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Single-color lasers (that respect thickness) & laser glow improvements #572
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Single-color lasers (that respect thickness) & laser glow improvements #572
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Nightly build for this pull request:
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I think this one will break any such laser from using |
Yeah that is probably the case. Still this only applies if |
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Changed the feature to apply if |
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@sKyHigh3110 can you test the pull request? |
i will be back to the pull request when finish testing tmr tks! |
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- IsSingleColor can be set on laser weapon to draw a single-color laser akin to IsHouseColor using only LaserInnerColor - Fixed laser glow falloff of single-color lasers to match that of vanilla game
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Move LaserTrailType to avoid false alarm due to parse order Fix hook position for SplashList Simplified declaration of TActionExt functions Shield / misc. fixes & improvements (Phobos-developers#486) * Fix shield issues on TechnoType change. * Decloak shielded objects if shield takes damage, allow toggling off decloaking of damaged objects on per warhead basis. * Fix negative shield self-healing. Added Production and money (Phobos-developers#485) when a factory/resource structure is selected Occupied Buildinng MuzzleFlashX Bug Fix (Phobos-developers#465) * Init Feature * test vcxproj * Apply fixes to code style * Rename variable * Resolve * Remove `Templated` Co-authored-by: Meta <crabiter@vivaldi.net> Infantry DeployFireWeapon change (Phobos-developers#189) * Phobos-developers#25 If `DeployFireWeapon=-1`, deployed infantries will fire both weapon. * add whats-new and credits * fix grammer a little * add and fix cn translation Power delta counter for the sidebar (Phobos-developers#491) * Works, untested * Docs, credits, alignment Script actions 99-110 (Phobos-developers#402) * Script actions 99-109 All the remaining from PR 296. * small fix * Changes suggested by the last review * Reverted some code that make crashes * Fix small mistakes When restoring code I though those code blocks were the same. Added a possible bugfix that could interrumpt the attack script in very rare cases. * restore missing hook 1 hook for saving the Team kills was lost during the merges. * post-merge fix in Readme file * Added the last Action 110 * Fixed bug in Action Argument 20 & new argument 35 Argument 35 is the old Argument 20 that covers Land vehicle factory and Naval factory. Now Argument 20 ignores Naval factories * Fixes and small improvements * Changed the 103,0 behavior due to feedback Gallback to CloseEnough value in Rulesmd.ini * Point to latest YRpp * Changes in how is stored the selected target * Added function for finding the Team Leader helper function * Fix a potential crash * fix missing break statement * · Fixed bug that made AI pick dead units as targets. · Replaced Armor comparison when selecting possible new targets by a new comparison based on total damage produced by the selected weapon. · Fixed "Case 33" in EvaluateObjectWithMask(...) · Small tweaks in Debug lines. * improvement for unknown actions * small change Add 🅱orton to the list of devs Action Script 113: Conditional skip next action (Phobos-developers#419) * Initial commit In this Action 113, the argument is a percentage value from (integer from 0 to 100) and is the success rate for skipping the next script action (instead of jumping to the line n+1 it would jump to n+2). * fix the percentage check * fix * Small fix in a debug string * fix string I modified the wrong string in the last commit * point to latest YRpp * Update Body.cpp * Added the docs * small tweak * improvement for unknown actions * Grouping actions in docs * Reorder functions Co-authored-by: Kerbiter <crabiter@vivaldi.net> Increment version Fix changelog Update CN Translation Fix incorrect return address for animation layer customization. Fix Shield.Penetrate not being affected by Shield.AffectTypes. Fix a missing shield penetration check. Fix target evaluation to use target's shield's current armor type. Remove wrong ! operator Fix wrong default value of PowerDelta docs Fix extra trailing spaces in all files Fix the counter having incorrect color when drain > 0 and output == 0 (Phobos-developers#494) Some tweaks in the new Attack function and helper function (Phobos-developers#496) Refactor ExtendedToolTip (Phobos-developers#476) * Fix extra trailing spaces in all files * Refactor it * Add a comment * Code style fix * Stupid bugfix * Make the refactored code behaves the same like the not refactored one * Rebase and fix SW label append * Update YRPP Co-authored-by: Belonit <Belonit@ya.ru> Fix issue 474 (Phobos-developers#498) PassengerDeletion.Rate did not work properly. Remove Abandoned file Added mention about shield BreakWeapon requiring explicitly listed WeaponType. Why there is someone writes a negative recharge time? No .vswhere but .vsconfig update cn translation Update Laser Trails after Convert.Deploy transformation (Phobos-developers#516) * Fix Convert.Deploy and Laser Trail combination Convert.Deploy is an Ares tag and need an extra check for loading the right Laser Trails when the unit is transformed. * Change the Hook name Due to Phobos code style. Added PassengerDeletion.Anim (Phobos-developers#499) * Added PassengerDeletion.Anim Added PassengerDeletion.Anim tag. Added 1 optional animation when the passenger is erased. * Applied suggested changes apply isset() comparison for nullptr values amd documentation fix Allow `EnemyUIName` to be used for other TechnoTypes (Phobos-developers#506) * init feature * style fix Some simple addition to Terrain type (Phobos-developers#427) * InitFeatures * `Strength` removed it is already part of `ObjectTypeClass::ReadINI` * Style Fix * Further style fix. Co-authored-by: Starkku <starkku.ppmod@gmail.com> Add documentation for TerrainType DestroyAnim/Sound Update README.md Make jumpjets crash correctly if killed while pulled by Locomotor WH (Phobos-developers#525) Lasertrails fixes when units enter/leave transports (Phobos-developers#519) * Lasertrails fixes when units enter/leave transports * reworked code Fix issue with AutoFire not reliably working on AI-owned objects (especially buildings) Adapt the lastest YRPP changes Customization of the storage resource (Phobos-developers#524) * Customization of the storage resource [General] > Storage.TiberiumIndex=-1 This new tag set which type of Tiberium (from [Tiberiums] list) is used for storage, making it more easy to respect/calculate money limitations. It needs Ares Storage activation for working. * Updated with reported feedback Co-authored-by: Uranusian <45818100+Thrifinesma@users.noreply.github.com> Co-authored-by: Uranusian <45818100+Thrifinesma@users.noreply.github.com> Self-fire weapons on warping in / out (Phobos-developers#515) * Add self-fire weapons on warping in / out * Add further customizations * Minor fixes. - Allocate weapons if not found. - Code style changes. Co-authored-by: Kerbiter <crabiter@vivaldi.net> Grinder improvements / additions (Phobos-developers#518) Replace DeployDir customization with DeployingAnim.AllowAnyDirection (Phobos-developers#507) - This is to remove parsing conflicts with Ares Fixes, tweaks and optimizations of Attack and Move actions (Phobos-developers#521) * Fixes, tweaks and optimizations of Attack and Move actions - Fixed 2 rare cases that made the team units unable to execute the script action at some point. - Now the wait timer when the action didn't find a valid object won't share the timer. - Removed pTeam->Focus will store (again) the selected target. - Some tweaks. * fix mistake Removed some lines that are part of a different PR and that produces compilation errors here. * Applied suggestions from code review Co-authored-by: Uranusian <45818100+Thrifinesma@users.noreply.github.com> * Point to last YRpp * Fixing a variable name Co-authored-by: Uranusian <45818100+Thrifinesma@users.noreply.github.com> Allow centering attached anims on object center (Phobos-developers#536) Negative result of `Random.Random()` cause crash fix Shrapnel enhancement (Phobos-developers#538) * Sharpnel enhancement * Try to switch to Windows-2019 * Fix spelling * Remove Shrapnel.Forced, Add Shrapnel.AffectsGround Shared Ammo from OpenTopped transports to passengers (Phobos-developers#539) Critical damage chance additions (Phobos-developers#511) * Critical damage chance additions - `Crit.AffectBelowPercent` can be used to set maximum percentage of hitpoints targets (if applicable) can have left to be affected. - `Crit.AnimList.PickRandom` determines if a random animation from `Crit.AnimList` is picked or not. Defaults to `AnimList.PickRandom`. - `Crit.AnimOnAffectedTargets`, if set, draws animation on every affected target (randomized separately every time if `Crit.AnimList.PickRandom` is in effect) instead of once at Warhead's impact location if critical damage chance roll was successful. * Add Crit.Warhead * Further changes / additions. - Add `Crit.ApplyChancePerTarget`, which if set makes critical hit chance determined individually for each target. - Changed behaviour for `Crit.Warhead` - if set it now fully detonates the warhead, if not then it only deals damage with current warhead like before. - Improved documentation. * Further clarified documentation. Laser Trails on VoxelAnims (Phobos-developers#428) * Init Feature * Bugfix & style fix * bugFix , wrong code placement - causing LaserTrail not updated & drawn properlu * Doc * Style fixes. Co-authored-by: Starkku <starkku.ppmod@gmail.com> Increment version & doc fixup Update copyright year. Minor changes on the ToolTip Update YRPP Revert YRpp URL change Aka fix secsome's dumdum Fixed the bug when reading a map which puts `Preview(Pack)` after `Map` lead to the game fail to draw the preview (Phobos-developers#543) * Fixed the bug when reading a map which puts `Preview(Pack)` after `Map` lead to the game fail to draw the preview * Fix YRPP url A couple of tooltip fixes - Correctly show + sign in front of negative TechnoType Cost and positive SW Money.Amount. - Do not prefix SW RechargeTime with unnecessary whitespace if cost is not displayed. - Do not display empty extra line if neither RechargeTime or Cost is shown for SW tooltip. Extra info in debug lines (Phobos-developers#552) In Attack and Move script actions. Update the Scripts related code with enum class Fix script 71 & 72 style Explicit enum value Team Leader search tweaks (Phobos-developers#553) * Small improvement Now this will search Team Leaders if this is the first time or the Leader is missing. * small tweak * Point to latest YRpp * Fix variable name Fix RemoveDisguise not working on PermaDisguise infantry Fix aircraft & jumpjet units being unaffected by speed modifiers (Phobos-developers#564) * Fix aircraft & jumpjet units being unaffected by speed modifiers * Fix hooks * Remove excess newline * Fix jumpjets locking into place permanently if their speed is dropped to 0 Co-authored-by: Kerbiter <crabiter@vivaldi.net> Refactor & fix grinding code (Phobos-developers#555) - Fix PerCellProcess hook conflicts with Ares - Move CanGrindTechno from BuildingTypeExt to BuildingExt - Move PerCellProcess hook code to a function in BuildingExt to reduce redundancy Fix cast in grinding code Fix shrapnel improvements documentation lacking code block. Fix typo in docs (Phobos-developers#586) I wrote: ForceWeapon.Naval.Decloacked instead of: ForceWeapon.Naval.Decloaked Allow vehicles to use custom palettes (Phobos-developers#569) Implement local warhead screen shaking (Phobos-developers#559) Co-authored-by: Kerbiter <crabiter@vivaldi.net> Implement feedback weapon and detaching weapon from owner (Phobos-developers#561) TerrainType & ore minimap color customization (Phobos-developers#544) Documentation Improvements (Phobos-developers#547) * Sort features & improve readability of What's New - Minor spelling and word changes - Made lists in "What's New" collapsible - Sort subsections alphabetically * Collapse everything for each version, fix typos * Revert list indentation * Extra newlines * Add style for spoilers * Move credits to it's own file/section Also minor fixes * Fix post-merge mess * Sort Fixed or Improved Logics again Co-authored-by: Metadorius <crabiter@vivaldi.net> Add missing contributions Fix wrongly attributed contribution Small shield improvements / additions (Phobos-developers#535) * Small shield improvements / additions - Allocate BreakWeapon if not found to prevent potential problems and for consistency - Add Shield.MinimumReplaceDelay that controls how long after shield was broken can it be replaced if Shield.ReplaceNonRespawning is set. * Fix negative self-healing not starting without entering combat on unpowered shields. Laser fixes & improvements (Phobos-developers#572) - IsSingleColor can be set on laser weapon to draw a single-color laser akin to IsHouseColor using only LaserInnerColor - Fixed laser glow falloff of single-color lasers to match that of vanilla game Fix mind control indicator animations not reappearing on uncloak (Phobos-developers#556) * Fix mind control indicator animations not reappearing on uncloak * 'Fix' magic number Custom projectile trajectories (Phobos-developers#562) * Implement custom projectile trajectories Init trajectories base class Implement PhobosTrajactory basis prototype of straight trajactory Add a sample Trajactory Refactored Trajectory system Minor adjustment Add comments Make reading case insensitive Edit the comment And add a pusheen docs stuff Small refactor for read trajectory stupid fault Add a comment Update the document Fix the document Add not recommend to use sample trajectory in the document Rename SampleTrajectory into BombardTrajectory Exclude SampleTrajectory from project Adjust the inital speed value to 100 Adjust the falling detection Fix a stupid stupid Avoid exceeding the floats limitation Use Z to trigger the bullet Remove wrong whats-new Clarified documentation. Add a failsafe to Trajectory.Speed getter if bullet doesn't have WeaponType set Use correct function for detonating custom trajectory projectiles - This enables use of Cluster etc. Documentation fixups * Disable a counterproductive collision check for custom trajectory projectiles * Add hooks for techno / target coord checks that call trajectory class methods Co-authored-by: secsome <302702960@qq.com> Fix line endings Fix bad trajectory hook causing crashes Set owner for WH AnimList/SplashList anims and Play Anim at Waypoint trigger animations even if they do not use MakeInfantry/CreateUnit Fix MultiMissile SW not respecting Bright on carrier/payload weapons and add docs for previous commit Shield/New features about shield stolen [SOMEWARHEAD] Shield.Stole=false ; boolean, whether stole the target's shield hp, default false Shield.Stolen.Rate=1.0 ; double, if can, the percentage of stolen hp, formula: actual ShieldDamage * rate minimum = 0, maximum = 10 Shield.StoleType=false ; boolean, whether stolen the target's shield type for current unit, effective when the unit does not have any shield, defalut false Shield.StolenType.InitRate=0.0 ; double, if can, the percentage to initialize the shield strength, minimum = 0, maximum = 1.0 [SOMESHIELDTYPE] CanBeStolen=true ; boolean, whether the shield can be stolen hp, default true CanBeStolenType=true ; boolean, whether the shield type can be stolen, default true Revert "Shield/New features about shield stolen" that's a mistake This reverts commit 2c34348.
LaserInnerColorby settingIsSingleColor, in same manner asIsHouseColorlasers do using player's team color. These lasers respect laser thickness.In
rulesmd.ini:Additionally, fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) laser glow falloff to match the vanilla appearance.

In order from left to right: original game behaviour, the old Phobos behaviour, new Phobos behaviour.
NOTE: This change will affect appearance of existing laser trails, modders may need to review their settings / values.
Closes #410