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Merge branch 'develop' into feature/autolobby
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Garanas authored Nov 19, 2024
2 parents cca7d0b + 1edef55 commit 4a1da1e
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1 change: 1 addition & 0 deletions .vscode/settings.json
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Expand Up @@ -54,6 +54,7 @@
"Athanah",
"atleast",
"attachedunit",
"attachee",
"attackmove",
"autobalance",
"autoguns",
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7 changes: 7 additions & 0 deletions changelog/snippets/balance.6383.md
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- (#6383) The Soul Ripper's Iridium Rocket Packs gain the same area of effect radius as its primary weapons. Visually, these weapons appeared like they dealt damage in an area of effect, however, this was never the case. Due to being very inaccurate, this caused them to underperform against smaller units.

- Soul Ripper: Experimental Gunship (URA0401):
- Iridium Rocket Pack (x2):
- DamageRadius: 0 --> 3
- Damage: 190 --> 150
- DPS: 285 --> 225
2 changes: 2 additions & 0 deletions changelog/snippets/balance.6466.md
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- (#6466) Fix Ythotha being able to walk backwards.
- `MaxSpeedReverse`: 2.5 -> 0
7 changes: 7 additions & 0 deletions changelog/snippets/balance.6476.md
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- (#6476) When the Nano-Repair upgrade was introduced to the Cybran ACU, the `MuzzleSalvoSize` of its torpedo upgrade was nerfed to prevent the combination from being too oppressive. Unfortunately, this change resulted in the torpedo upgrade being weak even against lower quantities of torpedo defenses, since a single anti-torpedo projectile can negate 500 damage. To alleviate this issue, the torpedo upgrade now launches `3` instead of `2` torpedoes, but at a slightly lower DPS. Additionally, as with most other Cybran torpedoes, their damage is now dealt in multiple pulses.

- Cybran Armored Command Unit (URL0001):
- Nanite Torpedo Launcher
- Damage: 500 --> 60 (DoTPulses: 5)
- MuzzleSalvoSize: 2 --> 3
- DPS: 250 --> 225
5 changes: 5 additions & 0 deletions changelog/snippets/features.6499.md
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- (#6499) Allow Footprint locking for (modded) units

With thanks to an assembly patch the footprint changes that were previously unique to the Cybran Tech 2 Destroyer can now be applied to any unit. For more details, see the pull request on GitHub.

Interested in how assembly patches work? Reach out to the game team. You can find us easiest via the official Discord server.
5 changes: 5 additions & 0 deletions changelog/snippets/features.6533.md
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- (#6533) Add support to assign hotkeys to secondary mouse buttons

Their technical names are 'X Button 1' and 'X Button 2'. These are the buttons that are commonly found on the left or right side of a mouse.

With thanks to RTD for the assembly patch.
1 change: 1 addition & 0 deletions changelog/snippets/fix.6369.md
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- (#6369) AI player teammates should now be able to complete campaign objectives such as the opening Supcom mission's objective to build 3 mexes.
1 change: 1 addition & 0 deletions changelog/snippets/fix.6426.md
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- (#6426) Fix the "Active game mods for blueprint loading" log message.
5 changes: 5 additions & 0 deletions changelog/snippets/fix.6445.md
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- (#6445) Fix overcharge dealing half damage to static and ACU shields.

- (#6445) Shields now block damage from knocking down/setting fire to trees.

- (#6445) Fix normal damage being applied before anti-shield damage, which didn't let the normal damage overkill under a shield.
3 changes: 3 additions & 0 deletions changelog/snippets/fix.6457.md
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- (#6457) Fix weapon projectiles dealing damage over time over a shorter duration than given by the `DoTTime` stat.
- `DoTTime` for FAF units is adjusted to the old actual DoT duration, so balance is not changed.
- Unit databases will now show the actual damage over time duration.
1 change: 1 addition & 0 deletions changelog/snippets/fix.6494.md
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- (#6494) Fix a crash when the `EnableDiskWatch` command line argument is enabled.
5 changes: 5 additions & 0 deletions changelog/snippets/fix.6499.md
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- (#6499) Fix hard crash when exiting the game when a Salem is on land

The Cybran Tech 2 Destroyer (Salem) has the special ability to move from water onto land. There was a bug in a special, alternative implementation introduced by FAForever. Together with an assembly patch this bug is now fixed.

Interested in how assembly patches work? Reach out to the game team. You can find us easiest via the official Discord server.
1 change: 1 addition & 0 deletions changelog/snippets/fix.6504.md
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- (#6504) Improve the selection boxes of various air units. Alleviate the issue of terrain partially obstructing the selection boxes of most transports when they are grounded. Slightly improve the visuals of the Vulthoo's (Seraphim T2 Gunship's) selection box.
3 changes: 3 additions & 0 deletions changelog/snippets/fix.6507.md
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- (#6507) Fix depth charges not applying the ProjectilesToDeflect blueprint field

As a result, all depth charges would also deflect up to 3 projectiles. Mostly applies to torpedo defenses.
1 change: 1 addition & 0 deletions changelog/snippets/fix.6514.md
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- (#6514) Fix extremely large amounts of energy storage preventing structures from re-enabling themselves after an energy stall due to requiring 0.1% of storage to be full. Now there is an upper limit of 10k on the energy requirement, which is reached at 100k storage.
5 changes: 5 additions & 0 deletions changelog/snippets/fix.6536.md
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- (#6536) Fix the tracking radius for unit weapons being floored to the nearest tenth, which made units not track targets that are near the outside of their range.
- Mobile unit weapons: 1.0x of weapon range -> 1.05x
- Anti-air weapons: 1.10x -> 1.15x
- Bomber weapons: 1.2x -> 1.25x
- Structure weapons: 1x -> 1x
2 changes: 1 addition & 1 deletion changelog/snippets/other.6438.md
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- (#5061, #6438) Add metamethods and utility functions for Vectors and Quaternions to simplify and clean up the code involving operations with them.
- (#5061, #6438, #6527, #6525, #6528) Add metamethods and utility functions for Vectors and Quaternions to simplify and clean up the code involving operations with them.
- This **removes** the file `/lua/shared/quaternions.lua`, which was added in #4768 (Mar 4, 2023), so mods that use that file will have to be updated.
- The metamethods (defined globally in `/lua/system/utils.lua`) include:
- Vector/Vector2 addition/subtraction/negation
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1 change: 1 addition & 0 deletions changelog/snippets/other.6477.md
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- (#6477) Add the function `DrawBone(entity, bone, length)` to `SimUtils.lua`.
2 changes: 2 additions & 0 deletions changelog/snippets/other.6485.md
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- (#6485) The new, better way of calculating the water absorption is now available for all terrain shaders. The only requirement is that the light multiplier is set to more than 2.1. Decals now use PBR light calculations if the terrain shader uses it, making them more consistent with the ground they are on.
-
1 change: 1 addition & 0 deletions changelog/snippets/other.6498.md
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- (#6498, #6502, #6503, #6514, #6517, #6518) Refactor the Enhancements section in the ACU/SACU scripts to replace the long if/else chain with a more modular design that is easier to maintain and hook. Each enhancement has its own dedicated function, named with the format `ProcessEnhancement[EnhancementName]`. The CreateEnhancement function now calls the appropriate enhancement function automatically by that name format.
3 changes: 3 additions & 0 deletions changelog/snippets/other.6526.md
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- (#6526) Default the depth of recursive printing/logging to 3 tables deep

The new default applies to all the `repr`-like functions. This only changes the developers experience.
4 changes: 1 addition & 3 deletions docs/Gemfile.lock
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Expand Up @@ -69,8 +69,7 @@ GEM
rb-fsevent (0.11.2)
rb-inotify (0.10.1)
ffi (~> 1.0)
rexml (3.3.6)
strscan
rexml (3.3.9)
rouge (4.2.1)
safe_yaml (1.0.5)
sass-embedded (1.75.0-arm64-darwin)
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google-protobuf (>= 3.25, < 5.0)
sass-embedded (1.75.0-x86_64-linux-gnu)
google-protobuf (>= 3.25, < 5.0)
strscan (3.1.0)
terminal-table (3.0.2)
unicode-display_width (>= 1.1.1, < 3)
unicode-display_width (2.5.0)
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4 changes: 2 additions & 2 deletions effects/mesh.fx
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Expand Up @@ -378,7 +378,7 @@ struct SHIELDIMPACT_VERTEX
///
///////////////////////////////////////

bool IsExperimentalShader() {
bool MapUsesAdvancedWater() {
// lightMultiplier is one of the few variables that is driven by the map,
// but accessible by the mesh shader.
return lightMultiplier > 2.1;
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// disable the whole thing on land-only maps
if (surfaceElevation > 0) {
// we need this switch to make it consistent with the terrain shader coloration
if (IsExperimentalShader()) {
if (MapUsesAdvancedWater()) {
// We need to multiply by 2 to match the terrain shader.
float scaledDepth = (-depth / (surfaceElevation - abyssElevation)) * 2;
float3 up = float3(0,1,0);
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