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Merge branch 'develop' into fix/map-tint
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.coderabbit.yaml

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reviews:
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request_changes_workflow: false
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high_level_summary: true
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poem: false
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review_status: false
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collapse_walkthrough: false
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auto_review:
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enabled: false
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chat:
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auto_reply: false

.github/actions/build-phobos/action.yml

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- name: Upload Artifact
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if: ${{success()}}
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uses: actions/upload-artifact@v2
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uses: actions/upload-artifact@v4
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with:
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name: compiled-dll-${{github.sha}}
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path: |

.github/workflows/nightly.yml

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jobs:
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build:
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runs-on: windows-2022
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runs-on: windows-2019
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steps:
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- uses: actions/checkout@v4

CREDITS.md

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@@ -21,10 +21,11 @@ This page lists all the individual contributions to the project by their author.
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- Non-ASCII input fix
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- Building Placement Preview Adjustment
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- Check for Changelog/Documentation/Credits in Pull Requests
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- Docs dark theme switcher
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- Fix position and layer of info tip and reveal production cameo on selected building
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- Fix a glitch related to incorrect target setting for missiles
27+
- Ability to disable shadow for debris & meteor animations
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- **Kerbiter (Metadorius)**:
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- SHP debris respect `Shadow` fix
2829
- Building upgrades enhancement
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- Extended tooltips
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- Selection priority filtering
@@ -44,6 +45,9 @@ This page lists all the individual contributions to the project by their author.
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- VSCode configs
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- Code style
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- Customizable ElectricBolt Arcs
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- Ability to disable shadow for debris & meteor animations
49+
- Voxel light source position customization
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- Voxel light source position and tilting fix
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- **Uranusian (Thrifinesma)**:
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- Mind Control enhancement
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- Custom warhead splash list
@@ -129,6 +133,7 @@ This page lists all the individual contributions to the project by their author.
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- Shared ammo logic
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- Customizable FLH when infantry is prone or deployed
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- Initial strength for cloned infantry
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- Map Events 604 & 605 for checking if a specific Techno enters in a cell
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- **Starkku**:
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- Misc. minor bugfixes & improvements
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- AI script actions:
@@ -173,6 +178,7 @@ This page lists all the individual contributions to the project by their author.
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- Trailer animation owner inheritance
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- Warhead detonation on all objects on map
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- Animated TerrainTypes extension
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- TerrainType damage & crumbling frames
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- Exploding unit passenger killing customization
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- Railgun particle target coordinate fix
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- Building target coordinate offset fix
@@ -219,6 +225,24 @@ This page lists all the individual contributions to the project by their author.
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- Weapon effect obstacle interaction fix
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- Fire particle rotation coordinate adjust toggle
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- `AmbientDamage` warhead & main target ignore customization
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- Projectile return weapon
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- Aircraft landing / docking direction
230+
- `DeploysInto` cursor desync fix
231+
- Minor crate logic improvements
232+
- Custom tint effects
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- Revenge weapons
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- AttachEffect
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- Air unit tracking fix for large range / `CellSpread`
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- Extra tint intensity for Iron Curtain & Force Shield
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- Option to enable parsing 8-bit RGB values from `[ColorAdd]` instead of RGB565
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- Customizing height at which subterranean units travel
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- AI superweapon delay timer customization
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- Disabling `MultipleFactory` bonus from specific BuildingType
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- Customizable ChronoSphere teleport delays for units
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- Allowed and disallowed types for `FactoryPlant`
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- Forbidding parallel AI queues for specific TechnoTypes
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- Nonprovocative Warheads
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- Customizing effect of level lighting on air units
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- **Morton (MortonPL)**:
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- `XDrawOffset` for animations
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- Shield passthrough & absorption
@@ -238,6 +262,7 @@ This page lists all the individual contributions to the project by their author.
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- "House owns TechnoType" and "House doesn't own TechnoType" trigger events
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- Fixed units, buildings and tiberiums not being affected by map lighting color tint
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- Help with docs
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- Voxel light source position customization
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- **ChrisLv_CN** (work relicensed under [following permission](https://github.com/Phobos-developers/Phobos/blob/develop/images/ChrisLv-relicense.png)):
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- General assistance
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- Interceptor logic prototype
@@ -249,9 +274,10 @@ This page lists all the individual contributions to the project by their author.
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- Facing towards target even if not omni-firing
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- Turret direction in idle state fix
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- Sensor fix
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- Allow to tilt on ground
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- Allow to tilt regardless of TiltCrashJumpjet
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- Forbid firing when crashing
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- OmniFire.TurnToTarget
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- Strafing aircraft weapon customization
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- Object Self-destruction logic
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- Misc vanilla suicidal behavior fix
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- Post-type-conversion update
@@ -286,31 +312,62 @@ This page lists all the individual contributions to the project by their author.
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- Permanent healthbar display on units targeted by temporal weapons fix
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- Powered anims on buildings cease playing upon capture by different house fix
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- TechnoType conversion placeholder
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- TechnoType conversion upon ownership change
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- EIP 00529A14 crash fix on Linux
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- Teleport timer reset after load game fix
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- Teleport, Tunnel and Fly loco visual tilt fix
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- Turret/Barrel/NoSpawnAlt/Multi-section voxel shadow, dynamic voxel shadow
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- Skip units' turret rotation and jumpjets' wobbling under EMP
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- Droppod properties dehardcode
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- Waypoint entering building together with engineer/agent bug fix
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- Skippable game save on scenario start
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- Skip rally point line drawing when undeploying a building
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- Misc code refactor & maintenance, CN doc fixes, bugfixes
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- **FlyStar**
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- Campaign load screen PCX support
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- New condition for automatic self-destruction logic when TechnoTypes exist/don't exist
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- **NetsuNegi** - Forbidding parallel AI queues by type
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- **NetsuNegi**
330+
- Forbidding parallel AI queues by type
331+
- Jumpjet crash speed fix when crashing onto building
332+
- Disguised units not using the correct palette if target has custom palette bugfix
333+
- Tunnel/Walk/Mech locomotor being stuck when moving too fast bugfix
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- Assign Super Weapon cameo to any sidebar tab
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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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- Iron Curtain effects customization on infantries and organic units
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- Use `CustomPalette` for animations with `Tiled=yes`
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- Unlimited `AlternateFLH` entries
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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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- **TwinkleStar**
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- Custom slaves free sound
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- Jumpjet crash rotation control
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- Vehicle voxel turret shadows & body multi-section shadows
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- `TurretOffset` support for SHP vehicles
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- Customizable rocker amplitude
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- Customizable wake anim
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- **Fryone**
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- Customizable ElectricBolt Arcs
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- Sound entry on unit's creation
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- Auto-deploy/Deploy block on ammo change
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- Flashing Technos on selecting
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- Promotion animation
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- **ZivDero**
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- Allow giving ownership of buildings to players in Skirmish and MP using <Player @ A-H>
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- Re-enable the Veinhole Monster and Weeds from TS
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- Recreate the weed-charging of SWs like the TS Chemical Missile
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- Allow to change the speed of gas particles
361+
- **CrimRecya**
362+
- Fix `LimboKill` not working reliably
363+
- **Ollerus**
364+
- Build limit group enhancement
365+
- Customizable rocker amplitude
366+
- **handama** - AI script action to jump back to previous script
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- **TaranDahl (航味麻酱)**
368+
- Skirmish AI "sell all buildings and set all technos to hunt" behavior dehardcode
369+
- Skirmish AI "gather when MCV deploy" behavior dehardcode
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- Global value of `RepairBaseNodes`
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- **Ares developers**
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- YRpp and Syringe which are used, save/load, project foundation and generally useful code from Ares
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- unfinished RadTypes code
@@ -333,7 +390,7 @@ This page lists all the individual contributions to the project by their author.
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- **ayylmao** - help with docs, extensive and thorough testing
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- **SMxReaver** - help with docs, extensive and thorough testing
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- **4SG** - help with docs
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- **thomassneddon** - general assistance
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- **thomassneddon** - general assistance, knowledge about voxel lighting model
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- **Xkein** - general assistance, YRpp edits
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- **mevitar** - honorary shield tester *triple* award
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- **Damfoos** - extensive and thorough testing

Phobos.vcxproj

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</ProjectConfiguration>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\Ext\Techno\Hooks.Cloak.cpp" />
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<ClCompile Include="src\New\Entity\AttachEffectClass.cpp" />
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<ClCompile Include="src\New\Type\AttachEffectTypeClass.cpp" />
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<ClCompile Include="src\Commands\Commands.cpp" />
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<ClCompile Include="src\Commands\DamageDisplay.cpp" />
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<ClCompile Include="src\Commands\FrameByFrame.cpp" />
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<ClCompile Include="src\Ext\CaptureManager\Body.cpp" />
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<ClCompile Include="src\Ext\OverlayType\Body.cpp" />
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<ClCompile Include="src\Ext\OverlayType\Hooks.cpp" />
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<ClCompile Include="src\Ext\ParticleType\Body.cpp" />
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<ClCompile Include="src\Ext\ParticleType\Hooks.cpp" />
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<ClCompile Include="src\Ext\Scenario\Hooks.cpp" />
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<ClCompile Include="src\Ext\Scenario\Hooks.Variables.cpp" />
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<ClCompile Include="src\Ext\Sidebar\Body.cpp" />
@@ -61,10 +66,13 @@
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<ClCompile Include="src\Misc\Hooks.AssignHouses.cpp" />
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<ClCompile Include="src\Misc\Hooks.Gamespeed.cpp" />
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<ClCompile Include="src\Misc\Hooks.Ares.cpp" />
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<ClCompile Include="src\Misc\Hooks.Crates.cpp" />
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<ClCompile Include="src\Misc\Hooks.VeinholeMonster.cpp" />
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<ClCompile Include="src\Misc\PhobosToolTip.cpp" />
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<ClCompile Include="src\Misc\TextInput.cpp" />
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<ClCompile Include="src\New\Entity\ShieldClass.cpp" />
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<ClCompile Include="src\Misc\RetryDialog.cpp" />
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<ClCompile Include="src\New\Type\Affiliated\DroppodTypeClass.cpp" />
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<ClCompile Include="src\New\Type\DigitalDisplayTypeClass.cpp" />
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<ClCompile Include="src\New\Type\RadTypeClass.cpp" />
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<ClCompile Include="src\New\Type\ShieldTypeClass.cpp" />
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<ClCompile Include="src\Ext\Script\Mission.Move.cpp" />
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<ClCompile Include="src\Ext\Rules\Body.cpp" />
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<ClCompile Include="src\Ext\Rules\Hooks.Image.cpp" />
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<ClCompile Include="src\Ext\Rules\Hooks.INIClass.cpp" />
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<ClCompile Include="src\Ext\SWType\Body.cpp" />
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<ClCompile Include="src\Ext\Side\Body.cpp" />
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<ClCompile Include="src\Ext\Side\Hooks.cpp" />
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<ClCompile Include="src\Ext\Unit\Hooks.Jumpjet.cpp" />
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<ClCompile Include="src\Ext\Unit\Hooks.Unload.cpp" />
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<ClCompile Include="src\Ext\WarheadType\Detonate.cpp" />
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<ClCompile Include="src\Ext\Techno\Hooks.AttachEffect.cpp" />
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<ClCompile Include="src\Ext\Techno\Hooks.WeaponEffects.cpp" />
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<ClCompile Include="src\Ext\Techno\Hooks.Tint.cpp" />
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<ClCompile Include="src\Ext\Techno\Hooks.WeaponRange.cpp" />
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<ClCompile Include="src\Ext\Tiberium\Body.cpp" />
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<ClCompile Include="src\Ext\Tiberium\Hooks.cpp" />
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<ClCompile Include="src\Ext\VoxelAnimType\Body.cpp" />
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<ClCompile Include="src\Misc\Hooks.LaserDraw.cpp" />
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<ClCompile Include="src\Misc\Hooks.Timers.cpp" />
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<ClCompile Include="src\Misc\Hooks.INIInheritance.cpp" />
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<ClCompile Include="src\Misc\TypeConvertHelper.cpp" />
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<ClCompile Include="src\Misc\Hooks.SkirmishColors.cpp" />
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<ClCompile Include="src\New\Type\Affiliated\TypeConvertGroup.cpp" />
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<ClCompile Include="src\Ext\BuildingType\Hooks.Upgrade.cpp" />
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<ClCompile Include="src\Phobos.COM.cpp" />
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<ClCompile Include="src\Phobos.CRT.cpp" />
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<ClCompile Include="src\Phobos.cpp" />
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<ClCompile Include="src\Utilities\ShapeTextPrinter.cpp" />
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<ClCompile Include="src\Utilities\Stream.cpp" />
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<ClCompile Include="src\Utilities\Swizzle.cpp" />
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<ClCompile Include="src\Utilities\Constructs.cpp" />
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<ClCompile Include="src\Utilities\EnumFunctions.cpp" />
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<ClCompile Include="src\Utilities\GeneralUtils.cpp" />
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<ClCompile Include="src\Misc\Hooks.MapTint.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\New\Entity\AttachEffectClass.h" />
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<ClInclude Include="src\New\Type\AttachEffectTypeClass.h" />
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<ClInclude Include="src\Commands\FrameByFrame.h" />
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<ClInclude Include="src\Commands\FrameStep.h" />
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<ClInclude Include="src\Commands\NextIdleHarvester.h" />
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<ClInclude Include="src\Ext\Bullet\Trajectories\PhobosTrajectory.h" />
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<ClInclude Include="src\Ext\Bullet\Trajectories\StraightTrajectory.h" />
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<ClInclude Include="src\Ext\OverlayType\Body.h" />
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<ClInclude Include="src\Ext\ParticleType\Body.h" />
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<ClInclude Include="src\Ext\Sidebar\Body.h" />
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<ClInclude Include="src\Ext\Anim\Body.h" />
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<ClInclude Include="src\Ext\Surface\Body.h" />
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<ClInclude Include="src\Misc\FlyingStrings.h" />
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<ClInclude Include="src\Misc\PhobosToolTip.h" />
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<ClInclude Include="src\Misc\SyncLogging.h" />
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<ClInclude Include="src\Misc\TypeConvertHelper.h" />
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<ClInclude Include="src\New\Type\Affiliated\TypeConvertGroup.h" />
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<ClInclude Include="src\New\Type\Affiliated\DroppodTypeClass.h" />
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<ClInclude Include="src\New\Type\DigitalDisplayTypeClass.h" />
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<ClInclude Include="src\New\Type\RadTypeClass.h" />
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<ClInclude Include="src\New\Type\ShieldTypeClass.h" />
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<ClInclude Include="src\Phobos.COM.h" />
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<ClInclude Include="src\Phobos.CRT.h" />
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<ClInclude Include="src\Phobos.version.h" />
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<ClInclude Include="src\Utilities\Concepts.h" />
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<ClInclude Include="src\Utilities\Constructs.h" />
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<ClInclude Include="src\Utilities\Container.h" />
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<ClInclude Include="src\Utilities\Debug.h" />

README.md

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@@ -61,6 +61,9 @@ The documentation is split by a few major categories, each represented with a pa
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[SOMENAME] ; BuildingType
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; KeyName=DefaultValue ; accepted type with optional explanation
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; if there's nothing to the right of equals sign - the default value is empty/absent
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; if these keys have had their value set, they can only be set to their default
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; unset state again by setting the value to <default>, <none> or none
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; for list of values only <default> clears the entire list
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; if the default value is not static - it's written and explained in a comment
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UIDescription=<none> ; CSF entry key
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```
@@ -83,7 +86,7 @@ Credits
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- **Belonit (Gluk-v48)** - project author
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- **Kerbiter (Metadorius)** - project co-author, BDFL, maintainer (semi-active for the time being; [Patreon](https://www.patreon.com/kerbiter), PM me for PayPal to avoid fees)
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- **Starkku** - co-maintainer, developer ([Patreon](https://www.patreon.com/Starkku))
86-
- **Uranusian (Thrifinesma)** - retired developer, CN community ambassador ([Patreon](https://www.patreon.com/uranusian), [AliPay](http://tiebapic.baidu.com/forum/w%3D580/sign=4b04b953307f9e2f70351d002f31e962/b3f89909b3de9c823bd7f23a7b81800a18d84371.jpg))
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- **Uranusian (Thrifinesma)** - retired developer, CN community ambassador
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- **secsome (SEC-SOME)** - developer
8891
- **Otamaa (Fahroni, BoredEXE)** - developer ([PayPal](https://paypal.me/GeneralOtama))
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- **FS-21** - developer

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