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Copy file name to clipboardExpand all lines: CREDITS.md
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@@ -266,8 +266,7 @@ This page lists all the individual contributions to the project by their author.
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- Vehicles keeping target on move command
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-`IsSonic` wave drawing crash fix
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- Customizable electric bolt duration and electric bolt-related fixes
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- Airstrike flare visual customizations
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- Fix an issue where airstrike flare line drawn to target at lower elevation would clip
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- Airstrike flare visual customizations & fixes
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-**Morton (MortonPL)**:
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-`XDrawOffset` for animations
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- Shield passthrough & absorption
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- Second weapon with `ElectricAssault=yes` will not unconditionally attack your building with `Overpowerable=yes`
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- Fix the issue where some units crashed after the deployment transformation
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- Turretless vehicles with `Voxel=no` support use `FireUp` like infantry
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- Infantry support `IsGattling=yes`
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-**NetsuNegi**:
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- Forbidding parallel AI queues by type
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- Jumpjet crash speed fix when crashing onto building
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- Exclusive SuperWeapon Sidebar
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- Fix the bug that AlphaImage remained after unit entered tunnel
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- Weapon target filtering by health percentage
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- Fix the bug that `DamageSelf` and `AllowDamageOnSelf` are ineffective on airforce
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-**Apollo** - Translucent SHP drawing patches
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-**ststl**:
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- Customizable `ShowTimer` priority of superweapons
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- Amphibious access vehicle
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- Fix an issue that spawned `Strafe` aircraft on aircraft carriers may not be able to return normally if aircraft carriers moved a short distance when the aircraft is landing
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- Exclusive SuperWeapon Sidebar
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- Fix an issue that the widespread damage caused by detonation on the bridge/ground cannot affect objects on the ground/bridge who are in the opposite case
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- Several new Infotypes, no display in specific status and a new single frame display method
0. Install **Visual Studio** (2022 is recommended, 2019 is minimum) with the dependencies listed in `.vsconfig` (it will prompt you to install missing dependences when you open the project, or you can run VS installer and import the config). If you prefer to use **Visual Studio Code** you may install **VS Build Tools** with the dependencies from `.vsconfig` instead. Not using a code editor or IDE and building via **command line scripts** included with the project is also an option.
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0. Install **Visual Studio** (2022 is minimum) with the dependencies listed in `.vsconfig` (it will prompt you to install missing dependences when you open the project, or you can run VS installer and import the config). If you prefer to use **Visual Studio Code** you may install **VS Build Tools** with the dependencies from `.vsconfig` instead. Not using a code editor or IDE and building via **command line scripts** included with the project is also an option.
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1. Clone this repo recursively via your favorite git client (that will also clone YRpp).
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2. To build the extension:
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- in Visual Studio: open the solution file in VS and build it (`Debug` build config is recommended);
Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -229,6 +229,9 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- Fixed an issue where airstrike flare line drawn to target at lower elevation would clip.
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- Fixed the bug that uncontrolled scatter when elite techno attacked by aircraft or some unit try crush it.
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- Second weapon with `ElectricAssault=yes` will not unconditionally attack your building with `Overpowerable=yes`.
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- Infantry support `IsGattling=yes`.
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- Fixed the issue that the widespread damage caused by detonation on the bridge/ground cannot affect objects on the ground/bridge who are in the opposite case.
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- Fixed the bug that `DamageSelf` and `AllowDamageOnSelf` are ineffective on airforce.
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- Fixed the bug where technos with `BalloonHover=yes` incorrectly considered ground factors when setting the destination and distributing moving commands. If you don't want this anyway, use `[General]->BalloonHoverPathingFix=false` to disable this fix.
Copy file name to clipboardExpand all lines: docs/User-Interface.md
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@@ -35,19 +35,27 @@ IngameScore.LoseTheme= ; Soundtrack theme ID
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*Default configuration of digital display using example shapes from [Phobos supplementaries](https://github.com/Phobos-developers/PhobosSupplementaries).*
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- You can now configure various types of numerical counters to be displayed over Techno to represent its attributes, such as health points or shield points and can be turned on or off via a [new hotkey](#toggle-digital-display).
- In `InfoType=Tiberium`, 0 - all, 1 - the first tiberium, 2 - the second tiberium, ...
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- In `InfoType=SpawnTimer`, 0 - the fastest spawnee, 1 - the first spawnee, 2 - the second spawnee, ...
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- In `InfoType=SuperWeapon`, 0 - the first SW of all, 1 - SW, 2 - SW2, 3 - the first SWs' SW, ...
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- In `InfoType=FactoryProcess`, 0 - the first factory in production, 1 - primary factory, 2 - secondary factory.
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-`Anchor.Horizontal` and `Anchor.Vertical` set the anchor point from which the display is drawn (depending on `Align`) relative to unit's center/selection box. For buildings, `Anchor.Building` is used instead.
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-`Offset` and `Offset.ShieldDelta` (the latter applied when a shield is active) can be used to further modify the position.
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- By default, values are displayed in `current/maximum` format (i.e. `20/40`).
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-`HideMaxValue=yes` will make the counter show only the current value (i.e. `20`), default to whether the techno is infantry or not.
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-`Percentage=yes` changes the format to `percent%` (i.e. `50%`).
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-`ValueAsTimer` controls whether the value will be displayed in the form of a timer (i.e. `0:30`, `5:00` or `1:00:00`).
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-`VisibleToHouses` and `VisibleToHouses.Observer` can limit visibility to specific players.
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-`VisibleInSpecialState` controls whether this display type will show when the owner is in ironcurtain or is attacked by a temporal weapon.
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- The digits can be either a custom shape (.shp) or text drawn using the game font. This depends on whether `Shape` is set.
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-`Text.Color`, `Text.Color.ConditionYellow` and `Text.Color.ConditionRed` allow customization of the font color. `Text.Background=yes` will additionally draw a black rectangle background.
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- When using shapes, a custom palette can be specified with `Palette`. `Shape.Spacing` controls pixel buffer between characters.
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- Frames 0-9 will be used as digits when the owner's health bar is green, 10-19 when yellow, 20-29 when red. For `/` and `%` characters, frame numbers are 30-31, 32-33, 34-35, respectively.
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- When using shapes, a custom palette can be specified with `Palette`. `Shape.Spacing` controls pixel buffer between characters. If `Shape.PercentageFrame` set to true, it will only draw one frame that corresponds to total frames by percentage.
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- Frames 0-9 will be used as digits when the owner's health bar is green, 10-19 when yellow, 20-29 when red. For `/` and `%`(or `:` if set `ValueAsTimer` to true) characters, frame numbers are 30-31, 32-33, 34-35, respectively.
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- Default `Offset.ShieldDelta` for `InfoType=Shield` is `0,-10`, `0,0` for others.
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- Default `Shape.Spacing` for buildings is `4,-2`, `4,0` for others.
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-`ValueScaleDivisor` can be used to adjust scale of displayed values. Both the current & maximum value will be divided by the integer number given, if higher than 1.
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-`ValueScaleDivisor` can be used to adjust scale of displayed values. Both the current & maximum value will be divided by the integer number given, if higher than 1. Default to 1 (or 15 when set `ValueAsTimer` to true).
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In `rulesmd.ini`:
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```ini
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[SOMEDIGITALDISPLAYTYPE]; DigitalDisplayType
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; Generic
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InfoType=Health ; Displayed value enumeration (health|shield|ammo|mindcontrol|spawns|passengers|tiberium|experience|occupants|gattlingstage)
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InfoType=Health ; Displayed value enumeration (Health|Shield|Ammo|Mindcontrol|Spawns|Passengers|Tiberium|Experience|Occupants|GattlingStage|ROF|Reload|SpawnTimer|GattlingTimer|ProduceCash|PassengerKill|AutoDeath|SuperWeapon|IronCurtain|TemporalLife|FactoryProcess)
Copy file name to clipboardExpand all lines: docs/Whats-New.md
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- [Customize whether `Crater=yes` animation would destroy tiberium](Fixed-or-Improved-Logics.md#customize-whether-crater-yes-animation-would-destroy-tiberium) (by TaranDahl)
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- Weapon target filtering by health percentage (by NetsuNegi)
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- [Turretless vehicles with `Voxel=no` support use `FireUp` like infantry](New-or-Enhanced-Logics.md#turretless-shape-vehicle-fireup) (by FlyStar)
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- Infantry support `IsGattling=yes` (by FlyStar)
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- [Several new Infotypes, no display in specific status and a new single frame display method](User-Interface.md#digital-display) (by CrimRecya)
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Vanilla fixes:
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- Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya)
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- Fixed an issue where airstrike flare line drawn to target at lower elevation would clip (by Starkku)
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- Fixed the bug that uncontrolled scatter when elite techno attacked by aircraft or some unit try crush it (by NetsuNegi)
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- Second weapon with `ElectricAssault=yes` will not unconditionally attack your building with `Overpowerable=yes` (by FlyStar)
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- Fixed the issue that the widespread damage caused by detonation on the bridge/ground cannot affect objects on the ground/bridge who are in the opposite case (by CrimRecya)
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- Fixed the bug that `DamageSelf` and `AllowDamageOnSelf` are ineffective on airforce (by NetsuNegi)
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