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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -83,7 +83,7 @@ Credits
- **SMxReaver** - help with docs, extensive and thorough testing
- **4SG** - help with docs
- **wiktorderelf** - overhauled Unicode font
- **Uranusian (Thrifinesma)** - Mind Control enhancement, custom warhead splash list, harvesters counter, promoted spawns, shields, death after dead fix, customizeable missing cameo, cameo sorting priority, placement mode responding of tab hotkeys fix, producing progress, custom ore gathering anim, NoManualMove, weapon target house filtering, DeathWeapon fix, re-enable obsolete `JumpjetControls`, AITrigger Building Upgrades recognition, Wall-Gate links, overhauled Unicode font, docs maintenance, CN docs translation
- **Uranusian (Thrifinesma)** - Mind Control enhancement, custom warhead splash list, harvesters counter, promoted spawns, shields, death after dead fix, customizeable missing cameo, cameo sorting priority, placement mode responding of tab hotkeys fix, producing progress, custom ore gathering anim, NoManualMove, weapon target house filtering, DeathWeapon fix, re-enable obsolete `JumpjetControls`, AITrigger Building Upgrades recognition, Wall-Gate links, deployed infantry using both weapons, overhauled Unicode font, docs maintenance, CN docs translation
- **secsome (SEC-SOME)** - debug info dump hotkey, refactoring & porting of Ares helper code, introducing more Ares-derived stuff, disguise removal warhead, Mind Control removal warhead, Mind Control enhancement, shields, AnimList.PickRandom, MoveToCell fix, unlimited waypoints, Build At trigger action buildup anim fix, Undeploy building into a unit plays `EVA_NewRallyPointEstablished` fix, custom ore gathering anim, TemporaryClass related 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
- **Otamaa (Fahroni, BoredEXE)** - help with CellSpread, ported and fixed custom RadType code, togglable ElectricBolt bolts, customizable Chrono Locomotor properties per TechnoClass, DebrisMaximums fixes, Anim-to-Unit, NotHuman anim sequences improvements, Customizable OpenTopped Properties, hooks for ScriptType Actions 92 & 93, ore stage threshold for `HideIfNoOre`, occupied building `MuzzleFlashX` bugfix
- **E1 Elite** - TileSet 255 and above bridge repair fix
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1 change: 1 addition & 0 deletions docs/Fixed-or-Improved-Logics.md
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Expand Up @@ -28,6 +28,7 @@ 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.
- Infantry with `DeployFireWeapon=-1` can now fire both weapons (decided by its target), regardless of deployed or not.

![image](_static/images/remember-target-after-deploying-01.gif)
*Nod arty keeping target on attack order in [C&C: Reloaded](https://www.moddb.com/mods/cncreloaded/)*
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1 change: 1 addition & 0 deletions docs/Whats-New.md
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Expand Up @@ -256,6 +256,7 @@ New:
- Customizable projectile gravity (by secsome)
- Gates can now link with walls correctly via `NSGates` or `EWGates` (by Uranusian)
- Per-warhead toggle for decloak of damaged targets (by Starkku)
- `DeployFireWeapon=-1` now allows the deployed infantries using both weapons as undeployed (by Uranusian)

Vanilla fixes:
- Fixed laser drawing code to allow for thicker lasers in house color draw mode (by Kerbiter, ChrisLv_CN)
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