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Feature/shield #102
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Feature/shield #102
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Thrifinesma
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Feature / Enhancement
Anything new not present in vanilla/Ares
New / Enhanced Logic
Significant stuff that wasn't present in engine and needs to be coded from scratch
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Apr 10, 2021
Losslessly compressed all PNGs and ... Remover ExifTags Update Debug.cpp - Update #include Update Macro.h Update Hooks.BugFixes.cpp - Replace HOOK to LJMP Crit System Docs & better tag names Fix loader blowfish.dll (Phobos-developers#119) * Fix Blowfish.dll Loader * Fix spelling and clarify docs a bit Co-authored-by: Kerbiter <crabiter@vivaldi.net> Fix The [GlobalControls]->DebugKeysEnabled value was ignored by the game Allow size = 0 for map previews Change crit judgment basis and Crit.AnimList will replace AnimList Reverse the comparison of crit Add a zero check for RadLevelDelay Fix AffectsHouse issue TerrainTypeExt, customizable ore drills implemented Co-Authored-By: Uranusian <Mikesariitten@gmail.com> Feature/shield (Phobos-developers#102) * implement #issue 88 shield logic Co-authored-by: secsome <302702960@qq.com> Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Feature/capture manager improvement (Phobos-developers#133) Tag rename and defval change; increment version disable the hook for Build-9 currently so no more bug fix in this build :( Fix hooks issues about CaptureManager refactor credits fix pTarget->MindControlledBy Fix Shield ResponseAttack issue change position of Shield TemporalCheck fix some issues update funding Fix hook issue about Rad Generate .editorconfig to keep consistent code style Fixed anim bug when deploying into structure (Phobos-developers#139) Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Allow to warn player when low harvester (Phobos-developers#143) * Allow to warn player when low harvester * Change the behavior Increment version infinite mc fixed Fix Rad crashes Fix MultiMCReleaseVictim issue Vanilla Bugfix: Damage=1 InfiniteMindControl will now really InfiniteMindControl dummy commit Compile bug fix & placeholders disable hook Implement SpawnsTiberium.GrowthStage Accepts either one value or a range (lower bound, higher bound) Initial commit Action 73,0 was created in mind for Aircrafts but could be used in other scenarios. It prevents a very weird bug that makes the AI aircraft going up & down in loop in the helipad. Check current status of the units Ignored dead or limboed units. Proper way to fix DeployToFire Tag deprecated for now Shield of IronCurtained unit won't absorb damage anymore Change TerrainTypes' Body hooks size Correct the message of NextIdleHarvester Fixes & improvements DeployToFire fix now works properly Refactor stuff Moving things to where they belong Implement Developer Warning function try to introduce issue templates move the folder to where it should be Mention GrowthStage in docs
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Labels
Feature / Enhancement
Anything new not present in vanilla/Ares
New / Enhanced Logic
Significant stuff that wasn't present in engine and needs to be coded from scratch
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This is the prototype implementation of #88.
Now you can set Shield (Prototype) for any TechnoType.
in rulesmd.ini
In addition, a TechnoType with a Shield will show its Shield Strength. An empty shield strength bar will be left after destroyed if it is respawnable.
Buildings now uses the 5th frame of pips.shp to display the shield strength while other units uses the 16th frame (original pips.shp does not have a blue hp pip).
The frame selection of pips.shp will be customizable in the future to display the shield strength.
Pipbrd.shp will use its 4th frame to display an infantry's shield strength and the 3th frame for other units if pipbrd.shp has extra 2 frames.