From 1c32b7d52995e2b0ca8810fc2bfdafb95bb7d71e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Matthias=20Mail=C3=A4nder?= Date: Sat, 19 Apr 2014 11:10:03 +0200 Subject: [PATCH] moved CHANGELOG into GitHub wiki --- CHANGELOG | 1742 --------------------------- CONTRIBUTING.md | 2 + Makefile | 1 - packaging/linux/buildpackage.sh | 4 + packaging/linux/deb/buildpackage.sh | 3 +- packaging/linux/rpm/openra.spec | 1 + packaging/package-all.sh | 6 +- packaging/windows/OpenRA.nsi | 4 +- 8 files changed, 14 insertions(+), 1749 deletions(-) delete mode 100644 CHANGELOG diff --git a/CHANGELOG b/CHANGELOG deleted file mode 100644 index 04eac83e0d..0000000000 --- a/CHANGELOG +++ /dev/null @@ -1,1742 +0,0 @@ -NEW: - All Mods: - Added the ability to place map beacons for highlighting areas to teammates (Hotkey: F9). - The default pause hotkey has changed to F8. - Structures under attack and friendly superweapon launch targets will now be highlighted on the radar. - Fixed unloading passengers moving unnecessarily far from their transport. - Fixed the unload cursor sometimes being displayed for transports even when they were unable to unload. - An error dialog is now displayed when server connections are lost. - Added AttackMove and Guard abilities to Aircraft and Helicopters. - Aircraft and Helicopters can now be guarded by other units. - Unified the main menu navigation between TD and other mods: - Moved Create Game and Direct Connect facilities to the server browser. - Added skirmish mode to RA and D2k to complement TD's skirmish mode. - Added an Extras submenu for miscellaneous game extras. - Husks are now rendered with a black overlay. - Allow force fire to destroy husks. - A player's units, and allied units, now move out of the way when blocking production facilities. - Added cheat button to grow map resources. - Fixed units staying selected and contributing to control groups when becoming cloaked or hidden in fog. - Swapped the cursors used for sabotaging and capturing buildings/units. - Added Ctrl+T shortcut for selection of all units matching the types of the currently selected ones across the screen and map. - Added a toggle spectators to multiplayer. - Removed the ability of commandos to plant C4 on walls. - Order lines are now shown on unit selection. - Fixed chat synchronization in replays. - Added a combined shroud view of every player to the replay viewer and spectator mode. - Improved the observer/replay view selector with teams, factions, player colors, and hotkeys. - Added playback speed controls to replays. - Fixed the game sometimes crashing when deploying and activating the guard cursor at the same time. - Build time is now set when an item reaches the front of a queue, instead of immediately when queued. - The attack cursor now changes if the target is out of range. - The server browser will now show map details from other mods if the maps are available online. - Fixed a crash when connecting to a server with an unavailable map. - Added a warning dialog when force starting a match. - Added a new mod selection window, which now appears on the first game start. - Fixed walls not updating when neighboring sections were sold or destroyed. - Nuclear missile delay is now independent of map size, and reveals the target area immediately before detonation. - Dune 2000: - Engineers can now regain control over husks. - Added the Atreides grenadier from the 1.06 patch. - Added randomized tiles for Sand and Rock terrain. - Shroud is now displayed by default again (disable it in the lobby settings). - Removed the build radius restrictions. - Added the BLOXXMAS terrain tiles from the 1.06 patch. - Saboteur can now plant C4 on vehicles. - Added concrete plates and building weathering. - Turrets now integrate with walls (visually, and as line building targets). - Fixed unclickable area on the right edge of the production palette. - Buildings now throw damaging shrapnel when they explode. - Airstrike will now reveal (only) the target area when it strikes. - Red Alert: - Mechanics can now regain control over husks. - Engineers are now remapped to team colors. - Added some remap to the bottom edge of SAM sites. - Chinook rotors now counter-rotate. - Transports will now open their doors when at shore. - Tanya can now plant C4 on bridges. - Submarine torpedoes can now hit bridges when force fired. - Increased torpedo splash damage and raised multiplier vs. concrete. - Fixed transparency glitches in the sniper icon. - Removed health bars and selection boxes from walls. - Renamed Flak Truck to Mobile Flak. - Increased the shroud reveal range of Mobile Flak from 4 to 6. - Increased the turret rotation speed of Mobile Flak from 5 to 10. - Increased the hitpoints of Mobile Flak from 120 to 150. - Fixed Tanya being unavailable after using the Chronosphere on a vehicle she is in. - Tanya can now plant C4 on vehicles. - Decreased the cost of Mobile Radar Jammer from 1000 to 800. - Increased the hitpoints of Shock Trooper from 80 to 100. - Made Shock Trooper crushable by tanks/heavy vehicles. - Fixed Shock Trooper tooltip having the incorrect unit name. - Parachute bomb air strike will reveal the whole target area. - Adjusted AA Guns to fire their guns alternately at a high fire rate, and added contrails to their bullets. - Decreased AA Gun ZSU-23 damage from 25 to 12. - Increased SAM Site power cost from -20 to -40. - Decreased SAM Site Nike damage from 100 to 50. - Increased Radar Dome cost from 1600 to 1800. - Added a snow variation of the Allied Barracks by Kilkakon. - Added a desert variation of the Allied Barracks by Kilkakon. - Added a desert variation of the Missile Silo by Kilkakon. - Removed the temperate shellmap and improved the design and performance of the desert shellmap. - Removed the hardcoded missions. These will be later reimplemented. - Removed maps: Battle Lake, Crossing the River, Doughnut Hole, Ice Woods, Island Hoppers (KOTH), Mad Scramble, Nishnekolymsk, Strip Mine, Free Coasts - Fixed spies staying on the minimap after infiltration. - Added maps: Blitzkrieg and Burlesca by s1w. - Added map: Seaside 2 by hamb. - Both Allied and Soviet factions now build general-purpose mines instead of AT and AP mines respectively. - Added new attack-move cursor artwork. - Added Phase Transport, an Allied high-tech infantry transport which can cloak. - Added Hijacker, a Soviet infantry unit with a vehicle hijacking ability. - Attack Dogs, Snipers, Mobile Radar Jammers, Camo Pillboxes, Phase Transports, Radar Domes, and Spy Planes can now detect cloaked units. - Removed the submarine detection ability from Cruiser and Transport. - Added the submarine detection ability to Submarines and Missile Subs. - Increased the submarine detection range of Gunboat from 3 to 4. - Fixed Spies having an enemy color health bar when disguised as a friendly unit (occurred using the Team Health Colors setting). - Chrono Tanks can now be teleported in groups by holding SHIFT or ALT and issuing a move order. - Increased the maximum teleport distance in cells for Chrono Tank from 10 to 12. - Decreased the teleport cooldown in seconds for Chrono Tank from 30 to 20. - Added Minibibs for bibless buildings. - Fixed Small portion of Production tab on Right side was unresponsive - Fixed unclickable area on the right edge of the production palette. - Fixed Gem Mines having an incorrect land footprint. - Removed Mobile Radar Jammer's jamming effect for allied missiles. - Increased the HP of husks from 140 to 280. - Fixed incorrect Red Alert dialog corners. - Added a singleplayer mission menu. - Tiberian Dawn: - Engineers can now regain control over husks. - Chinook rotors now counter-rotate. - Commando can now plant C4 on bridges. - Added the Asset Browser to the Extras menu. - Removed health bars and selection boxes from walls. - Changed Nod Obelisk HP to 600 from 400, same as Advanced Guard Tower - Fixed dinosaurs not being able to collect crates. - A10 air strike and the ion cannon will now reveal (only) the target area when they strike. - Reduced Guard Tower vision from 7 to 6. - Increased Guard Tower build time from 12 seconds to 24 seconds. - Reduced Gun Turret vision from 7 to 6. - Increased Gun Turret build time from 15 seconds to 30 seconds. - Increased Sam Site build time from 18 seconds to 36 seconds. - Reduced Advanced Guard Tower vision from 9 to 7. - Increased Advanced Guard Tower build time from 24 seconds to 48 seconds. - Reduced Obelisk vision from 8 to 7. - Increased Obelisk build time from 36 seconds to 52 seconds. - Decreased Tiberium damage rate by a factor of 3. - Decreased Visceroid health by 25% and removed their ability to gain experience. - Increased the chance of Tiberium or chemical deaths spawning a Visceroid from 2% to 10%. - Increased Obelisk of Light laser damage from 200 to 360. - Fixed Obelisk of Light charge animation and sound not playing. - Replaced or improved several mouse cursors. - Added Minibibs for bibless buildings. - The Construction Yard fans now turn in the color picker preview. - The chance of artillery exploding on death has been reduced from 100% to 75%. - Fixed Chinook being unable to land on tiberium. - Commando will no longer shoot at vehicles or buildings. - Added a singleplayer mission menu. - Engine: - The contents of OpenRA.FileFormats.dll have been merged into OpenRA.Game.exe, and namespaces reorganized. - Converted Aircraft CruiseAltitude to world coordinates. - Converted Health Radius to world coordinates. - Converted production exits to world coordinates. - Converted weapon projectiles to world coordinates. - Converted actor speed to world coordinates. - Added support for rectangular cells with forced perspective. - Added initial support for Tmp(TS) sprites. - Added GainsUnitUpgrades trait for leveling specific unit upgrades - firepower, armor, speed. - Added support for crates to level up specific unit upgrades. - Merged CrateDrop functionality into CrateSpawner. - Added support to CrateSpawner for spawning multiple types of crates. - Added a new Launch.Replay=$FILEPATH parameter for OpenRA.Game.exe to instantly start watching a *.rep file. - Added HackyAI settings: ExcessPowerFactor, MinimumExcessPower, IdleBaseUnitsMaximum, RushAttackScanRadius, ProtectUnitScanRadius, RallyPointScanRadius. See the traits documentation for more information. - Added HitAnimPalette trait for LaserZap projectiles. Laser hit animations can now specify individual palettes. Defaults to effect palette. - Added RenderNameTag trait to show the player's name above an actor. - Added ExplosionPalette and WaterExplosionPalette traits to Warheads to allow custom explosion palettes. Defaults to effect palette. - Bullet, Missile and GravityBomb projectiles can now define a custom palette (see RA Torpedo weapon for reference). - Fixed performance issues with units pathing to naval transports. - Fixed unit moving to transports that have moved. - Updated shroud-based traits to use world units. - Renamed AttackTesla into AttackCharge and un-hardcoded initial charge delay and delay for additional charges. - Updated RenderBuildingCharge so you can set a custom charge sequence name (default is active). - Added IEffectiveOwner interface for traits/logic that temporarily alter an actor's apparent owner. - Renamed Spy trait to Disguise, SpyToolTip trait to DisguiseToolTip, and RenderSpy trait to RenderDisguise. - Overhauled the internal map management and preview generation code. - Muzzleflash definitions have moved from WithMuzzleFlash to each Armament. Only one WithMuzzleFlash is now required per actor. - Added an AttackGarrisoned trait that allows passengers to fire through a set of defined ports. - Maps can define initial cargo for actors by adding "Cargo: actora, actorb, ..." to the actor reference. - Modified Teleport activity to use the best/closest open cell to the target destination for teleports (for ChronoshiftPower this only applies on the return trip). - Renamed ChronoshiftDeploy trait to PortableChrono. - Added LineBuildNode trait to filter which structure(s) a LineBuild actor can be attached to. - Updated to SDL 2.0.3 under OSX, which improves platform integration. - Fixed an exploit where you could add control groups on enemy units. - Server: - Message of the day is now shared between all mods and a default motd.txt gets created in the user directory. - Asset Browser: - Filenames are now listed in alphabetical order - Map Editor: - Removed legacy INI/MPR map import. - Fixed being unable to use the flood fill tool on similar grass/snow/desert tiles. - Utility: - Added an improved INI/MPR map import. - Added an --upgrade-mod feature to upgrade the yaml of mods to the latest specifications. - Build system and packages: - Removed portable install option from Windows installer as the game left without write access breaks content download and error log generation. - Added HTML documentation to the Windows installer. - Fixed broken FreeType 2 dependency for Fedora RPM. - Added SDL 2 as a dependency for the RPM package. - Added a counterpart to the Makefile for Windows users. - Mod / Custom map compatibility: - Altitude is no longer parsed from actor templates in maps. Specify CenterPosition instead. - system.yaml has been split into four files for all mods: misc.yaml, ai.yaml, player.yaml and world.yaml. - Run `OpenRA.Utility.exe --upgrade-mod 20131223` to automatically upgrade mod rules. - Run `OpenRA.Utility.exe --upgrade-map 20131223` to automatically upgrade custom map rules. - Added a new trait Demolishable for buildings to handle the C4 demolition. - Mods that use custom TileSize must specify both width and height. - If you spot black tiles in your Dune 2000 ARRAKIS maps, replace them with the remaining sand and rock tiles. Go to Map → Fix Open Areas to randomize them. - The TestFile check in mod.yaml has been renamed to TestFiles (plural!) and now supports a comma-separated list of assets that are required to load the game. - DisabledOverlay has been split from RenderBuilding. Use it together with RequiresPower and CanPowerDown for buildings or directly with Husk. - Added support for custom map previews that replace the minimap in the game browser and lobby. Add map.png inside the map package. - The UI definition files have changed. Refer to the RA or TD mod.yaml and adjust the ChromeLayout of your mod.yaml to match. - A new cursor definition is required for "attackoutsiderange". - Mods can now include a 96x96 logo.png for the mod selector. - Mods can now include a 296x196 preview.png for the mod selector. - -20131223: - All mods: - Fixed dead units sometimes exploding or leaving husks when they weren't in the world. - Added hover and disabled button states [RA / D2K / TS] - Added double click start support to the replay browser. - Fixed low projectiles not colliding with walls. - Fixed double-click selection priority glitches. - Improved UI decorations (selection boxes, target lines, etc) in pixel double mode. - Added additional stand animations to infantry [RA / TD] - Added the ability to double click select maps and music. - Fixed base attack notification playing when allied engineers repaired your buildings. - Improved the ingame chat interface and input, with it defaulting to Team Chat. - Redesigned the settings panel. - Re-added move flashes. - Added a setting to always display unit status bars (can also be toggled by hotkey). - Added a setting for team health bar colors. - Added a new hotkey to select all units on screen (default: CTRL + A). - Added a new hotkey to jump to production buildings (default: TAB). - Changed default hotkey (PageUp/Down) for build palette cycling and made reverse user configurable. - Improved shroud/fog rendering. - Asset Browser: - Fixed crashes when trying to load invalid filenames or sprites with just 1 frame. - Added support for all sprite types. - Added palette chooser and colorpicker dropdown boxes. - Overhauled layout. - Red Alert: - Added MAD Tank. - Fixed a crash in Monster Tank Madness. - Fixed medics sometimes healing enemies. - Reduced Giant Ant selection box size. - Fixed paradrop description. - Various balance adjustments: - Uparmored Mobile Radar Jammer to heavy. - Uparmored Mobile Gap Generator to heavy, increased its shroud generation range from 4 to 6, and reduced its price from $1500 to $1200. - Reduced Gap Generator price from $1000 to $800. - Made Construction Yard sellable again. - Reduced MCV build time from 1 minute to 32 seconds. - No-base MCV crate chance reduced from ~100% to ~70%. - Introduced a maximum build radius of 16 cells from the nearest friendly Construction Yard. - Increased movement speeds of Rocket Soldier, Flamethrower, and Tesla Trooper from 3 to 4. - Reduced Tesla Trooper price from $500 to $400. - Increased Artillery price from $600 to $800, and increased its health from 75 to 100. - Increased V2 Rocket price from $700 to $900, reduced its movement speed from 7 to 6, increased its health from 150 to 200, reduced its warhead damage against primary base structures, and increased its rate of fire. - Increased Hind damage from 20 to 30, and introduced a small additional damage bonus against infantry. - Increased Longbow health from 120 to 150, increased its missile damage against ground targets from 40 to 60, increased its missile rate of turn from 5 to 10, and introduced a slight delay between missile launches. - Increased Grenadier projectile speed. - Reduced Medic price from $300 to $200. - Reduced Mechanic price from $800 to $500. - Added a 20% chance to eject a driver from destroyed vehicles. - Added production speed-ups for additional production buildings of the same type. Up to 50% faster production can be achieved with 7 production buildings. - Decreased the Oil Derrick cash rate from every 10 seconds to every 15 seconds. - Overhauled the Atom Bomb's damage model and introduced damage falloff over a wide radius. - Athena: - Reduced strategic victory timer to 3 minutes. - Increased the size of the starting islands. - Adjusted button highlight color to dark wine red. - Fixed ant hills using the wrong tile ID. - Adjusted Zombie build palette position. - Fixed attack dogs causing crashes by attacking non-infantry. - Disabled cloak/uncloak sound for camouflaged Pillbox. - Added two Lua-powered single player missions, ported from Red Alert's single player campaign. - Fixed aircraft falling down not revealing shroud. - Fixed floating crate artwork. - Tiberian Dawn: - C&C mod renamed to Tiberian Dawn to resolve naming ambiguities. - Fixed Bio Lab wrongly belonging to a hostile faction in East vs West 3. - Added building repair ability to the engineer. - Adjusted MLRS to fire a barrage of 8 rockets instead for improved visuals, and adjusted its rocket explosion sound. - Added a grenade toss sound. - Added missile contrails. - Added Haos Ridges, converted from RA. - Fixed player spawns in Deterring Democracy. - Added 2 additional A-10s and cannon strafing to the Airstrike support power. - Added contrails to the C-17 Globemaster. - Added cash tick sounds. - Disabled the main menu target reticle showing when a window is open. - Added a display of the faction logos when the shellmap is disabled. - Viceroids now heal on and move faster on Tiberium. - Implemented the original shroud artwork. - Fixed helicopters falling down not revealing shroud. - Fixed effect (explosions, etc) saturation when the ingame menu is activated. - Added shadow to crate artwork. - Fixed build palette tooltip not taking low power slowdown into account when displaying the build time. - Dune 2000: - Added buildable concrete walls. - Fixed some cliffs being passable. - Fixed infantry sometimes using the wrong animation when standing. - Fixed A* debug overlay. - Fixed R8 offsets for sprites with embedded palettes. - Implemented proper spice rendering. - Implemented the original shroud artwork. - Engine: - Replays are now saved in per-mod and per-version folders. - Added password protection support for servers. - Added language translation support. - Added game ID and version information to exception and sync reports. - Map folders are now explicitly specified in mod.yaml. - Most UI widgets are now customizable in terms of font type, color, contrast and had their global defaults moved from code to metrics.yaml. - Replaced the OS X binary launcher with a script to use a new SDL2 renderer. - Improved cash tick sound playback. - Added modifier support to hotkeys. - Fixed a desync related to projectile contrails. - Fixed corrupted replays (which would immediately desync). - Removed runtime mod merging. - Added support for map scripting with Lua. - Overhauled sprite loading code. - Improved error message when loading corrupted sprites. - Rewritten shp(ts) parser makes more efficient use of texture space. - Added support for the dune 2 shp and pak formats. - Map format 6 requires the RequiresMod to be defined. - Added a multiplicitive blend mode. - Build system and packages: - Added GeoIP to Makefile so it is installed properly. - Added desktop shortcut creation support to the Makefile and Windows installer. - COPYING and CHANGELOG are now shipped on all platforms. - Fixed 'make docs' crashing when the game assets are not installed. - Renamed Game.Mods launch argument to Game.Mod. - Linux packages now install to /usr/lib/openra for consistency with other Mono applications. - Added an optional map.yaml check to the OpenRA.Lint.exe command line tool. - Map Editor: - Fixed custom assets being removed when saving an oramap. - Mod / Custom map compatibility: - Mods can now include traits from TD and D2K in RA. - Mods can now customize UI text settings like font type/color/contrast for most widgets and set global defaults in metrics.yaml. - New sections MapFolders and Translations added to mod.yaml. - Mods must now explicitly specify the mods that they can inherit maps from by defining `SupportsMapsFrom: parent_mod' in mod.yaml. - Renamed CarpetBomb trait to AttackBomber, and additional functionality added. An Armament trait is now required to specify the weapons. - Renamed Capture trait to ExternalCapture. - Renamed CapturableBar trait to ExternalCapturableBar. - Renamed LegacyCapture trait to Capture. - Renamed DebugMuzzlePositions trait to CombatDebugOverlay. - Renamed DebugOverlay trait to PathfinderDebugOverlay. - Added Sequence and GroundSequence properties to WithRotor. - Added StandAnimations property to RenderInfantry and RenderInfantryProne. - Added SplitFacings property to WithMuzzleFlash trait. - Added SquadSize and QuantizedFacings properties to AirstrikePower trait. - Added EjectInAir and EjectOnGround properties to EjectOnDeath trait. - Added new traits to world: ScreenMap, ActorMap. - Removed traits from World: SpatialBins. - Added InvalidTargets property to weapons. - Added modifier support for build palette hotkeys. - The Requires: option for inheriting from a parent mod has been removed. Mods can directly reference the parent mod files instead. - Icons definitions have moved from the unit's rules to its sequence. - Mouse cursors (cursors.yaml) must now specify their file extension. - OpenRA.Utility --png will now generate a set of frames for any sprite type [shp(td)/shp(ts)/shp(d2)/r8/tmp(td)/tmp(ra)]. - OpenRA.Utility --shp now requires a list of frames to be combined into a shp. - Removed Utility --tmp-png, --r8, --fromd2 commands (use --png instead). - Removed Asset Browser file extraction / conversion (use the Utility instead). - Added OpenRA.Utility --map-preview for generating minimap previews. - Added OpenRA.Utility --map-upgrade for updating maps from format 5 to format 6. - The map format has been changed. All user-installed maps will be upgraded on the first mod launch, or using OpenRA.Utility --map-upgrade. - Unified sprite loading allows any sprite type to be used anywhere: shp can now be used for terrain, and tmp for units. - Harvestable resource definitions (ResourceTypes) have changed, and now specify their artwork using sequences. - Shroud definitions (ShroudRenderer / ShroudPalette) have changed, and now specifies its artwork using sequences. - Crater and smudge definitions (SmudgeLayer) have changed, and now specify their artwork using sequences. - -20130915: - All mods: - Overhauled Fog of War to freeze the state of resource, smudge, and structures. - Overhauled weapon projectile physics, rendering, and sounds. - Overhauled firing offsets and muzzle flashes for all units. - Added starting units configuration to the lobby (MCV only, light support, heavy support). - Added lobby options for disabling shroud and fog of war. - Added "Build off Ally ConYards" lobby option. - Added starting cash selector. - Added an ingame credits menu. - Added country name resolution to the server browser and lobby. - Added descriptive error messages when connecting to a server fails. - Added guard ability to combat units ('d'). - Added force-move ability (hold alt to prioritize move/crush over attack/harvest). - Added change-mod button to the asset download screen. - Added kick-ban to the server lobby. - Added a renderer geometry visualization to the debug/cheats menu. - Overhauled lobby layout. - Overhauled diplomacy menu. - Fixed turreted buildings ignoring attack orders. - Fixed units targeting cloaked actors. - Fixed exploit allowing arbitrary building placement. - Fixed exploit allowing a malicious client to steal admin rights. - Fixed exploit related to support aircraft. - Fixed glitches relating to passenger-carrying units being killed. - Fixed a crash related to bridges on certain maps. - Fixed a crash related to the color picker. - Fixed a glitch where aircraft circle in the air after being killed. - Fixed a glitch where an uncontrollable MCV is left after a construction yard is killed. - Fixed civilians panicking when healed. - Fixed visibility of additional spectator information (progress bars, spy ownership, etc). - Fixed excessive "Building" notifications when rapidly pressing icons in the sidebar. - Fixed units continuing to attack a building after it was captured. - Fixed units chasing a chronoshifted unit across the map. - Fixed units not being able to attack buildings from some angles. - Fixed infantry not being able to attack units from some angles. - Unified the music player between C&C and RA/D2K. - Unified tooltip behavior between C&C and RA/D2K. - Removed some developer-specific options from the settings menu. - Red Alert: - Added external capturing for engineers (like C&C Generals). - Added collection animation for parabomb crate. - Added public countdown timers to A-bomb and GPS. - Fixed artwork glitches in several units and buildings. - Fixed incorrect player color on captured oil derricks on some maps. - Fixed support powers being available after winning a game. - Fixed destroyable ore mines. - Fixed chronotank teleport sound. - Fixed snipers and tanya shooting vehicles and buildings. - Sniper health reduced. - Improved chronoshift interaction with vehicle husks. - Added build limit to iron curtain and chronosphere. - Removed bibs from iron curtain and chronosphere. - Improved dog attack behavior. - Tweaked some weapon explosions. - Iron curtain duration increased to 20 seconds. - Chronoshift duration decreased to 20 seconds. - Tesla coil price reduced to $1200 and firing delay increased. - Mammoth tank build time reduced to 36 seconds. - Mobile Radar Jammer range increased. - Mechanic repair amount increased. - Decrease the infantry run animation speed. - Added hospital tech structure that allows infantry to auto-heal. - Increased oil derrick health and cash rate. Added initial capture bonus. - Added several community created map decorations. - Added ants and larvae creep actors. - Added maps: Artemis, Athena, Fort Lonestar, Pluto, Sahara, Survival02, Tournament Island, Zeus. - Updated maps: Ares, Apollo, Dionysus, Doughnut, Poseidon. - Renamed maps: Ares: National Park -> Dionysus. - Removed maps: Hotzone, Mjolnir-2, Seaside. - Disabled bots on several maps where they don't work well. - C&C: - Restored "classic" multi-engineer behavior. Buildings above 50% health will be damaged by 50%; buildings below this will be captured. - Improved snow color on snow maps. - Fixed mouse cursor colors. - Fixed Nod01 mission. - Fixed veterancy chevrons on cloaked units. - Added some texture to the UI background. - Added EVA notifications when an enemy player launches an airstrike or nuclear missile. - Increased aggressiveness of Viceroids. - Reduced the pip-count on silos. - Orca range increased, reload time decreased. - Sam Site missile spread increased. - Changed hospital to a capturable tech structure that allows infantry to auto-heal. - Added dinosaurs as buildable units from the Biolab. - Added maps: Deterring Democracy, Deterring Democracy + - Removed maps: East vs West Redux. - Updated maps: Skull Valley, Slippery Slopes, The Hourglass. - Renamed maps: Rock Canyon -> Manufacturing Consent, Bialystok -> Lessons from Kosovo. - Dune 2000: - Removed converted art and sound assets - now uses the original game files. - Restored Deviator tank for Ordos. - Added new title font. - Added maps: Imperial Basin. - Fixed statistics tracking. - Updated maps: Black Mesa, Brimstone, Death Depths, Dune Boogie. - Engine: - Fixed a crash with server hosting under Windows. - Added a fatal error dialog with options to view logs and read the FAQ. - Added sync checking for projectile effects. - Removed support for mono versions < 2.10. - Added support for portable installs (create a directory "Support" inside the game root). - Significant improvements to pathfinder performance when ordering units to areas they cannot reach. - Reduced order lag for singleplayer games. - Added audio device configuration. - Added support for TS/RA2 mix files. - Added support for TS/RA2 SHP images. - Added support for TS/RA2 voxel models. - Added support for D2K RS archives. - Added support for D2K R8 images. - Added support for WAV audio files. - Added support for XCC mix databases. - Added support for the D2K InstallShield archive. - Added support for classic production-acceleration behavior. - Added support for additional damage states on buildings. - Added additional debug information when yaml merging fails. - Added additional customization options for laser weapons. - Added additional logging for server errors. - Significant additional work towards TS/RA2 terrain support. - Build system and packages: - Fix compilation issues under .Net 3.5. - Integrated windows dependencies in the installer. - Map Editor and Tools: - Added an ingame asset viewer / converter to D2K and RA (enable via the Debug tab in the settings menu). - Added utility '--map-hash' command for retrieving the hash of a map. - Added EditorConfig definitions for editors that support it. - Added StyleCop definitions for editors that support it. - -20130514: - All mods: - Destroyed bridges can now be repaired with an engineer. - Significantly improved AI. - Added (beta) support for left-click mouse orders via the settings menu. - Added "move viewport to group" hotkey (home key or double tap group number). - Exposed several new and/or hidden preferences in the settings menu. - Games can now be paused with a hotkey (F9 by default) or by opening the menu in a single player game. - New/improved UI for spectators and defeated players. - Improved server list and lobby UI. - Fixed units attacking enemy units hidden by fog/shroud. - Fixed several other visibility-related bugs. - Improved range circle contrast against terrain. - Fixed UI notification sound issues. - Added "Reset Exploration" developer option (same effect as the hide-map crate). - Fixed the visibility of peripheral effects for spectators/replays (ranks, production bars, etc). - Improved aircraft contrail rendering. - Fixed issue with harvesters not undocking when a refinery is destroyed. - Fixed civilian building rendering. - Added in-game player statistics for spectators (RA and D2K only). - Added "Fragile Alliances" option, allowing alliances to be changed during free-for-all games (RA and D2K only). - Added a tooltip that shows provided and drained power (RA and D2K - C&C already had this) - Improved ingame chat dialog (RA and D2K only). - Red Alert: - Added Mobile Gap Generator. - Added Mobile Radar Jammer (jams radar and deflects enemy missiles). - Added desert theater (ported from C&C plus additional custom tiles by Harrison). - Removed Volkov. - Added announcer voice upon game start. - Civilians now panic when attacked. - Added a new desert-themed shellmap inspired by C&C Generals. - Added ice floe actors for use on snow maps. - Several improvements to the original shellmap. - New missions: Allies03, Allies04, Soviet01Classic, MonsterTankMadness, Survival01. - New maps: Room Convergence, Ghost Town, Bad Neighbors. - Improved maps: Chaos Canyon, Bomber John, Bombardment Islands. - Fixed Mechanic repair cursor. - Fixed graphics for craters for snow maps. - Re-enabled "Mud" music track. - Fixed supply track shadow. - Added unit production hotkeys. - Fixed Airfield tooltip. - Changed minimap color of gems to blue. - Gap Generator shroud now disappears on low-power/death. - Added support for Nyerguds music upgrade pack. - Fixed target line/flash for Demo Truck targets. - Added building death frames for Construction Yard, Power Plants and Ore Refinery. - Improved Ore Silo artwork (more fill states). - Improved Weapon Factory door animation and prevented the door closing before units exited. - Changed building placement color to black on snow maps for increased contrast. - Fixed Attack Dog sound. - Added duration indicators for units under Chronosphere and Iron Curtain effects. - Fixed Tanya shooting buildings and using C4 on barrels. - Fixed Chrono Tank being unable to crush infantry/sandbags or trigger mines. - Balance changes: - Base defense damage reduced against structures. - Pillbox armor increased from wood to heavy. - Construction Yard armor reduced/health increased. - Construction Yard is now unsellable to prevent Mobile Construction Vehicle crate exploit. - Superweapon health increased. - Chrono Tank damage increased/health increased/Chrono-shift range limit added/Chronosphere prerequisite added. - Demo Truck cost increased/health reduced/speed reduced. - Disguised Spies are now hidden from enemy GPS. - Added build limit to Missile Silo and Tanya. - Oil derricks are now repairable by engineers. - Minelayers can now detect mines, allowing other units to target and destroy them. - Nukes can destroy ore wells and trees. - Tesla Tank health increased. - Medium Tank damage increased. - Mammoth Tank turret rotation speed increased/damage increased. - Badger bomber health increased. - Cruiser speed increased. - Missile Sub accuracy increased. - C&C: - Building range and a short construction delay added to Construction Yards to prevent base walking. - Mobile SAM launcher given to Nod as dedicated mobile AA. - Improved explosions. - Corrected music.yaml track titles. - Tweaked building construction animation speed. - Improved cloak and building destruction sounds. - Added blue tiberium trees. - Fixed blue tiberium not poisoning infantry. - Increased crate lifetime and removed level-up crate effect. - Fixed infantry running animations. - Fixed Viceroid unit decorations (veterancy/group number). - Fixed tooltip flickering when moving the mouse. - Fixed mouse-interaction bugs in the production palette. - Improved tooltip names. - Added maps: The Sentinel, Bialystok, No Escapism, Rock Canyon, Slippery Slopes, Skull Valley, Dead in Motion Redux, East vs West redux, Drop Zone, The Hourglass. - Added EVA notification for nuclear missile launches. - Husk lifetime reduced to 10 seconds. - Obelisk is now automatically targeted by units. - Balance: - Harvester capacity increased. - Advanced Comm-Center and Temple of Nod act as a substitute prerequisite of the Comm-Center. - Reduced MCV crate probability to 80% to solve Construction Yard sell exploit. - MCV can be constructed without a service depot. - Construction Yard health reduced. - Infantry detect nearby cloaked units. - Infantry and vehicle speed on clear terrain increased. - Airstrike regen reduced to three minutes. - Comm-Center health reduced. - Airfield health reduced. - Helipad price reduced. - Advanced Guard Tower range increased/health reduced/power consumption increased. - Advanced Guard Tower missiles improved vs aircraft and vehicles/reduced vs infantry - Obelisk range increased. - Tank firing rate increased/damage vs light armor increased. - Light Tank speed increased/turn rate increased/ROF increased/damage reduced. - Turn speeds increased for most units. - Recon Bike damage reduced/sight increased/speed increased on clear, reduced on road. - Buggy health reduced/sight increased. - Flamethrower range reduced/damage increased vs wood. - Flame Tank significantly buffed. - Chinook price reduced. - Helicopter prerequisites changed to Comm-Center/Advanced Tech building. - Apache sight increased. - Orca ROF reduced/ammo increased/damage reduced/sight increased. - Stealth Tank initial stance changed to "hold-fire." - Increased sight range for Light Tank and APC. - A10 sight range increased. - Mammoth Tank speed increased/health increased/turret rotation increased/missile spread increased. - Stealth Tank range reduced/cloak delay increased/damage vs heavy armor reduced. - Turret and Guard Tower range increased. - APC damage increased/speed reduced. - Artillery range reduced/damage vs wood reduced. - Rocket Infantry damage increased vs armor. - Increased nuke and Ion Cannon damage vs heavy armor. - Grenadier's grenade speed increased. - SAM site pop-up speed increased. - Humvee / Buggy damage increased. - MLRS range reduced/ROF reduced/damage reduced. - Recon Bike damage increased vs heavy armor/burst delay added/range reduced. - Dune 2000: - Removed shroud (uses fog-of-war instead). Buildings are hidden under the fog until they are first seen. - Added Medic. - Added Stealth Raider. - Removed Deviator. - Aircraft are now unbuildable. - Fixed building positioning and selection boxes. - Added husks for units and turrets. - Added trails to shells and missiles. - Fixed animations for Windtrap, Repair Pad, IX Research. - Reduced "silos needed" warnings. - Husk lifetime reduced to 20 seconds. - Added large building radius to construction yard. - Improved explosions. - Crate probabilities adjusted. - New UI button artwork. - Added maps: Black Mesa, Black Mesa (large), Dune Boogie, Dune Boogie (large), Brimstone, Death Depths - Modded, Tuck's Sietch. - Complete rebalancing from the ground up. - Engine: - Fixed several desync crashes. - Fixed a crash involving keyboard shortcuts and dead units. - Fixed a crash involving replays and multiple game sessions on a single machine. - Fixed a rare loadscreen crash. - Improved logging on game desync. - Improved UPnP support via Mono.Nat. - Improved freetype support via SharpFont (replaces custom patched Tao.Freetype). - Improved dedicated server support. - Improved mix file decryption (fixes a crash when playing the "Mud" audio track). - Introduced a new coordinate model to simplify eventual TS/RA2 support. - Initial work to port existing code to new coordinates model. - Added a muzzle positioning debug visualization. - Added a pathfinder debug visualization. - Removed player-configurable range behind the scenes of the color picker. Fixes "radioactive" color exploit. - Show an improved error message when connecting to a server with incompatible mods. - Added automatic map downloads from content.open-ra.org when joining a server with an unknown map. - Added support for randomized weapon reports. - Improved loading times by removing unnecessary map indexing. - Scripted maps can now require human players in specified slots. - Allow mods to independently enable/disable shroud and fog of war. - Minor pathfinding improvements. - Other misc refactoring and code cleanup. - Build system and packages: - Added a `version` rule to the makefile for setting mod version strings on local development builds. - Added a `docs` rule for generating trait documentation. - Fixed permission errors in the .deb package. - Support `--instdir` options for parallel installation of .deb packages. - Added Desura compatibility for Linux. - Map Editor and Tools: - Added a toolstrip with new and improved tools. - Added support for terrain categories. - Fixed wrong palette remapping for neutral buildings. - Maps are now saved/loaded from the custom maps directory. - Fixed legacy map importer. - Added a --docs flag for OpenRA.Utility for generating trait documentation. - -20121019: - Engine: - Add --transpose option to Utility - Allow --transpose to do multiple operations in one pass - Added category headers in editor (RA temperate theme only) - Added selection tool in editor for use with copy-pasting terrain - Added tilesetbuilder2 and fixed it for Dune 2000 - Added tilesetbuilder command line - Added tileset extractor - Upgraded Visual Studio solution to 2010 - Tons of performance improvements - Prevent too many instances of a single sound playing at once - Order results from FindByTilesInCircle by distance - Added new data types for cell and pixel coordinate pistion/vectors - Fixed issue where port in direct connect was dumped to default by force - Fixed pathfinding for units heading in opposite directions to prevent pathing deadlocks - Fixed volume and scrollspeed being different from their saved scale at game start - All Mods: - Added basic dedicated server support - Added UPnP support for multiplayer - Added option to pause the game (F3 key) - Added SimpleTeleport for non-chrono jumps for mission scripting - Added WaitFor(predicate) for mission scripting - Added support for mission objectives - Added indicator to show who is admin of a lobby - Added map size label to map chooser - Added support to set up player required slots for maps - Added hover behavior for all units. Give a unit a nonzero Altitude: in its Mobile: block and the WithShadow: trait to make it hover - Allow building speed to be set by CustomSellValue trait - Bots are forcefully removed from maps which do not allow them - Ignore spectators for lobby readiness check - Added CloakInfo.UncloakOnMove option - Made UnloadCargo.unloadAll configurable, using all by default - Support targetlines for defenses - Setting for Capturable trait to waste engineer after capturing a building or not - Fixed unloading of infantry from cargo vehicles to be spread out instead of one subcell - Fixed crates not being picked up when dropped on a unit - Fixed being able to repair when eliminated - Fixed spectator chat not using contrast - Fixed crash cycling stances while a unit dies - Fixed crash spawning corpse for actor which has already been destroyed - Fixed filtering of passengers to show with RenderCargo - Fixed incorrect working "locks" when capture/sell building races happened - Fixed radar click position - Fixed shift-tab keyboard shortcut in build palette - Added mouse-wheel support for flipping tabs in build palette - Harvesters: - No longer block each other during low-ore contention and wait for a random amount of time to search for more resources. - Refineries show which harvesters are linked by holding down the ALT key. - Fixed harvesters for AI to search the entire map when no more resources nearby - Made search radius configurable for both initial search from refinery, and search from harvest location - Harvesters will return to ordered-to location if told to harvest a specific cell while full after delivery instead of the last successfully harvested cell which may be far away - Fixed notable issues when trying to play FMVs - Red Alert: - Added two missions - Allies01 (single player) and Allies02 (co op) - Added new tiles for use in the Temperate theatre, made by Harrison - Added new crashed helicopter SHPS - Added Hospital & Bio Lab yaml definitions - Reenabled PrimaryBuilding support for airfield and helipads - Fixed chrono not killing passengers on return - Fixed missing chrono effects on unit return - Fixed tesla coil ignoring weapon offset - Fixed some HackyAI issues, such as having a tank husk fetish - Fixed some incorrect/missing music strings in music.yaml - Fixed broken Install from CD code - Fixed another zombie aircraft bug - Fixed ReturnToBase causing a crash when you had no airfields available (but an ally did) - Balance (General): - Added a heal crate (heals all of your units on map, rare occurrence) - Removed nuke crate - Nuke was made a lot more powerful - Nuclear explosions now destroy ore - Repair cost for units is always at least 1 per tick - Radar Dome cost increased from 1400 to 1600 - Service Depot cost increased from 1000 to 1200 - War Factory armor type changed from Heavy to Wood - Sam Site/AA Guns will no longer shoot at crashing aircraft - Barrel explosions are now more deadly, and chain explosions explode with a delay - Churches made garrisonable by Sniper infantry - Balance (Soviet): - Added Sniper - cloaked infantry with HoldFire stance by default - Added Volkov - elite unit meant to replace Tanya - Added Demo Truck - armed with a lower damage nuke - Mammoth Tank self heal now goes up to 80% health - Mammoth Tank turret rotation was slowed down - Mammoth Tank tusk rate of turn was doubled - Tesla Tank cost lowered from 1500 to 1350 - Airfield armor changed from Heavy to Wood - Airfield cost increased from 300 to 500 - Iron Curtain duration increased from 10 to 15 seconds, and can't use on enemy units - Balance (Allies): - Added Chronotank - tank that can "jump" within range of itself - Tanya - Colt45 attack range increased from 5.75 to 7 - Transport Heli - Cost lowered from 1200 to 900, increased hp, increased cargo count to 8 - AA Gun cost increased from 600 to 800 - Helipad cost increased from 300 to 500 - Added map: Ice Woods (Tirili) - Added map: Nishnekolymsk (Tirili) - Added map: Bomber John (Holloweye) - Added map: Bloody Delta (Holloweye) - Added map: Room-Warzone (Sunny_S) - Added map: Chaos Canyon (Nukem) - Added map: Forest Path (Gnx) - Updated map: Free Coasts (Ihptru) - Replaced map Baywatch with Hasselhoff (Nukem/Zypres) - C&C: - Added A10 crash site SHP to terrain (via Nyerguds) - Re-added the Snow tileset (via Nyerguds) - Balance: - Tank shells do 100% vs armor again, turret buffed - MRLS issues fixed - Sonic Tank moved to end of build menu - Fixed structure build menu orders in general - Fixed Biolab did providing Visceriod after being captured - Fixed tooltips not showing on the build menu - Do not shade possible build items in CNC if something else is building - Dune 2000: - Added Dune 2000! - -20120603: - Engine: - General performance improvements - Health.MaxHP is no longer read-only - #Comments can be used at end of any lines in yaml files - Better error messages for duplicate yaml fields - Fixed RenderCargo support for relative altitude - Both Mods: - Add banlist setting (Server: Ban: IP1, IP2, IP3) - Missiles lose guidance and run out of remaining fuel if the target dies - Red Alert: - Added setting to change CashTick sound frequency when producting structures - Re-added camo pillbox for Allies to be garissonable and stealthed - Change cargo ownership if capturing actors with cargo - Fixed spy resetting exploration if infiltrated enemy had GPS - Cannot capture building if yourself or ally is already capturing it - Barrels are no longer capturable/sellable - Minor AI improvements - C&C: - Exposed option to toggle shellmap - MRLS cost increased to 1200 - APC gun damage increased - Several building hitpoints increase/decreased - Several units movement speed adjusted - Landed helicopters made targetable by units - Mammoth Tank has an 8 second cooldown before regenerating hp - Add new Chemball explosion - Re-ordered build menu - Production hotkeys changed from YUIOP to QWERT - Fix crash loading yaml for ArtilleryShell.ContrailLength - -20120504: - Engine: - General performance improvements - Added a setting to change sound engine, Sound:Engine: AL ("AL" uses OpenAL, "Null" gives no sound) - Both Mods: - Warn lobby when a client joins with DEV_VERSION - Produced units attack-move to their rallypoint - New CloakPaletteEffect trait to add shimmer effect to cloaked units - Cargo trait allows for initial passengers when units are built - Buildings now take 10 seconds to be captured - Capture time length is adjustable - Custom starting units can be used for each faction - Main menu no longer vanishes after a lobby disconnect - Fixed crash selling/capturing buildings simultaneously - Fixed crash in StartGame if there were unvalidated connections - Improved error messages given with bad MiniYaml indentations - Red Alert: - Added Spy to Allies - Infiltrates refinery to steal 50% of players cash, minimum $500 - Infiltrates radar dome to reset exploration for enemy team - Can assassinate enemy units with force-fire - Added Gap Generator to Allies - Tanya made exclusive to Allies - Artillery explode chance lowered to 75% - Flamethrower has new flame art - Pillbox includes a garrisoned riflemen when built, and other infantry can garrison the structure - Camo pillbox removed - Normal AI removed - New AI: Rommel and Zhukov - Rommel is a modified Hard AI focusing on artillery and V2, and few light vehicles - Zhukov is a turtle, but sends large attacks with artillery and V2 - Added map: Tainted Peak (Nukem) - Removed maps: Daejeon, Mjolnir, No Fly Zone - Fixed bug letting passengers shoot from transports - C&C: - A10s speed increased, Napalm Drop damage increased - Chinooks now carry up to 10 passengers - Sight of all infantry increased by 1 - Chem Warrior/Flamethrower/Grenadier damage vs certain armor types increased - Chem Warrior will walk through tiberium instead of pathing around it - Artillery attack range doubled - Guard Tower attack range decreased by 1 - MCV and Construction Yard sight increased - Construction Yard armor type changed to Heavy from Wood - Harvester armor type changed to Heavy from Light - Proability of SpawnVisceriod from 10% to 2% - Reduced damage and size of Grenadier death explosions - Units do not attack buildings when attack-moving or idle, exception made for defensive structures - Lots of AI changes - Removed nuke crate, hide-map crate - Fixed crash viewing replays - Fixed radar not being shown during replay - -20120315: - Engine: - General performance improvements - Added setting for direct connection on game launch (Game:ConnectTo: ip:port) - Added setting to limit framerate via startup argument (Graphics:CapFrameRate: false) - Added owner chooser for new actors in the editor - Added actor info panel in the editor (doubleclick) - Fixed minimap export breaking subsequent actions in the editor - Fixed writing of empty replays - Fixed issue with LaserZap widths (obelisk shots) - Both Mods: - Always allow buildings to be repaired (removed dependency on Construction Yard) - Added a new Defend stance for units - Added base under attack notification - Spacebar focuses viewport to last under attack notification - Ctrl-Shift-Numkey groups units into existing group - Helicopters now bob slightly in flight - Bots: - Repair their own buildings - Maintain a level of aggro on enemy units - Moved some bot configuration into system.yaml - Fixed being unable to set rallypoints for production buildings - Replaced the server browser with a new and awesome one - Server lobbies upon creation use the previously played map - Made SpawnMPUnits' initial unit configurable - Fixed infantry squish sounds not being positioned - Fixed actor priority not being correct for doubleclick - Fixed poor stance switching detection - Semi-fixed naval units repairing from anywhere on map - Red Alert: - Fixed crash which occurred when playing an online game with Hard AI - Fixed planes stacking more than 1 per airfield - Fixed planes being unable to rearm at airfield - Improved logic for sending planes and helicopters back to base - Fixed infantry not able to walk over anti-tank mines, and vice versa - Fixed pointless reload of shellmap when disconnecting from lobby - Added a setting to toggle shellmap - Changed team color chooser to match C&C's - Balance: - MiG fires in bursts of 2 instead of 4, and damage per missile increased - Longbow fires in bursts of 2 instead of 1 - Submarines are set to HoldFire stance by default - Mammoth Tank hp regeneration altered - 25hp per second, after 10 seconds since last unit damage - Tesla Tank cost decreased and armor increased - Flamethrower now only requires Flame Turret to be built - Minelayer (Anti-Tank) mine count reduced from 5 to 3 - New Map: Bombardment Islands (Sprog) - New Map: Engagement (Nukem) - New Map: Man to Man (Nukem) - New Map: Breaking Point (Nukem) - New Map: Asymetric Battle (Seru) - New Map: Temperal (Blarget2) - New Map: Ares National Park (Wuschel) - New Map: Poseidon (Wuschel) - New Map: Apollo (Wuschel) - Removed Maps: Paramount, Pandemonium, Bavarian Redux - C&C: - Changed the bot spawn chooser to match RA's - Reduced delay of tooltips - Fixed a lobby crash when players joined - Balance: - Stealth Tanks are set to HoldFire stance by default - -20111013: - Engine: - Fixed broken client IDs if players drop before the game starts - Converted FileExtractor into --extract cmdlet for Utility. - Added --transparent option to --png cmdlet in Utility. - Fixed shortcut description on Linux - Fixed launcher crashes on Mac - Removed obsolete SequenceEditor tool - Added --tmp-png cmdlet in Utility, to convert terrain to PNG. - Both Mods: - Allow building repair by allies - Use player color to show who is repairing a building - Only units/structures being built or queued are shaded in the production palette - Aircraft smoke is no longer visible under fog - Added a Show Grid option to the Map Editor - Added multitap support - double clicking a unit selects all units of the same type on screen - Changed map choosers to be a filterable grid of maps - Added internal machinery for IFV-style units - Red Alert: - Added naval transport - Added an indicator over powered down buildings - Aircraft crashing into water now use large_splash - Destroyer now requires Radar Dome - Increased cost of Shipyard and Sub Pen - Fixed a crash when sending aircraft back to base - Husks no longer interfere with selection - Added more options for bots in game lobby - Changed AI behavior -- now has Easy/Normal/Hard difficulty - Increased range of FTUR by 1 - Reduced cost of MEDI from 500 to 300 - Reduced cost of SHOK from 800 to 500 - Heavy vehicles (Tanks, Harvesters, MCV) now crush infantry - New map: Classic DropZone (Holloweye) - New map: DropZone Battle of Tikiaki (Knivesron) - New map: DropZone W (Riderr3) - New map: Seven Stairs (Tirili) - New map: Contact (Nukem) - New map: Encounter (Nukem) - New map: Mass Confliction (Nukem) - New map: Calm before the Storm (Nukem) - New map: Baywatch (Nukem) - New map: Winter Warzone (Nukem) - New map: Paramount (Nukem) - New map: Doubles (Nukem) - New map: Hectic (Nukem) - New map: Pandemonium (Nukem) - New map: Chokepoint (Nukem) - New map: HotZone (Nukem) - New map: No Fly Zone (RAGEQUIT) - New map: Strip Mine (RAGEQUIT) - New map: Doughnut Hole (RAGEQUIT) - New map: Vegetation (hamb/Chris Forbes) - New map: Arctic Triangle Affair (Bellator) - New map: Mad Scramble (Bellator) - New map: Free Coasts (Ihptru) - New map: Battle Lake (Bellator) - C&C: - Slightly increased Tiberium growth rate - Increased harvester unload time - Reduced Tiberium value by 20% - Changed FTNK armor type to Light - Fixed tank squish animations to show properly - New map: Tiberium Oasis (Bellator) - -20110906: - Engine: - Fixed compile failures under Windows - Improved platform detection - Modding support for custom fonts - Video memory leaks fixed - Improved error messages for unsupported graphics cards - Improved support for Intel graphics cards - Fixed incorrect resolution under some Linux systems - Write graphics.log on all graphics-related errors - Significant general performance improvements - Fix crashes when joining a game with no free player slots - Bots players are named after their AI type and pick better random colors - Map support for enforcing team and spawn choice - Fix resource-clearing weapons breaking custom terrain types (bridges) - Added a "Pixel double" mode to draw the world at 2x zoom. - Fixed broken mounting of map packages - Fixed crashes when loading broken maps - Fixed units being left alive but stranded on destroyed bridges - Fixed husks being created on water - Fixed AttackMove trying to send orders to units owned by others - Made LaserZap more flexible for modders - Both C&C and Red Alert: - Fixed desync when a player surrenders - Fixed installing from CD - Added Hotkey support: - escape to toggle ingame menu - escape to go up a level in menus / cancel prompts - return to confirm prompts - Changed shortcut for adding units to groups changed from ctrl->cmd on OSX to avoid conflicting with Spaces - Fixed Tooltips for spectators - Fixed cashticks when selling walls - Fixed show explosions when walls are sold - Fixed veteran units not repairing correctly at service depots - Fixed Rally-point color when a building is captured - Fixed selection box dragging behind ui elements - Added Mod support for passengers that take multiple slots - Added Mod support for custom tesla zap effects - Fixed desync when a support aircraft is killed after completing its task - Fixed bugs with selling refineries - Fixed superweapons being fired from disabled structures when multiple are available - Added "Mission Accomplished" / "Mission Failed" notifications when you win or lose a multiplayer game - Fixed husks jumping to the middle of a cell when a unit dies - Fixed decloak sound never being used - Improved HackyAI power management - C&C: - Completely overhauled UI - Added support for installing from original game disks - Added support for installing music from original game disks - Added support for Covert Ops music tracks - Added Skirmish mode (creates a local game against bots) - Added Configurable bot race/team/spawns - Fixed Rocket Launcher turret raising/lowering when attacking - Added muzzle flashes to Guard Tower / SAM site - Fixed firing offsets on all units and structures - Fixed Ion Cannon cursor - Fixed Apache artwork - Fixed uncapturable oil derricks - Added capturable Biolab tech structure: allows you build viceroids - All vehicles leave husks on death - Server/Skirmish creation selects the last played map by default - New animations for cloak and reveal map crates (from C&C Sole Survivor) - Added 8 new maps by Petrenko - Tweaked most existing maps - Removed East vs West 2 map - Fixed Harvester/Refinery docking animation beneath the fog of war - Improved Obelisk laser effect - Added a blue pip for harvested blue tiberium - Changed the Refinery tower lights to indicate the amount of stored tiberium - Fixed an exploit with Nod airfields on the right side of the map - Fixed bot color being saved as player color in lobby - Balance changes: - Refinery footprint changed, price decreased to $1500 - Flame tank explodes on death, damage reduced by 40% - Stealth Tank damage increased, speed decreased - Rocket Launcher now fires 6 rockets, loses AA - Orca / Apache weapons reworked. Both now have limited volleys, but reload in the air. Both can attack other air units - APC weapons reworked. Now has a turret, but can attack air units only - Artillery given back to Nod - SSM launcher removed from Nod - Concrete walls require vehicle production to build - MCV, Harvester, Engineer can no longer level up (via crates) - MCV can no longer receive Cloak crates - Advanced Guard Tower range increased - SAM Site range decreased - Bridge HP halved - Infantry tiberium avoidance factor increased by 5x - Decrease tiberium damage to infantry - Rebalanced tiberium value / harvester capacity / harvesting speed - Reduced Grenadier death damage - Mammoth tank regen rate halved, Missile reload rate decreased - Building repair speed, price doubled - Recon Bike damage increased 16% - Infantry can be crushed by tanks - Removed build area radius around tech structures - Red Alert: - Fixed firing offsets on Flame trooper / Tesla trooper / Telsa tank / Tesla coil / Flame turret - Fixed bounties using incorrect unit value - Fixed parachute offsets - Added muzzle flashes to Pillbox / Camo Pillbox / SAM Site - Fixed map reveal when an ally is granted GPS - Added 16 new maps by buddha, hamb, seru - Fixed bounties of $0 displaying - Removed 3 obsolete maps - Fixed Minelayers not entering the Service Depot properly - Fixed Hind, Yak weapons being blocked by walls - Fixed phantom radar bin on subsequent games - Added new Oil Derrick artwork - Added support for Counterstrike & Aftermath music tracks - Added player color to diplomacy panel - Added capturable oil refinery tech structure - Added new harvester artwork for half-empty/empty states - Added new MCV husk artwork - Fixed spy disguise not working - Fixed hellfire missiles splashing back against helicopters - Fixed animation speed for Grenadier idle animations - Removed Lock Teams option - Fixed cursor while dragging selection box - Fixed accidental order issuing while dragging selection box - Fixed lobby "kick" buttons - Balance changes: - Medic cost reduced to $500 - Mines are visible to friendlies and spectators - Friendly units don't trigger mines - Increased reload rate for aircraft - Missile sub submerge delay doubled, damage decreased by 25% - Longbow now requires Allied Tech Center - Reduced wall health - Increased cruiser accuracy - Increased Longbow missile speed by 50% - Increased SAM Site rate of fire - Utility: - Fixed --png mode for converting shp -> png - Editor: - Fixed actor rendering on OSX / Linux - Fixed crash relating to incorrect mix file location - -20110511: - Engine: - Fix hotkeys firing on both key down and key up - Allow C4 delay to be configurable - Text field support for home and end keys - Fix world actor being owned by Creeps player (causing Neutral to be hostile) on new maps - Include gpu vendor string in graphics.log for unsupported cards - Fix crash with some aud files - Fix a rare crash when a repairing building is killed - Improvements to HackyAI - Generalize capture logic to work for any actor types - Support RA2-style missile trails - Fix helicopters failing to attack targets in some situations - Fix 'exploit detected' when using hotkeys on another players units - Relinquish spawn point in the game lobby when entering a spectator slot - Fix maps with >8 spawnpoints in the game lobby - Yaml loader crashes correctly when trying to inherit from a nonexistant actor - Yaml loader crashes correctly when trying to remove a nonexistant trait - Modding support for multiple player palettes - Fix several crashes when installing packages - Many other general engine improvements - C&C: - Fix Viceroid target-scan radius - Fix map-placed SAM-sites not being able to attack - Commando voice clip when built - Commando voice clip after kills - RA: - New unit: Supply truck for donating funds to another player - Pilots (sometimes) parachute from shot down planes - Bounties on killed units - Use RA2 style missile trails - New GPS logic - New map: Pressure by seru - Packaging: - Utility writes a log to support dir when crashing - Support for Ubuntu 11.04 - Fix osx crash when run from a path with spaces - -20110320 - Engine: - Display range circles when placing defenses - Support a hostile creeps player for viceroids / dinosaurs / ants / etc - General refactoring and performance fixes - Stop/Scatter/Deploy orders give audio feedback - "Allow cheats" option moved into the game lobby, visible to all players - "Build anywhere" developer mode option - Improved pathfinding when collecting crates or crushing walls. - Refactor idle / prone infantry animations - Improve missile trail effects - Actors without health are not considered as dead - Health bars show recent damage as it is inflicted - Production structures and special powers show selection bars showing progress - Mouseover units to display healthbars etc - Fix shroud glitch when units exit transports - Fix bots jamming up their production structures - Direct connect will assume port 1234 if none is given - Chrome image mapping definitions changed from xml to yaml - Water explosion animations are not used for airborne explosions over water - Fix rendering of very large maps - Report GPU memory usage to debug.log - Massive improvements in repeated allocation / deallocation of memory - Fixed a desync with repairing buildings - Fixed a desync with aircraft (it now crashes deterministically instead) - Fixed a desync with KOTH maps - Fixed a bug where a slot is shown as closed when it contains a bot - Fix crash when spawning map actors owned by a nonexisting player - Fix crash when changing mod while playing music - Fix crash with perf graph - Fix crash in replay viewer if replays directory doesn't exist - Fix crash when selling civilian buildings - Fix crashes caused by blank game title / direct connect server textfields - Oil derricks, harvester unloading, selling structures shows cash indicator - Prerequisites system refactoring to allow non-building prerequisites - Fix shift+tab not cycling the build tabs - Fix bogus keyboard input in text fields - Don't change mods if the same one is selected in the dropdown - Support for remapping the control group addition modifier (ctrl) to any modifier key - Fix helicopters flying 1 cell off the right or bottom of the map - C&C: - Viceroids! Infantry killed by tiberium or chem warriors may turn into viceroids - Fixed death animations - Blue tiberium damages infantry - Map-placed SAM sites start closed - Engineers capturing enemy buildings gives enemy tech - Buildings emit minigunners and engineers when sold (no more technicians / civilians) - Civilians panic when attacked - Fix a rare crash with harvester docking - Fix a rare crash with stealth tank - New Map: East vs West 3 by pchote - Removed Maps: Wargames, Yellowstone II - Oil Derricks have a small sight range - Apaches have a muzzleflash - - RA: - Service depots repair units faster - Fix crash when telling a minelayer to create an empty minefield - Fixed interior tileset boxes - New Map: Styrian Mountains by ReFlex - New Map: Convergence by Arcturus - Updated Map: Seaside by nudalz - Longbow ammo increased from 6 to 8, description fixed - Hind cost decreased from 1500 to 1000, hp increased from 100 to 150, range decreased from 12 to 10 - Service depot cost increased to from 700 to 1000 - Radar dome cost increased from 1000 to 1400 - Artillery now requires war factor and radar dome, inaccuracy decreased from 80 to 40 - APC moved from Allies to Soviets, hp increased from 200 to 300, price increased from 800 to 850 - Medium / Heavy / Mammoth tanks now require service depot to build - Heavy tank cost reduced from 1200 to 1150 - Flame turret rate of fire increased from 45 to 65, fires 2 bursts - AA guns, flak trucks can now fire over walls - Jeeps can carry a single passenger - Base defenses no longer provide ground control - Vehicle speed on clear ground increased, speed on ore reduced - Grenadiers have a 50% chance of exploding when killed - Spys are ignored by enemy units when disguised, tooltips show as disguised unit - Fix crates being paradropped inside trees, buildings - Production hotkey for flame turret changed to t, tesla coil to u - Disguised spys now appear correctly on radar and tooltips - Fix GPS behavior when alliances change. - Aircraft now fly to a target location and circle instead of returning to base - Aircraft no longer fly off the map if their Airfield is destroyed - Editor: - New map format (version 5). Maps < Version 4 are no longer supported by the editor or game. - Waypoints and MP start locations are now actors - Importing C&C/RA maps fixed - New png loader to support future tools - Editor uses the correct icon under mono - Editor only saves non-default values for PlayerReferences in map files - Default player colours has been returned to neutral grey. - Maps can be loaded from the commandline - Option to show actor names - Support for veteran / elite actors to be defined in the map yaml - Packaging: - Rename .deb package to use debian naming conventions - Improve linux package installation / elevation prompts (uses zenity, require mono >= 2.6.7) - Fix package installation crash on windows xp - Windowed mode now launches in the center of the screen under Windows - -20110207 - Engine: - Informative drop messages - user is notified of kick vs game has started vs server unavailable - Fixed render errors with the build palette on the first game tick - Improved sync check performance - Shp writing capabilities for mod tools - Fixed desync due to floating point calculations in unit facing - Fixed idle animations - Removed launchers on all platforms - Asset download/install is now performed ingame - Mod selector is now available from the main menu - Fixed `lock teams' checkbox - Lots of misc. engine refactoring - Fixed exploit allowing stance changes when teams are locked - Fix crash when capturing last enemy silo - Fix units continuing to attack a building after it has been captured - Fix floating point issues with missiles (manifests as broken torpedos in ra) - Fix location calculation for flying units (manifests as invincible helicopters in cnc) - Infantry stack 5-to-a-cell like the original games - Craters and scorches smoke for a limited time - Added a scatter key (bound to `x') - C&C: - Fixed commando c4 - Fixed Airfield production notification ("Reinforcements have arrived") - Fixed palette bugs with Oil Derricks and walls - Fixed tech tree bugs after capturing enemy productions structures - "Repairing" eva - Proper "pop up" SAM sites. Closed SAMs receive a 50% armor bonus. - SAM sites require power to operate - Advanced Guard Tower requires power to operate - Support structures no longer grant build radius - Lower Barracks/Hand health - Increase Weapons Factory health - Increase rocket bike damage - New Map: Crossing the Rubicon (Arcturus) - RA: - Game assets can be installed from one of the Red Alert cds - "Repairing" eva - GPS is now shared between allies - Submarines are no longer visible to everyone - Fixed paradrop flare, spyplane from capturing KOTH points - New Map: Nuclear Winter (nudalz) - New Map: Seaside (nudalz) - Editor: - Ability to switch mods after launch - Refactor hardcoded tools into a generic interface - -20110109 - Launchers: - New GTK based launcher for linux. - Mod version, version check, and MOTD moved from the main menu into the launchers. - Fixes for non-standard mono installations under OSX. - Fixes for filepaths with spaces under OSX. - Map Editor / Maps: - Fixed crash when using floodfill. - New map format (version 4). Open and resave maps with the editor to upgrade them. - Added support for compressed (.oramap or .zip) maps. - Removed .uid files from maps -- compute the hash on demand now. - General: - Mod versions are checked when joining a server. Clients with a different game version / wrong mods will not be able to join. - Added 'Stop' command on 'S'. - Stop units from autotargeting walls. - Added different pip colour for gems vs ore. - Fixed several exploits in support powers. - Continue to show selected units when firing special powers. - Fixed palette effects (nuke, chronoshift) being applied to fog / shroud. - Added a replay viewer. - Fixed building previews being rendered below bridges. - Forced the AI to leave gaps between its buildings. - Fixed captured buildings still drawing power from the original owner. - Fixed various crashes in the editor when trying to make a new map. - Support multiple bot types; added another bot difficulty. - Removed option to not save syncreports. - Fixed desync related to aircraft. - Fixed sync not being checked on World traits. - Pick a random available door on production structures with more than one (barracks, subpens, etc). - Fixed some rare Harvester-related crashes. - Added labels to the perf graph. - Locked teams by default. - Fixed "No games found" not being displayed when there was an in-progress (hidden) game detected. - Added support for multiple shellmaps. Chooses randomly. - Fixed dropdowns possibly getting stuck open when the host force-starts the game. - Improved scrollpanels - added scrollbars and mousewheel support. - Fixed potential desyncs in building refund calculation and unit repair. - Added black outline to text drawn over the world, so it can be seen in all cases. - Many performance improvements. - C&C: - Fixed footprint of ATWR. - Improved harvester docking. - Made Oil Derricks capturable. - Fixed nuke detonation sound. - RA: - Fixed Tanya not having the correct pip color. - Fixed helicopters spawning in the wrong place. - Fixed Spy-related crashes when disguising as civilians. - Allow using C4 on friendly buildings. - Improved harvester docking. - Added proper shareable/revokable GPS. - Nerf 1tnk hard. - Increase cost of 2tnk slightly, but increase its HP too. - Require power to operate SAM sites. - Fixed missing tooltips for SHOK and TTNK. - Fixed chronoshift power requiring two clicks to cancel. - Fixed desync related to chronoshift. - Fixed bogus bottom-left spawnpoint on Central Conflict. - Production tabs with an item ready now light up yellow. - Fixed crash when a WEAP is half-destroyed before it finishes deploying. - -20101202 - General: - New launcher for Windows and OS X (Linux coming in a later release) for downloading and installing mods, and launching the game. - Disable Surrender button when you win or lose. - Fix Minimap orders outside viewport. - Render building previews when placing a structure. - Buttons offset their contents when pressed. - Dropdown listboxes in the game lobby and diplomacy panel. - Allow moving the cursor and editing anywhere in textfields. - Don't render things outside the map. - Render selection boxes / health bars, target lines above everything else - Show "cannot move here" cursor when mousing over invalid terrain under the fog, or outside the map. - Remove move flashes (they are obsoleted by target lines). - Buildings are always visible under fog. - Captured refineries no longer give cash to the original owner. - New rally point artwork. - Fix broken airstrike / parabomb special powers. - Fix diplomacy cycling shroud exploit. - Change the .rpm package to target Fedora. - Fixed idle animations - RA: - Added "A Path Beyond" map - Fix crash when selling iron curtained buildings. - Don't stack multiple Invuln render effect on an actor. - Fix exploit in Iron Curtain, Chronosphere, Nuke. - Fix paradrop flare remaining forever if drop plane is killed. - Area of effect Iron Curtain. - Area of effect Chronoshift. - Remove sandbag in water of "Equal Opportunity" map. - Allow chronoshifted and paradropped units to collect crates. - Fixed medic crash. - Removed end of game crash. - Fix dog attack. - Missile silo requires power but can be powered down. - Fix shellmap low power and invalid gap generator position. - Removed Naval Transport until it's cargo capabilities are fixed - CNC: - Fix exploit in Ion Cannon, Nuke. - Add some basic scripting to the shellmap. - Fix invulnerable stealth tanks. - Oil derricks spurt fire when killed. - New load screen (unfinished). - Fix observers. - Helicopters automatically target enemy units - Engine: - Refactored Orders to use less network bandwidth and remove duplication. - Dump available extensions to graphics.log when GL Renderer fails to init. - Fix Makefile constantly rebuilding, and refactor for readability. - Display soft shroud around edge of map instead of hard border. - Standardise engine naming of Theatre -> Tileset. - Refactor map size queries to all use Map.Bounds. - Move all widget delegate into the RA mod dll. - Renamed ListBoxWidget -> ScrollPanelWidget. - Fix ScrollPanelWidget scrolling beyond the start by 1 velocity tick. - Removed duplication from target lines. - Extensive refactoring of shroud. - Refactor Scale trait to a property on Render*. - Refactor idle behavior - -20101121-2 - Bug fixes: - Fixed Tesla causing an out of memory exception - Fixed Tesla animations. - All players can now see AI players in lobby. - Weapon factory sell animation now plays correctly. - Utility app now extracts downloaded content packages properly. - Fixed helicopters landing in silly places. - New Features: - New default renderer using GLSL instead of CG. Removes the dependency on the CG toolkit and fixes issues with Radeon graphics cards using latest drivers. - Order queuing with - Unlimited power option in dev mode. - New King of the Hill game mode with two maps: Crossroads and Island Hoppers - Smoke trails for damaged aircraft. - -20101107 - Fix Engineer/Tanya/etc refusing to enter buildings in 2010-11-06. - -20101106 - Bug Fixes: - Fix crash when hosting a second game. - Fixed exploit where you could place a building anywhere. - Fix aircraft, infantry becoming invincible in some circumstances. - Fix a common aircraft desync. - Unmuted the shellmap; it's now at 25% volume. - Balance Changes: - reduce cooldown on Chronosphere to 2 minutes (was 4 minutes) - reduce cooldown on Iron Curtain to 2 minutes (was 6 minutes) - reduce invulnerable time on Iron Curtain the 30 seconds (was 45 seconds) - reduce anti-ground damage of rocket soldier to 50 (was 60) and anti-air damage to 40 (was 50) - -20101025 - Fix crash in C&C when harvesters return to the refinery (sorry guys) - Fix crash in both mods when transports unload - Fix ore/tiberium growth not working correctly - Fix graphical glitches on screenshake, etc - Add contrails to RA planes - Added plane crashes in RA - Added explosions on impact for all RA aircraft - Added more scripting to the RA shellmap - Fix Tesla not doing the correct amount of damage - Lots of internal cleanup - -20101023 - New C&C Maps: - Into the River Below (6p) - Algernon (4p) - Wargames (4p) - Yellowstone II (4p) - Bug Fixes: - Client disconnects no longer "double-quit". - Units can no longer move over certain water tiles. - Checks for destroyed actors to ensure they don't try to perform actions after death. - Loose files in mod folders take priority over ones in .mix packages. - Fixes for syncing in replays. - Fix Iron Curtain. - Fixes for units entering a building from the east or south - MOTD no longer spits out garbage when behind a proxy needing web authentication. - RA Balance Tweaks: - Airfield cost reduced from 1100 to 300 - Yak cost increased from 800 to 1000 - Mig cost increased from 1200 to 2000 - Helipad cost reduced from 1500 to 300 - Longbow cost increased from 1200 to 2000 - Hind cost increased from 1200 to 1500 - Anti-air gun range increased from 6 to 10, spread increased from 3 to 5 - Flack truck range increased from 6 to 8, spread increased from 3 to 5 - -20101017 - Fix crash when repair indicator was visible, but the building got destroyed or sold - Fix crash if an actor got destroyed twice (blown up & sold, etc) - Fix putting units back in BADR and C17. - Fix C&C crates being invisible - Fix bogus overlapping of MINE with ore trucks - Add MCV, napalm, nuke crates to C&C. - Fix "(dead)" tags in chat - Mute shellmap combat - Fix FMV player - Fix bug in voice system which made it impossible to add extra sides (thanks raminator) - Fixed bogus Missile Silo cameo from RA - Fixed engineer goldwrench cursors being reversed - Add support for actors that give the owner a small flow of cash (to be used with Oil Derricks) - Make teamchat toggle more flexible - Fix cloakable units being untargetable while uncloaked (thanks pdovy) - Fix crash when clicking `repair` with no MCV - Fix unit crates spawning in inappropriate places - Updated 'The Sentinel' map - Add base cycling (backspace) in C&C (it previously worked only in RA) - Fix planes getting stuck on the edge of the map - Fix explosions in air being drawn at ground level - Allow map slots to disallow bots - Allow map slots to enforce race/color selection - Replace C&C LST art (thanks, KatzSmile) - Push HackyAI setup into system.yaml, fix HackyAI for C&C - Reduce effectiveness of RA GUN vs unarmored - Improved mod content download infrastructure for Linux - Nerf C&C Orca slightly - Nerf speed of C&C bggy/jeep/bike/apc - Add new C&C 1v1 map: 'Chokepoint' (thanks Tiberian) - Reduce bandwidth usage in multiplayer (1/2) - Fix version string showing up twice in bottom-right corner after a game - Buff arty damage slightly - Nerf V2 reload slightly - Add trails to C&C SAM missiles - Increase speed of most C&C AA missiles - Reduce power requirement for RA AFLD from 50 to 20 - -20101013 - Fix crash when ordering a helicopter to move while it was falling out of the sky - Add blue tiberium - Fix aircraft not showing up on radar - Fix canceling of production not quite working (would cancel 2 if one was half-built) - Fix base-cycling for mac - Fix leaks between shellmap world and ingame world - Fix crash when the network connection is lost - Run the shellmap behind the lobby - Fix host not being able to teamchat - Declaring war automatically breaks the alliance in both directions - Aircraft can attack from their airfields correctly now - Attack move added ('A' and then left-click) - Add Tiberian's 'The Sentinel' 1v1 C&C map - Show the server name in the lobby dialog title - Random actually means random - Fix crash when destroying a Refinery with docked harvester - Add pchote's 'Tundra' 1v1 C&C SNOW! map - Lots of internal engine improvements - -20101009 - Fix 64bit Linux compatibility - Nerf C&C Attack Bike - Show mod info in server browser - Show MOTD in the main menu - Fixed exploit with selling walls - Fixed auto-attack not working properly - Add an example mod, which adds a single unit to RA. - Fix dogs eating walls - Fix crash on destroying ore storage buildings - Fix Obelisk missing moving target - Ban cloak crates for infantry - Add nuke "bad" crate - Prevent aircraft from firing while landed - Reduce nuke charge time from 13min to 9min - Reduce parabombs charge time to 1min - Add support for minimum ranges on weapons - Add support for excluding specific actor types from picking up certain crates - FIx silent nukes in RA if they didn't hit a building - Fix all AI players getting the same color - Fix AI players getting the same team setting as the host - Fix AI attacking each other - Prevent most awful-looking colors - Remove most of the debug spam for aircraft - Increase construction yard health (50% in RA, 25% in CNC) - AI players now build defenses - AI players no longer attack with medics (e1/e2/e3/1tnk/2tnk/3tnk) - Much improved order targeting system - Add crash animations for helicopters - Nerf Hind chainguns - Reduce cost of Cruisers from 3.2k to 2.4k - Fix CNC airdrop planes getting stuck if the Airfield goes away - Fix phantom voices for dead units in control groups - Fix dogs sometimes not killing infantry - Fix scroll jumping if opposite scroll inputs were applied - Fix bogus targeting lines being drawn to 0,0 sometimes - Fix VS2010 compatibility - Fix the game getting screwed up when people leave - -20101002 - Fix various crashes - Fix CNC AI never building anything (it's still crap, but at least it does *something*) - Added shader fallbacks for Cg-2.1 - Fix editor crashing on File->Open on Windows - Added scroll speed control (thanks, Gecko) - -20100922 through 20100922-4 - Allow queuing of buildings when a building is ready to place - Change the pathfinder to use integers instead of floating point (fixes desync) - Create ui widgets on demand instead of at gamestart - Begin refactoring activity queuing for cleaner code - Re-enable crates - Remove desync debug logging - Fix editor crash - Fix crash when a building being repaired is killed - -20100921 through 20100921-6 - Add yet more logging to search for the packaged build desync - -20100920 through 20100920-7 - Fix crash when building cnc weapons factory - Fix crash when harvester and refinery are killed by the same bullet (eg nuke) - Move several traits from engine into ra mod - Fix several editor bugs - Add a lot more logging to search for the packaged build desync - -20100919-2 - Fix crash when un/deploying a damaged mcv - -20100919 - Cache the power state of buildings for large performance gains - Changes to sync logging for large performance gains - Changes to shroud and ore rendering for large performace gains - Changes to renderer to fix several z-order bugs - Fix osx version string - Rename Repeat -> Loop in the music player - Fix team selection in the game lobby - Don't change production tab when selecting enemy structures - -20100918-2 through 20100918-4 - Fix crashes in the map editor - Include menu and desktop shortcuts to the RPM package - Add debugging to track down a desync between packaged versions on .net vs packaged versions on mono - -20100918 - Fixed lots of crashes - AI only tries to attack players that exist (and not itself) - Fixed speed of idle animations - Fixed exploit with A10 (infinite napalm) - Fixed exploits with remote building capturing/destroying - Added ability to change tilesize per-mod - Fixed delivering ore to an ally's proc - Fixed dog attacking ground forever (banned) - Fixed most z-order bugs - Fixed lots of editor usability problems - Fixed bogus XML generated by TSB - Added notification when cheats are used - Fixed exploit with reverse enter-transport order (didn't check if the passenger was compatible) - Fixed a bunch of techtree bugs - Fixed walkability of north rivermouth template in RA. - Added ability to export minimap as PNG from the editor - -20100914 - Infantry idle sequences for ra mod - Enable music player by default (requires scores.mix to be installed manually) - Flak truck for soviets in ra mod - Give dog a selection voice - Only scroll when the game window is focused - Fixed cursor/order bugs (includes force-fire c4 on allied structures, harvesting ore under shroud, move orders for aircraft, etc) - Fixed a collection of crashes related to dead actors - Fixed broken rpm package - Create Debian packages - -20100910-2 - Fixed attacking helipads - Deployed more mirrors - Added idle animations in C&C - Fixed an issue with the sidebar palette in C&C Desert - Integrated Jk's C&C Snow theater - Go back to classic C&C refinery model - Improve building explosions - Add nuke flash to C&C - Fix crash when losing FACT with a building ready to place - Remove unused MIX files - Add support for custom armor types - Adjust bounding boxes on vehicles - Windows installer prompts to install .NET if you don't have it - Windows installer remembers previous location for upgrades - Fix various crashes when refineries going away - Fix serious performace issue -- Actor leak when failing to spawn units - Add support for mobile production units - Remove splash damage from Tiberium - Fix a crash with actors dying with a projectile in-flight - Correctly clean up cargo when a transport dies - Fix client crash when the server disconnects - Right-clicking on a valid passenger with a transport loads cargo - Added zoom to editor - Convert sequences to yaml - Clean up the mod folders - Add a shellmap for C&C - Make pathfinder work with a MobileInfo rather than a live actor - Add a loadscreen for C&C - Correctly back up MIX files when upgrading windows installs - -20100907 - Changed MiG prerequisites to AFLD+STEK - Removed KENN, build DOG directly from BARR now - Chronotank can only teleport when fully charged - Improved OpenGL error logging - Fixed targeting of FIX - Fixed crash when an engineer is trying to repair a building, but it dies/gets sold/etc. - Added muzzle flashes to Yak and Hind chainguns - Fixed bounding boxes on some units - Fixed accuracy of Tesla weapons - Changed ownership of GUN and GTWR in CNC to both - Fixed crash on destroying things that have a building reserved - If ordered to move to an unpathable cell, move somewhere nearby that is pathable instead - Fixed RPM linux package - -20100906-2 - Shows game version in main menu screen for windows and linux - -20100906 - Improvements to Render performance - Improved debugging for performance issues - "Give Exploration" developer-mode option - Check for .net framework on windows install - Allow the viewport to scroll past the map edge to prevent ui from blocking buildings diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md index 972dc542cb..cc8e234ed8 100644 --- a/CONTRIBUTING.md +++ b/CONTRIBUTING.md @@ -16,4 +16,6 @@ Please `git rebase` to the latest revision of the bleed branch. Don't forget to add youself to [AUTHORS](https://github.com/OpenRA/OpenRA/blob/bleed/AUTHORS). +Please propose a [CHANGELOG](https://github.com/OpenRA/OpenRA/wiki/CHANGELOG) entry in the pull-request comments. + While your pull-request is in review it will be helpful if you join [IRC](irc://chat.freenode.net/openra) to discuss the changes. \ No newline at end of file diff --git a/Makefile b/Makefile index ccaf6efdc4..a78bda27e6 100644 --- a/Makefile +++ b/Makefile @@ -313,7 +313,6 @@ install-core: default @$(INSTALL_DATA) "global mix database.dat" "$(DATA_INSTALL_DIR)/global mix database.dat" @$(INSTALL_DATA) "GeoLite2-Country.mmdb" "$(DATA_INSTALL_DIR)/GeoLite2-Country.mmdb" @$(INSTALL_DATA) AUTHORS "$(DATA_INSTALL_DIR)/AUTHORS" - @$(INSTALL_DATA) CHANGELOG "$(DATA_INSTALL_DIR)/CHANGELOG" @$(INSTALL_DATA) COPYING "$(DATA_INSTALL_DIR)/COPYING" @$(CP_R) glsl "$(DATA_INSTALL_DIR)" diff --git a/packaging/linux/buildpackage.sh b/packaging/linux/buildpackage.sh index 25cd6990ce..bac497d852 100644 --- a/packaging/linux/buildpackage.sh +++ b/packaging/linux/buildpackage.sh @@ -25,6 +25,10 @@ cp *.sh "$PWD/packaging/linux/$ROOTDIR/usr/lib/openra/" || exit 3 # Icons and .desktop files make install-shortcuts prefix="/usr" DESTDIR="$PWD/packaging/linux/$ROOTDIR" +# Documentation +mkdir -p $PWD/packaging/linux/$ROOTDIR/usr/share/doc/openra/ +cp *.html $PWD/packaging/linux/$ROOTDIR/usr/share/doc/openra/ + cd packaging/linux ( diff --git a/packaging/linux/deb/buildpackage.sh b/packaging/linux/deb/buildpackage.sh index 7e76d9a1fb..c700c6151b 100755 --- a/packaging/linux/deb/buildpackage.sh +++ b/packaging/linux/deb/buildpackage.sh @@ -39,10 +39,9 @@ gzip -9 "${DEB_BUILD_ROOT}/${DOCDIR}/AUTHORS" DATE=`date -R` echo -e "openra (${VERSION}) unstable; urgency=low\n" > "${DEB_BUILD_ROOT}/${DOCDIR}/changelog" -cat "${DEB_BUILD_ROOT}/${LIBDIR}/CHANGELOG" >> "${DEB_BUILD_ROOT}/${DOCDIR}/changelog" +cat "../../../CHANGELOG.md" >> "${DEB_BUILD_ROOT}/${DOCDIR}/changelog" echo -e "\n\n-- Paul Chote ${DATE}" >> "${DEB_BUILD_ROOT}/${DOCDIR}/changelog" gzip -9 "${DEB_BUILD_ROOT}/${DOCDIR}/changelog" -rm "${DEB_BUILD_ROOT}/${LIBDIR}/CHANGELOG" rm "${DEB_BUILD_ROOT}/${LIBDIR}/COPYING" # Create the control file diff --git a/packaging/linux/rpm/openra.spec b/packaging/linux/rpm/openra.spec index c75e18049b..1dd766aa8a 100644 --- a/packaging/linux/rpm/openra.spec +++ b/packaging/linux/rpm/openra.spec @@ -41,5 +41,6 @@ rm -rf %{buildroot} /usr/bin/openra /usr/bin/openra-editor /usr/share/applications/*.desktop +/usr/share/doc/openra/* /usr/share/icons/hicolor/*/apps/*.png /usr/share/icons/hicolor/*/apps/*.svg diff --git a/packaging/package-all.sh b/packaging/package-all.sh index 0946bf268a..da2337b945 100755 --- a/packaging/package-all.sh +++ b/packaging/package-all.sh @@ -21,6 +21,8 @@ make package # Remove the mdb files that are created during `make` find . -path "*.mdb" -delete +wget https://raw.github.com/wiki/OpenRA/OpenRA/CHANGELOG.md +markdown CHANGELOG.md > CHANGELOG.html markdown README.md > README.html markdown CONTRIBUTING.md > CONTRIBUTING.html markdown DOCUMENTATION.md > DOCUMENTATION.html @@ -30,8 +32,8 @@ FILES=('OpenRA.Game.exe' 'OpenRA.Editor.exe' 'OpenRA.Utility.exe' \ 'OpenRA.Renderer.SdlCommon.dll' 'OpenRA.Renderer.Sdl2.dll' 'OpenRA.Renderer.Cg.dll' 'OpenRA.Renderer.Gl.dll' 'OpenRA.Renderer.Null.dll' 'OpenRA.Irc.dll' \ 'FreeSans.ttf' 'FreeSansBold.ttf' \ 'cg' 'glsl' 'mods/common' 'mods/ra' 'mods/cnc' 'mods/d2k' 'mods/modchooser' \ -'AUTHORS' 'CHANGELOG' 'COPYING' \ -'README.html' 'CONTRIBUTING.html' 'DOCUMENTATION.html' \ +'AUTHORS' 'COPYING' \ +'README.html' 'CONTRIBUTING.html' 'DOCUMENTATION.html' 'CHANGELOG.html' \ 'global mix database.dat' 'GeoLite2-Country.mmdb') echo "Copying files..." diff --git a/packaging/windows/OpenRA.nsi b/packaging/windows/OpenRA.nsi index f5a7c297e0..a848ad66bf 100644 --- a/packaging/windows/OpenRA.nsi +++ b/packaging/windows/OpenRA.nsi @@ -75,9 +75,9 @@ Section "Game" GAME File "${SRCDIR}\FuzzyLogicLibrary.dll" File "${SRCDIR}\Mono.Nat.dll" File "${SRCDIR}\AUTHORS" - File "${SRCDIR}\CHANGELOG" File "${SRCDIR}\COPYING" File "${SRCDIR}\README.html" + File "${SRCDIR}\CHANGELOG.html" File "${SRCDIR}\CONTRIBUTING.html" File "${SRCDIR}\DOCUMENTATION.html" File "${SRCDIR}\*.ttf" @@ -197,9 +197,9 @@ Function ${UN}Clean Delete $INSTDIR\Tao.*.dll Delete $INSTDIR\SharpFont.dll Delete $INSTDIR\AUTHORS - Delete $INSTDIR\CHANGELOG Delete $INSTDIR\COPYING Delete $INSTDIR\README.html + Delete $INSTDIR\CHANGELOG.html Delete $INSTDIR\CONTRIBUTING.html Delete $INSTDIR\DOCUMENTATION.html Delete $INSTDIR\OpenRA.ico