From 654697dc03f5c563e67d2949e3945360728996e4 Mon Sep 17 00:00:00 2001 From: Curtis Shmyr Date: Mon, 8 Apr 2013 23:26:32 -0600 Subject: [PATCH] Update CHANGELOG --- CHANGELOG | 226 ++++++++++++++++++++++++++++++++++++++++++------------ 1 file changed, 176 insertions(+), 50 deletions(-) diff --git a/CHANGELOG b/CHANGELOG index a37a3f84da..7f8c289cb4 100644 --- a/CHANGELOG +++ b/CHANGELOG @@ -1,39 +1,50 @@ NEW: Engine: - Removed mouse capture while composing text in chat + Changed OpenRA now uses Mono.Nat 1.1.0 instead of it's own limited UPnP router detection and port forwarding code (should support more devices now) + Changed Detect NAT devices only once on startup (removes lag when creating a new game). Disable the Automatic portforwarding checkbox if no UPnP enabled devices are discovered + Added more UPnP user settings: boolean Server.VerboseNatDiscovery for additional debug messages in server.log, integer Server.NatDiscoveryTimeout in miliseconds + Now using SharpFont instead of a custom patched Tao.FreeType in close collaboration with upstream + Dedicated servers: + Misc dedicated server improvements + Fixed AI orders misinterpreted as an exploit on dedicated servers + Added option to disable bots on servers (including dedicated) + Added a dedicated server launch script + Fix bots being able to become admin status on dedicated servers + Allow MOTD to be fetched from file for dedicated servers + Fixed issue with pinging the master-server when dedicated machines did not show up until players connected Allow classic left-click mouse orders (optional) - Asynchronous loading of minimaps in the map chooser dialog - Fix bots being able to become admin status on dedicated servers - Spawnpoint map tooltips now display players name in lobby + New hotkeys: + Hotkeys are now user-configurable via settings.yaml and the GUI + Move viewport to selection (default: home or double tap group number) + Switch cursor to sell / repair / powerdown + Added per player shrouds (units can't shoot enemies covered in unexplored terrain) + General game lobby improvements: + Add "Assign Teams" lobby drop down button for admins to randomize teams + Removed mouse capture while composing text in chat + Asynchronous loading of minimaps in the map chooser dialog + Map chooser polish - added map type and author to lobby + Spawnpoint map tooltips now display players name in lobby + Player colors are now reverted after changing to a map which does not lock colors Fixed word wrap when chatting ingame Added a tooltip that shows provided and drained power - Allow MOTD to be fetched from file for dedicated servers Changed scroll velocity in map chooser to be better suited for mouse scrolling Fixed grounded airplane not landing properly when ordered to another airstrip or service depot - Added per player shrouds (units can't shoot enemies covered in unexplored terrain) Don't hardcode READY/HOLD and custom prerequisites anymore for easier translation - Removed sound attentuation for PlayNotification sounds - fixes the Extreme cashtick sounds + Fixed (removed) sound attentuation for PlayNotification sounds - fixes the Extreme cashtick sounds Replaced admin indicator icon with bold formatted player name Connecting to a different mod will show an appropriate error message (was unknown map before) Fix problems with multi tap detection - Hotkeys are now user-configurable via settings.yaml and the GUI - New hotkeys: - Move viewport to selection (default: home or double tap group number) - Switch cursor to sell / repair / powerdown - Player colors are now reverted after changing to a map which does not lock colors Fixed floating point inconsistencies to reduce desyncs Civilians now panic when in combat Units with turrets are now displayed correctly when parachuting Print the total number of values extracted from random number generator stream to sync report for debugging purposes Allow strides for sequence definitions (if you don't want to use the full SHP animation length, optional) - Fixed issue with pinging the master-server when dedicated machines did not show up until players connected Fixed a crash when multiple clients on the same machine attempted to write replay files at once Refactored palette remapping rendering code as a preparation for upcoming Voxel support Fixed crashes when attempting to watch replays in non-RA mods Added support for randomized weapon reports Added pathfinder Debug overlay visualization A* search cost per cell in player color tints Attempt to improve A* algorithm - Add "Assign Teams" lobby drop down button for admins to randomize teams Added hidden settings to the GUI: Cap Framerate checkbox and FPS limit Autoplay music after map load @@ -60,27 +71,73 @@ NEW: Added Shroud, CreatesShroud and RevealsShroud as well as AutoTarget and ScaredyCat (panicking infantry) to syncreport.log Refactoring: cleaned up code duplication to ease the addition of new renderers Added a new reset exploration developer cheat (like hide-map crate, opposite of give exploration) - Support for classic mods (not yet packaged): + Support for classic RA and C&C mods (not yet packaged): Speedup production queues if multiple of the same building exist Engineer capture rules which require/do damage at first Fixed CustomBuildTimeValue related desync Added a trait to turn off fog of war Separated spy disguise and infiltration for thief + Fixed tooltips for fake buildings + Fixed a desync with regards to auto-target and Cloak.IsVisible + Fixed crash when performing keyboard orders on destroyed actors + Added additional server lobby buttons + Added burning trees support for RA and C&C + Fixed unit ranks not showing in replay viewer + Fixed crash caused by capturing a dead actor + AI support power activiation needs to go through order manager + Ship a proper SDK for modders + Added documentation within .cs files for modders + Documentation set to push itself to github wiki for new playtests or releases + Added a DrawRangeCircleWithContrast method to go along with DrawRangeCircle + Added cancel chat with escape + Added double click to join servers in browser + Desura compatiblity stuff + Added sync to carpet bombing + Added announcer voice upon game start + Added engine support to automatically download a missing map from content.open-ra.org when joining a lobby + Added work towards an ingame IRC client + Engine changes in preparation for Voxel support - removed Turret and PVecFloat cruft (code refactoring) + Changed ThrowsParticle now uses world coordinates and implements a simpler model using a cubic lerp + Fixed a crash that may occur in lobbies + Made the version mismatch mechanic configurable in the options + Fixed color selector/team selector closing when another player in the lobby made a similar change + Fixed LaserZap and TeslaZap to account for altitude + Send players and bot counts to master server as different fields + Sort servers by players in the server browser + Fixed cloak units being invis to spectators + Fixed paratroopers revealing shroud after death + Added a Force Desync cheat for the upcoming automatic crash reporter + Changed throw specific exception on missing sound definitions + Fixed MCV create not being given if normal SelectionShares was zero + Changed split multiple-production-queue widget logic into its own file + Added moving average to contrails to smooth them when aircraft are circling + Added attack traits into the syncreport.log + Added a --docs flag for OpenRA.Utility + Removed the tileset builder again from packages Editor: Map editor now saves and loads from OpenRA user folder Fixed map editor failing to import legacy maps Template categories are now ordered by what is specified in the tileset yaml Added terrain category types to RA Snow tileset - Fixed terrain categories for two river tiles in RA Temperat - Add terrain category types to RA desert tileset + Added terrain category types to RA Desert tileset + Fixed terrain categories for two river tiles in RA Temperate tileset Fixed wrong palette remapping for neutral buildings + Show full name + version of the loaded mod in the toolbar + Added a help menu with useful tips + Added icons to the menu with tooltips + Added a toolbar to the editor + Added total cash count to editor status bar + Added a ruler to the editor + Added an eraser tool Red Alert: + Automatic pausing when in single player missions Added Allies03 mission - Added Allies04 mission + Added Allies04 mission (has sunset weather) Added Soviet01Classic mission Added MonsterTankMadness mission Added Survival01 mission Added Desert tileset - original and new tiles ported from Tiberium Dawn by Harrison, code by Matt + Fixed empty camo pillboxes in shellmap Fixed graphics for craters for Snow maps (art by MrFibble) Ice Floe actors work in maps now (sequences were missing) Brought back music track "Mud" into the playlist @@ -98,71 +155,139 @@ NEW: Demo truck health from 110 to 50 Demo truck speed from 8 to 6 Disguised spies are now invisible under enemy GPS - Heroes and missile silos are now limited to one per player - Volkov got a new armor type: cybernetic for individual balancing + Heroes (Tanya, Volkov) and missile silos are now limited to one per player + Volkov got a new armor type: Cybernetic, for individual balancing More health points for Volkov to make him the 4tnk equivalent of infantry Medics can't heal Volkov, send him to repair pad or mechanic instead Dogs can't eat Volkov and tanks need two attempts to crush him + Added Mechanic to Allies + Added Mobile Gap Generator to Allies + Oil derricks are now repairable by engineers + Placed mines (AP andAT) now use the Cloak trait, and minelayers will detect mines + Added duration indicators for units under Chronosphere and Iron Curtain effects + Nukes can destroy ore wells Reworked Volkov death sounds/animations (Cyborg version from German RA) Replaced supply truck graphics with aftermath SHP which has a shadow (via Arda) Added hotkeys for aircraft, vehicles, ships, infantry + Modified the hotkeys + Fixed visual glitch where war factory closed its door prematurely Fixed broken shadows on GPS dot Fixed Chronotank teleport causing a desync Fixed replay crash when a Chronotank tries to teleport Fixed Chronotank death causing a crash before teleporting - Fixed maps Chaos Canyon and Bomber John - Added map: Room Convergence (Sunny Sproket) - Added map: Ghost Town (hamb) - Updated map: Bombardment Islands (czech army) - Added mechanic + Fixed crash caused by Demo Truck destruction Added in-game player statistics for observers Added support for map difficulties - Oil derricks are now repairable by engineers - Added new map: "Bad Neighbors" (Nukem) Renamed airstrip to airfield in tooltip. Don't remap civilian buildings/fields in-game. Added Random Map button to the lobby Added Crates on/off checkbox to the lobby Gems are now rendered slate blue on the radar minimap - Added Mobile Gap Generator Shroud creators now temporarily create shroud Added support for Nyerguds music upgrade pack Added unused actors for legacy map import (thief, chan, general, mobile radar jammer) You can now define the LoadScreenImage in mod.yaml and easily replace it with your own + Made conyard buildable with Build Everything cheat + Brought back the diplomacy menu, however diplomacy can only be changed in free for all games (Fragile Alliances option) + Added a shroud selector when in spectate mode + Added an improved ingame chat + Fixed maps Chaos Canyon and Bomber John + Added map: Room Convergence (Sunny Sproket) + Added map: Ghost Town (hamb) + Added map: Bad Neighbors (Nukem) + Updated map: Bombardment Islands (czech army) C&C: + Construction yard now has a build placement range around it where structures must be placed within, and must be within 5 tiles of another structure Removed custom build time for tiberium refinery to avoid desync crashes - Infantry detect cloaked units in adjacent tile. - Airstrike cooldown time reduced to 3 minutes (from 4). Explosions given names instead of just numbers. Added some explosions that came with the game but were unused. Corrected music.yaml track titles Fix wrong civilian field remapping in-game Slowed down structure building animations - Obelisk now AutoTargeted properly by units - Communications Center HP reduced so it can be nuked. - Airfield HP reduced so it can be destroyed by simultaneous airstrike + ion cannon. - Halved Chinook price from $1500 to $750 - Reduced Helipad price reduced to $1000 (was $1500) Changed sounds for cloaking and building destruction - Vehicle speeds adjusted, now 80% on clear, like tanks - Husks burn 10 seconds now instead of 40 Tanks UnitExplodeSmall now by default Blue tiberium now poisons infantry - Crates no longer provide MCVs if you already got one Levelup crate removed Crate lifetime increased - Increased shroud for Buggy, Bike, LTNK and APC. - APC speed reduced 10 -> 9 - MLRS speed increased 6 -> 7 - Rotation speeds increased for: bike, buggy, jeep, APC, stnk, ftnk, ltnk - Bike speed increased on clear, reduced on road - MCV now slightly slower - NOD buggy hitpoints reduced 140 -> 120 + Added Hard AI Temporarily disabled AI building of HPAD and FIX since they can't use them - MCV are not buildable anymore to workaround base-walking and turret spam - Scaled back tank firing rate a bit (was 2x, now 1.5x) - Reduced Artillery damage vs. wood from 75% to 50%. - Slight tweak to recon bike damage (25 -> 28) - Slight tweak to Stealth Tank damage vs. heavy armor (100% -> 90%) + AI modified to cope with construction yard build radius + AI to build maximum of 1 silos to build to save space + Hospital fan spins slower + Slowed down *make animations to 80-tick + Fixed infantry running anim + Added explosions for flametank and helis + Added prison and tech center icon/build-up animations + Added @Nyerguds TD Deluxe Cameo Pack + Tweaked harvester capacity & unload time + Fixed visceroid doesn't show control group number when selected + Fixed options menu fade effect + Polished map chooser layout + Added game type filter to map chooser + Developer Cheats menu got renamed to Debug Options and moved to in-game settings + Fixed tooltip flickering (increased default tooltip delay to 200 ms) + Fixed a bug with shift queueing production on extra production tabs + Implemented observer shroud selector + Shortened the names of some units in tooltips + Balance: + Tier 2 infantry and vehicles can now still be built as long as you have the GDI advanced comm center or temple of NOD + Added blue tiberium trees + Tiberium blossom trees are indestructible + Blue tiberium blossom trees grows new resources 50% the speed of the regular green one + Crates no longer provide MCVs if you already got one + Odds to get a MCV crate without base are now 80% to prevent gambling for it in early game + Husks burn 10 seconds now instead of 40 + Infantry detect cloaked units in adjacent tile + Infantry run faster on clear terrain (90% -> 100% speed) + Vehicle speeds adjusted, now 80% on clear, like tanks + Airstrike cooldown time reduced to 3 minutes (from 4) + Construction Yard HP 2000 -> 1500 + Communications Center HP reduced so it can be nuked + Airfield HP reduced so it can be destroyed by simultaneous airstrike + ion cannon + Reduced Helipad price reduced to $1000 (was $1500) + WEAP/AFLD HP reduced + Guard Tower range 6 -> 7, gun damage slightly increased + Advantaced Tower range 8 -> 9 and HP 800 -> 600 + Obelisk Range + 1 + Obelisk now AutoTargeted properly by units + Scaled back tank firing rate a bit (was 2x, now 1.5x) + Reduced Artillery damage vs. wood from 75% to 50%. + Rotation speeds increased for: bike, buggy, jeep, APC, stnk, ftnk, ltnk + Bike speed increased on clear, reduced on road + Slight buff to recon bike damage + Increased shroud for Buggy, Bike, LTNK and APC. + NOD buggy hitpoints reduced 140 -> 120 + Flamethrower range 3 -> 2.5 + Halved Chinook price from $1500 to $750 + Orca/Apache now require any tech building instead of the specific GDI/NOD one + Apache ammo 10 -> 6 range 8 -> 10 + Orca ammo 10 -> 5 range 8 -> 10, ROF decreased 10 -> 15 + A10 range 8 -> 12 + Mammoth tank speed 3 -> 4, HP 600 -> 800, turret rotation 2 -> 3 + Mammoth missile spread increased + Apache shoots at air units again + STNK range - 1 + STNK cloak delay slightly increased + Slight tweak to Stealth Tank damage vs. heavy armor (100% -> 90%) + GUN/GTWR range + 1 + MCV now slightly slower + MCV no longer requires FIX + MASM given to Nod - speed and HP slightly lowered - uses patriot missile now + APC damage slightly increased, ROF decreased + APC speed reduced 10 -> 9 + APC gun recoil and muzzle flash made single shot instead of double + MLRS speed increased 6 -> 7 + Increased speed and burst delay of TowerMissile + Increased nuke damage vs heavy armor + Increased ion damage vs heavy armor + Fixed stealth tank not holding fire by default + Added map: Rock Canyon (psydev) + Added map: No Escapism (psydev) + Added map: Skull Valley (psydev) + Added map: Slippery Slopes (psydev) + Added map: Bifurcation (psydev) + Added map: Dead in Motion redux (psydev) + Added map: East vs West redux (psydev) + Removed map: Delta Dunes Dune 2000: Merged the Rounded Edges Mod by Jes and Bellator: Bibs have been removed @@ -181,6 +306,7 @@ NEW: Harvesting has been slowed down Replace blank shellmap with random multiplayer stills Starport requires energy to operate + Corrino palace made unbuildable 20121019: Engine: