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Copy file name to clipboardExpand all lines: CREDITS.md
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@@ -68,6 +68,7 @@ This page lists all the individual contributions to the project by their author.
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- Wall-Gate links
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- Ability for deployed infantry to use both weapons
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- Observer PCX loading screen
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- Original `Arcing` elevation inaccuracy fix
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- Official CN docs for Build#29 and previous versions
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-**secsome (SEC-SOME)**:
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- Debug info dump hotkey
@@ -95,6 +96,8 @@ This page lists all the individual contributions to the project by their author.
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- Vanilla map preview reading bugfix
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- Customizable tooltip background
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- Parts of Ares calling code
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- Original `Arcing` elevation inaccuracy fix
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- Dehardcode 255 limit of `OverlayType`
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-**Otamaa (Fahroni, BoredEXE)**:
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- Help with CellSpread
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- Ported and fixed custom RadType code
@@ -118,6 +121,9 @@ This page lists all the individual contributions to the project by their author.
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- Help with custom locomotors
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- Extension class optimization
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- Overload characteristic dehardcoded
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- Customizable garrison and bunker properties
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- Disable `DamageSound` for buildings
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- Power plant damage factor
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-**FS-21**:
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- Dump Object Info enhancements
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-`Powered.KillSpawns`
@@ -217,7 +223,7 @@ This page lists all the individual contributions to the project by their author.
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-`PipScale` pip size & ammo pip frame customization
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- Extension class optimization
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- Additional sync logging
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-`Arcing` elevation inaccuracy fix
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-Original `Arcing` elevation inaccuracy fix
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-`EMPulseCannon` projectile gravity fix
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- Custom palette support for wall overlays
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- Warhead animation improvements
@@ -260,6 +266,8 @@ 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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-**Morton (MortonPL)**:
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-`XDrawOffset` for animations
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- Shield passthrough & absorption
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- Redeployable MCV in campaigns
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- Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` even if not conyard
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- Trigger actions that allow/forbid MCV to redeploy in game
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-`AlternateFLH` of vehicles in `OpenTopped` transport.
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-`AlternateFLH` of vehicles in `OpenTopped` transport
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- Slaves' house customization when owner is killed
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- Trigger Action spawned team IFV/OpenTopped logic fix
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- Singleplayer Campaign AI's base node/SW-delivered/trigger action `125 Create Building At...`'s auto-repairability dehardcode
@@ -357,6 +365,10 @@ This page lists all the individual contributions to the project by their author.
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- Fix the issue where computer players did not search for new enemies after defeating them or forming alliances with them
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- Customize the damage taken when falling from a bridge
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-`600 The shield of the attached object is broken` bug fix for the triggered event
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- Fix an issue where a portion of Ares's trigger event 75/77 was determined unsuccessfully
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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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-**NetsuNegi**:
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- Forbidding parallel AI queues by type
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- Jumpjet crash speed fix when crashing onto building
@@ -391,6 +403,11 @@ This page lists all the individual contributions to the project by their author.
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- Fix the bug that infantry ignored `Passengers` and `SizeLimit` when entering buildings
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- Tiberium eater logic
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- Fix the bug that ships can travel on elevated bridges
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- Original `Arcing` elevation inaccuracy fix
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- Fix the bug that uncontrolled scatter when elite techno attacked by aircraft or some unit try crush it
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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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-**Apollo** - Translucent SHP drawing patches
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-**ststl**:
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- Customizable `ShowTimer` priority of superweapons
@@ -400,6 +417,7 @@ This page lists all the individual contributions to the project by their author.
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- Build limit group
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- Customizing whether passengers are kicked out when an aircraft fires
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- New SuperWeapon Type template
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- Fix the issue where some units crashed after the deployment transformation
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-**TwinkleStar**:
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- Custom slaves free sound
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- Jumpjet crash rotation control
@@ -465,6 +483,7 @@ This page lists all the individual contributions to the project by their author.
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- Aggressive attack move mission
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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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-**Ollerus**:
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- Build limit group enhancement
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- Customizable rocker amplitude
@@ -478,6 +497,8 @@ This page lists all the individual contributions to the project by their author.
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- Forcing specific weapon by range
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- Passenger-based insignias
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- Use `InsigniaType` to set the properties of insignia in a batch
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- Allowed player's self-healing effects to be benefited by allied or `PlayerControl=true` houses
- You can now have the briefing dialog screen show up on singleplayer campaign mission startup by setting `ShowBriefing` to true in map file's `[Basic]` section, or in the map file's section in `missionmd.ini` (latter takes precedence over former if available). This can be disabled by user by setting `ShowBriefing` to false in `RA2MD.INI`.
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-`BriefingTheme` (In order of precedence from highest to lowest: `missionmd.ini`, map file, side entry in `rulesmd.ini`) can be used to define a custom theme to play on this briefing screen. If not set, the loading screen theme will keep playing until the scenario starts properly.
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- You can now have the briefing dialog screen show up on singleplayer campaign mission startup by setting `ShowBriefing` to true in map file's `[Basic]` section, or in the map file's section in `missionmd.ini` (former takes precedence if available). This can be disabled by user by setting `ShowBriefing` to false in `RA2MD.INI`.
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-`BriefingTheme` (In order of precedence from highest to lowest: map file, `missionmd.ini`, side entry in `rulesmd.ini`) can be used to define a custom theme to play on this briefing screen. If not set, the loading screen theme will keep playing until the scenario starts properly.
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- String labels for the startup briefing dialog screen's resume button as well as the button's status bar text can be customized by setting `ShowBriefingResumeButtonLabel` and `ShowBriefingResumeButtonStatusLabel` respectively. They default to the same labels used by the briefing screen dialog when opened otherwise.
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