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Rearrange changelog headings and tweak various changelog snippets #6294

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Jul 3, 2024
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2 changes: 1 addition & 1 deletion changelog/snippets/ai.6286.md
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@@ -1 +1 @@
- (#6286) Fix T2LandAmphibious factory template as the Aeon Aurora was being built instead of the Aeon Blaze
- (#6286) Fix T2LandAmphibious factory template as the Aeon Aurora was being built instead of the Aeon Blaze.
2 changes: 1 addition & 1 deletion changelog/snippets/combine.sh
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Expand Up @@ -124,9 +124,9 @@ rm -f "$output"
# Add the initial header
cat "$templateHeader" >>"$output"

process_snippets "fix" "$templateFix" "$output"
process_snippets "balance" "$templateBalance" "$output"
process_snippets "features" "$templateFeatures" "$output"
process_snippets "fix" "$templateFix" "$output"
process_snippets "graphics" "$templateGraphics" "$output"
process_snippets "ai" "$templateAI" "$output"
process_snippets "performance" "$templatePerformance" "$output"
Expand Down
4 changes: 2 additions & 2 deletions changelog/snippets/features.4578.md
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@@ -1,3 +1,3 @@
- (#5249) New Invert Panning of the camera
- (#4578) New Invert Panning of the camera

Adds option to invert panning with (the middle) mouse (button)
Adds option to invert panning with (the middle) mouse (button)
4 changes: 2 additions & 2 deletions changelog/snippets/features.5249.md
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@@ -1,5 +1,5 @@
- (#5249) Enhance the 'filter engineers' hotkey

The hotkey now considers SACUs and tech 3 engineers to be equivalent.
The hotkey now considers SACUs and tech 3 engineers to be equivalent.

In addition it will now also filter over factions. As an example, if you have a selection of 5 Aeon engineers and 3 UEF engineers of the same tech then you'll end up selecting the Aeon engineers and the UEF engineers assist an Aeon engineer.
In addition it will now also filter over factions. As an example, if you have a selection of 5 Aeon engineers and 3 UEF engineers of the same tech then you'll end up selecting the Aeon engineers and the UEF engineers assist an Aeon engineer.
6 changes: 3 additions & 3 deletions changelog/snippets/fix.6110.md
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@@ -1,3 +1,3 @@
- (#6110) Veterancy Fixes and Features
- Volatile units (example: Paragon being killed by Mavor) will now give full veterancy credit on death, where before their own death weapon would "steal" some of the credit
- Adds a new stat--'VetMassKillCredit`--which records the total mass killed by a unit without respect to the "one vet level per kill" guardrail
- (#6110) Veterancy Fixes and Features:
- Volatile units (example: Paragon being killed by Mavor) will now give full veterancy credit on death, where before their own death weapon would "steal" some of the credit.
- Adds a new stat `VetMassKillCredit`, which records the total mass killed by a unit without respect to the "one vet level per kill" guardrail.
2 changes: 1 addition & 1 deletion changelog/snippets/fix.6185.md
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@@ -1 +1 @@
- (#6185) Fix Salvation undershooting - reworks Salvation projectile code to not drop short and use blueprint values for speed and fragment spread.
- (#6185) Fix Salvation undershooting - reworks Salvation projectile code to not drop short and use blueprint values for speed and fragment spread.
4 changes: 2 additions & 2 deletions changelog/snippets/fix.6192.md
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@@ -1,4 +1,4 @@
- (#6192) Removes an erroneous structure footprint from the dummy unit of external factories.

- (#6192) Fix a bug where deploying when building a unit in the external factory would detach the unit under construction.
- Applies to/is fixed in the fatboy, but any non-carrier external factory with deploy capability would have this issue
- (#6192) External Factory: fix a bug where deploying when building a unit would detach the unit under construction.
- Applies to/is fixed in the fatboy, but any non-carrier external factory with deploy capability would have this issue.
2 changes: 1 addition & 1 deletion changelog/snippets/fix.6215.md
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- (#6215) Fix an edge case where an engineer can assist an enemy construction task if they were given an order to build the same unit in the same location before the enemy task was started.
- (#6215) Fix an edge case where an engineer can assist an enemy construction task if they were given an order to build the same unit in the same location before the enemy task was started.
2 changes: 1 addition & 1 deletion changelog/snippets/fix.6224.md
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- (#6224) Adds `EnabledByEnhancement = "Teleporter",` to the teleport weapon of the Cybran ACU, so it is displayed under 'Upgrades' and not 'Basics' when `Show Armament Detail in Build Menu` is enabled in the settings.
- (#6224) Adds `EnabledByEnhancement = "Teleporter",` to the teleport weapon of the Cybran ACU, so it is displayed under 'Upgrades' and not 'Basics' when `Show Armament Detail in Build Menu` is enabled in the settings.
4 changes: 2 additions & 2 deletions changelog/snippets/fix.6285.md
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@@ -1,3 +1,3 @@
- (#6285) Fix sub-optimal drag build of the air grid template
- (#6285) Fix sub-optimal drag build of the air grid template.

When you drag build the air grid template from the context-based template setup it now slightly overlaps. This way we can create the optimal pattern for air grids when drag building the template.
When you drag build the air grid template from the context-based template setup it now slightly overlaps. This way we can create the optimal pattern for air grids when drag building the template.
2 changes: 1 addition & 1 deletion changelog/snippets/graphics.5810.md
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@@ -1,3 +1,3 @@
- (#5810) Rotate every other texture layer in the Terrain301 shader

By rotating every other texture layer by 30° we can make it harder to spot texture repetition. At the moment the Terrain301 shader is only used by the Sunset biome of the map generator. Hand-made maps don't use it yet, because there is no support in the map editor.
By rotating every other texture layer by 30° we can make it harder to spot texture repetition. At the moment the Terrain301 shader is only used by the Sunset biome of the map generator. Hand-made maps don't use it yet, because there is no support in the map editor.
2 changes: 1 addition & 1 deletion changelog/snippets/graphics.6154.md
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- (#6154) Improve the treadmarks of the Ythotha.
- (#6154) Improve the treadmarks of the Ythotha.
10 changes: 5 additions & 5 deletions changelog/snippets/graphics.6263.md
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@@ -1,9 +1,9 @@
- (#6154) Re-introduce the blinking lights feature

The blinking lights feature adds small particle effects to factories, storages, radars and sonars. They change color dynamically depending on the storage ratio of a given resource:
The blinking lights feature adds small particle effects to factories, storages, radars and sonars. They change color dynamically depending on the storage ratio of a given resource:

- Red: You have less 10% or less in storage.
- Yellow: You have between 10% and 90% in storage.
- Green: You have 90% or more in storage.
- Red: You have less 10% or less in storage.
- Yellow: You have between 10% and 90% in storage.
- Green: You have 90% or more in storage.

The blinking lights feature was removed from the game two years ago in favor of more performance. It is re-introduced now again because the impact is minimal at worst yet it makes the game feel more alive.
The blinking lights feature was removed from the game two years ago in favor of more performance. It is re-introduced now again because the impact is minimal at worst yet it makes the game feel more alive.
2 changes: 1 addition & 1 deletion changelog/snippets/other.6041.md
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- (#6041, #6055, #6081, #6149, #6158, #6259) Clean up the blueprints of various units.
- (#6041, #6055, #6081, #6149, #6158, #6171, #6259) Clean up the blueprints of various units.