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@Coronia Coronia commented Mar 14, 2025

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NetsuNegi and others added 30 commits March 5, 2025 15:56
…hobos-developers#1552)

`FreeUnit` uses the unit's own `SpeedType` to find the spawn location.
The bug where naval ships as StartUnit might spawn on land has been
fixed.
When a building undeploy, it will normally use the target VehicleType's
pathfinding method to decide whether it can move to the target cell.

---------

Co-authored-by: 九千天华 <1065703286@qq.com>
Fix the bug that `IsAnimDelayedBurst` and `ZShapePointMove.OnBuildup`
can only be used when own section name is the same as image section
name.
MindControl.Anim has already been moved to a different location
…o weapon (Phobos-developers#1560)

AFAIK, `Detach()` is only called inside `TemporalClass`. All external
calls use `LetGo` (for most cases) or `JustLetGo` (when used for
DestroyAll).
…to refineries with `WaterBound` (Phobos-developers#1539)

- Fix an issue that harvesters with amphibious movement zone can not
automatically return to refineries with `WaterBound` on water surface.

Thx to @NetsuNegi .

---------

Co-authored-by: Netsu_Negi <71598172+NetsuNegi@users.noreply.github.com>
Co-authored-by: Coronia <2217891145@qq.com>
``/``, `/`, `` / ``
Crit.* \n
- Units are now unable to kick out from a factory that is in
construction process, and will not always stuck in the factory. If the
unit is not able to kick out from the factory, the unit will be removed
and the cost will be given back to its house.

---------

Co-authored-by: 航味麻酱 <93972760+tarandahl@users.noreply.github.com>
An extension to “AltNextScenario=” has been made so that it can now be
started with any variable with the name “<Alternate Next Scenario>”, but
of course the original hardcoding still works.

---------

Co-authored-by: Coronia <2217891145@qq.com>
…opers#1502)

Currently, many anims are setting their ownership with `pAnim->Owner=`
method, which actually misses several check and set logic of Phobos
(mostly related to create unit). This is another consistency fix to make
all of these cases use the proper function to set anim's ownership.
- Fixed a crash caused by electric bolt not invalidating Owner, could be triggered by Tesla Tank firing in Opentopped transport (by NetsuNegi)
- Fixed a jumpjet crash related to voxel shadow drawing: Phobos-developers#655 (by hejiajun107 & Xkein)
make EBolt fix more user-friendly
correct the wrong version number in WhatsNew
[zh-cn] update & fix some of WhatsNew content.
This changes unit's image if it's health is in ConditionYellow or
ConditionRed

[SOMEUNIT]                   ; UnitType
Image.ConditionYellow=                ; UnitType entry
Image.ConditionRed=                   ; UnitType entry
WaterImage.ConditionYellow=           ; UnitType entry
WaterImage.ConditionRed=              ; UnitType entry

---------

Co-authored-by: 绯红热茶 <335958461@qq.com>
Co-authored-by: Coronia <2217891145@qq.com>
add ## Vehicles
Help TwinkleStar to upload these new features

- It is now possible to set the initial amount of spawnees for a
spawner, instead of always being filled. Won't work if it's larger than
`SpawnsNumber`.

In `rulesmd.ini`:
```ini
[SOMETECHNO]              ; TechnoType
InitialSpawnsNumber=      ; integer
```

- It is now possible to spawn multiple types of spawnees from a spawner
with `Spawns.Queue`. The order of spawnees in this queue is the order of
their respawn.
- `Spawns` still needs to be set to enable the spawner logic and act as
a default spawnee.
- `SpawnsNumber` still needs to be set to determine the amount of
spawnee slots.
- If the length of the queue is longer than the spawner's
`SpawnsNumber`, spawnee after this length will be omitted. If the length
is shorter however, the rest of the positions will be filled by the
spawnee defined by `Spawns`. Hence, it's recommended to make them the
same.

In `rulesmd.ini`:
```ini
[SOMETECHNO]        ; TechnoType
Spawns.Queue=       ; list of aircrafts in order
```

An example of `Spawns.Queue`:
```ini
[SOMETECHNO]
Spawns=AIRCRAFT1
SpawnsNumber=5
Spawns.Queue=AIRCRAFT1,AIRCRAFT2,AIRCRAFT1,AIRCRAFT2,AIRCRAFT3
```
In this case, it'll be built with 5 spawnees in the order of
AIRCRAFT1->AIRCRAFT2->AIRCRAFT1->AIRCRAFT2->AIRCRAFT3, and so will be
its respawn order if multiple of them being destroyed

Co-authored-by: MortonPL <Bartm12@wp.pl>
DeathFishAtEase and others added 11 commits March 10, 2025 20:19
…ners / projs (Phobos-developers#1569)

- Fixed a bug where the owner could not gain experience from the spawner
after the owner cloaks
Overrides a part of the vanilla YR logic for allowing units to use a
different weapon if the target is under EMP effect.

In `rulesmd.ini`:

[SOMETECHNO]             ; TechnoType
ForceWeapon.UnderEMP=-1 ; integer. 0 for primary weapon, 1 for secondary
weapon, -1 to disable

---------

Co-authored-by: Coronia <2217891145@qq.com>
[Docs][zh-cn] update & fix
For example, *[CCS_qkl](https://bbs.ra2diy.com/home.php?mod=space&uid=20016&do=index)*
Because Sphinx cannot properly handle the & symbol in Markdown syntax web links.
@github-actions github-actions bot added the Minor label Mar 14, 2025
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DeathFishAtEase and others added 5 commits March 14, 2025 20:38
This PR replaces reference<> and constant_ptr<> with normal references.
Requires Phobos-developers/YRpp#27
Robot Storm X got deleted, link is invalid
…opers#1333)

Buildings with foundation bigger than 1x1 can now recycle spawned
correctly.
And other enhancements.

---------

Co-authored-by: 绯红热茶 <169989423+crimrecya@users.noreply.github.com>
Co-authored-by: 绯红热茶 <335958461@qq.com>
Co-authored-by: ZivDero <kirill.andriiashin@gmail.com>
Co-authored-by: Coronia <2217891145@qq.com>
- fix another case of 004C2C19 crash
- fix `Hospital=yes` building can't kick out infantry inside after loading
- remove a wrong check for AE's CheckOnFirer, when there's no firer then it should just be nullptr and return
- update docs
# Conflicts:
#	docs/New-or-Enhanced-Logics.md
#	docs/Whats-New.md
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