixed a crash where the AI could place buildings outside the boundaries of isometric maps. [#10702]
  • Fixed OpenRA.exe ignoring quotes in arguments. [#10639]
  • Fixed missing dependency on the Aircraft trait for FallsToEarth, potentially causing crashes in third-party mods. [#10744]
  • Fixed a crash when missiles do not have an image. [#10740]
  • Fixed an off-by-one error in Map.FindTilesInAnnulus. [#10742]
  • Fixed locked spawns being selectable by other players. [#10885]
  • Fixed GravityBomb crashing when Image is null. [#10886]
  • Fixed ProductionFromMapEdge to work properly with ground units. [#10851]
  • Fixed searching for a sprite in an empty collection causing spam in debug.log. [#10989]
  • Fixed paratroopers on heightmapped terrain. [#11015]
  • Fixed WithSpriteBody being rendered even if it is disabled. [#11016]
  • Fixed not all required trait dependencies being loaded. [#10965]
  • Added the ability to display debug messages to map Lua scripts. [#9599]
  • Added terrain height support to WithShadow. [#10785]
  • Added support for classic facing fudge for actors with 32 facings. [#10562]
  • Added an ActorInit called TurretFacings to set the facing of multiple turrets on actors. [#9414]
  • Added support for inter-mod dependencies. [#9463, #9853]
  • Added support for mod-defined sound loaders. [#10069, #10482]
  • Added support for flipping (mirroring) sprite sequences. [#9770]
  • Added a Tiberian Sun style radar update line option with configurable color to RenderDetectionCircle. [#9956]
  • Added support for speech variants to CanPowerDown. [#9605]
  • Added target type support for CreateEffectWarhead as well as TargetTerrain and TargetHit impact types. [#9890]
  • Added a setting to make the return to origin behavior optional in Chronoshiftable. [#9982]
  • Added support for YAML defined properties in chrome logic modules. [#9980]
  • Added a DeployStateInit for pre-deployment. [#9501]
  • Added LineImpactProjectile. [#9357]
  • Added per-warhead WarheadDebugOverlay colors. [#9838]
  • Added Z-sorting for effects. [#10119]
  • Added the property Shape to AreaBeam and LaserZap which can be Cylindrical or Flat. [#10148]
  • Added a configurable beam Width to LaserZap. [#10148]
  • Added a Voice field to RepairableNear. [10153]
  • Added a new dedicated ResourceStorageWarning trait for the 'Silos needed' notifications, which was removed from PlayerResources. [#10260]
  • Added lint checking for required traits on actors referenced in trait infos. [#10302]
  • Added CruisingUpgrades to the Aircraft trait, which are granted when the cruising altitude is reached. [#10163]
  • Added a benchmark mode. [#10133]
  • Added support for rectangular hitboxes. [#9800]
  • Added support for discarding resources when the silo capacity is reached. [#10201]
  • Added configurable enter behavior (Exit, Suicide, Dispose) to Infiltrates, EngineerRepair and RepairsBridges. [#10210]
  • Added a configurable free fall gravity to Missile. [#10365]
  • Added support for the Dune II .VOC sound file format. [#10032]
  • Added PowerTooltip to display energy consumption. [#10112]
  • Added EjectOnDeath to Cargo. [#10041]
  • Added support for loading mods from the support directory. [#10232, #10486]
  • Added support for per-template palettes in tileset definitions. [#10246]
  • Added an IsPlayerPalette trait property to WithParachute to allow for player-remapped parachutes. [#10505]
  • Added support for changing the palettes, sequences and cursors used by ChronoshiftPower. [#10541, #10558]
  • Added support for customizing ProximityCapturable. [#10526]
  • Added support for customizing InfiltrateForCash even more. [#10488]
  • Added Gate and WithGateSpriteBody. [#9981]
  • Added support for playing a notification when an ally's base is being attacked. [#10564]
  • Added support for playing a BridgeRepaired notification. [#10576]
  • Added support for playing a random sound and explosion effect to CreateEffectWarhead. [#10381]
  • Added versioned user map folders to avoid clashes. [#10701]
  • Added a more descriptive crash message when an non-existent weapon name was encountered in the YAML rules. [#10746]
  • Added missing documentation to the NukePower trait and made the sequence and palette used for the nuke missile configurable. [#10723, #10778, #10923]
  • Added support for a FallbackSequence in WithDeathAnimation. [#10191]
  • Added support for multiple Attack* traits per actor. [#9509]
  • Added support for loading mods from ".oramod" packages. [#10841]
  • Added facings and custom sequences support to smoke trails. [#10856, #10911]
  • Added the ability to collect system information from users' systems. [#10803]
  • Added support for defining a custom ShadowPalette on GravityBomb. [#10886]
  • Added support for map-defined bot types. [#10916]
  • Added the previously hard-coded MaximumTileSearchRange (default: 50) to the MapGrid configuration in mod.yaml. [#10943]
  • Added support for customizing the name of the image used for explosion effects (previously hard-coded to explosion). [#10938]
  • Added support for uncloaking harvesters while docking. [#11001]
  • Added Trigger.OnPassengerExited/Entered functions to the Lua API. [#10959]
  • Added methods to find a map's closest edge cell to the Lua API. [#10917]
  • Added support for ScriptTags. [#10975]
  • Added support for "Paradrop Production". [#11004]
  • Added support for a custom EffectSequence on SpawnActorPower. [#11019]
  • Improved validation of server configuration commands. [#10800]
  • Improved documentation of the Explodes trait. [#9942]
  • Improved customization for LeavesTrails. [#10380]
  • Improved low-level filesystem, map, and initialization code. [#10239, #10530, #10525, #10538, #10555, #10687, #10697, #10704, #10705, #10706, #10713, #10719, #10721, #10703, #10774, #10786, #10788, #10838, #10839, #10875, #10897, #10902, #10909, #10901 #10922, #10963]
  • Improved the shuffle mechanism. [#10751]
  • Improved the parsing of sound files. [#10912]
  • Improved error message when calling SendParatroopers with an invalid unit. [#10960]
  • Changed low-level OpenGL bindings. [#10288, #10299, #10310]
  • Changed voxel turrets to hide while an actor is deploying or undeploying. #10222]
  • Changed the ordering of the singleplayer missions to automatically reflect their order in missions.yaml. [#10492]
  • Changed the default values of MinimumLaunchSpeed and MaximumLaunchSpeed of missiles. [#10636]
  • Renamed the DeathType property of the Explodes trait to DeathTypes. [#9942]
  • Changed the map format to support splitting out rules, weapons, sequences, sounds and music into separate YAML files and added support for different map categories on the same map. [#10839, #10902, #10898]
  • Changed SubCellDefaultIndex on the MapGrid entry in mod.yaml to DefaultSubCell. [#10915]
  • Renamed WithTurret, WithBarrel and WithReloadingTurret to include Sprite in the trait name. [#9541]
  • Renamed WithDockingOverlay to WithDockedOverlay. [#10364]
  • Renamed DemoTruck to AttackSuicides, moved it to the Common namespace and changed it to work with aircraft. [#10371]
  • Renamed MaximumSpeed to Speed on missiles. [#10636]
  • Renamed ROT to TurnSpeed. [#10863]
  • Renamed a few trait properties that measure ticks to use either Delay or Duration in their name, for consistency. [#10711]
  • Renamed EffectSequence to EffectImage on SpawnActorPower. [#11019]
  • Replaced RGBA and HSL colour definitions in YAML files with HTML-style hex notation. [#9324, #9961, #10337]
  • Replaced the tags from the Fake and PrimaryBuilding traits with WithDecoration. [#10216]
  • Refactored the Cloak trait to use UncloakTypes. [#9808]
  • Refactored the hardcoded map options and videos into different traits. [#10857]
  • Removed the Fake trait. [#10216]
  • Removed DisableMovementOnUpgrade. Disable Mobile instead. [#9438]
  • Removed the default values of the RepairBuildings and RearmBuildings properties of the Airplane trait. If your mod depends on the previous defaults, be sure to update your YAML rules manually since there is no upgrade rule for this change. [#10233]
  • Removed deprecated OpenGL rendering features. [#10249]
  • Removed TransformOnPassenger. Use actor upgrades instead. [#10252, #10386]
  • Removed the Folders node in mod.yaml. List directory paths in Packages instead. [#10554]
  • Removed package contents being prioritized over files in folders. Resort the Packages list to compensate. [#10554]
  • Removed the Player.SetStance function from the Lua API. Use a standby player and owner assignment instead. [#10650]
  • Removed automatic map format upgrades. Use OpenRA.Utility.exe --upgrade-map instead. [#10701]
  • Removed legacy mod upgrade rules. Use release 20151224 to upgrade if your mod is older. [#10797]

Map Editor

  • Fixed crash when saving into a folder containing a . char. [#10344, #10362]
  • Fixed not being able to select actors hiding behind larger actors. [#9927]
  • Fixed tooltip margins in the map editor. [#10913]
  • Added tooltips for helper actors. [#10015]
  • Added Shift + click flood fill for terrain tiles. [#10642]
  • Changed the grid color to darker red. [#10929]

Dedicated Server

  • Fixed settings.yaml conflicting when running multiple instances. [#11005]
  • Added OpenRA.Server.exe while removing Server.Dedicated=True and Server.DedicatedLoop=True from OpenRA.Game.exe. [#11005]
  • Added dedicated servers being able to query map info from the Resource Center. [#10992, #11005]
  • Replaced the Server.AllowBots flag with Server.DisableSinglePlayer, which allows bots on servers, but prevents people from hogging dedicated servers by themselves. [#10670]

Packaging & Utility

  • Fixed OpenRA.Utility.exe --shp complaining about the next PNG file when errors in the previous image occurred. [#10877]
  • Fixed issues with the Linux appdata metadata file. [#10931]
  • Added make nunit to the Unix Makefile to run unit tests on the command line. [#8861, #10110, #10326]
  • Added a utility command to check for explicit interface implementation violations. [#10143]
  • Added a utility command to resize existing maps. [#10353]
  • Added a utility command to print all custom rules of a specified map. [#10948]
  • Changed the preferred NUnit version to 3.0.1 (from 2.6.4). [#10309, #10333]
  • Changed map import commands to include the name of the mod. [#10404]
  • Updated the Eluant library to version 20160124. [#10588]
  • Updated the SharpFont library to version 3.1.0. [#10666]
  • Updated the Mono.NAT library to version 1.2.24. [#10666]
  • Updated the SDL library to version 2.0.4 on Windows. [#10599, #10847]
  • Recompressed a number of SHP files. [#10516]

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