Update CHANGELOG for release-20130514.

Thanks to @Mailaender and @psydev for collating
the changes, and to eyen from IRC for copy editing.
This commit is contained in:
Paul Chote
2013-05-13 22:31:19 +12:00
parent a606ea4a80
commit ca4e99993d

492
CHANGELOG
View File

@@ -1,312 +1,190 @@
NEW: 20130514:
Engine: All mods:
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) Destroyed bridges can now be repaired with an engineer.
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 Significantly improved AI.
Added more UPnP user settings: boolean Server.VerboseNatDiscovery for additional debug messages in server.log, integer Server.NatDiscoveryTimeout in miliseconds Added (beta) support for left-click mouse orders via the settings menu.
Now using SharpFont instead of a custom patched Tao.FreeType in close collaboration with upstream Added "move viewport to group" hotkey (home key or double tap group number).
Dedicated servers: Exposed several new and/or hidden preferences in the settings menu.
Misc dedicated server improvements Games can now be paused with a hotkey (F9 by default) or by opening the menu in a single player game.
Fixed AI orders misinterpreted as an exploit on dedicated servers New/improved UI for spectators and defeated players.
Added option to disable bots on servers (including dedicated) Improved server list and lobby UI.
Added a dedicated server launch script Fixed units attacking enemy units hidden by fog/shroud.
Fix bots being able to become admin status on dedicated servers Fixed several other visibility-related bugs.
Allow MOTD to be fetched from file for dedicated servers Improved range circle contrast against terrain.
Fixed issue with pinging the master-server when dedicated machines did not show up until players connected Fixed UI notification sound issues.
Allow classic left-click mouse orders (optional) Added "Reset Exploration" developer option (same effect as the hide-map crate).
New hotkeys: Fixed the visibility of peripheral effects for spectators/replays (ranks, production bars, etc).
Hotkeys are now user-configurable via settings.yaml and the GUI Improved aircraft contrail rendering.
Move viewport to selection (default: home or double tap group number) Fixed issue with harvesters not undocking when a refinery is destroyed.
Switch cursor to sell / repair / powerdown Fixed civilian building rendering.
Added per player shrouds (units can't shoot enemies covered in unexplored terrain) Added in-game player statistics for spectators (RA and D2K only).
General game lobby improvements: Added "Fragile Alliances" option, allowing alliances to be changed during free-for-all games (RA and D2K only).
Add "Assign Teams" lobby drop down button for admins to randomize teams Added a tooltip that shows provided and drained power (RA and D2K - C&C already had this)
Removed mouse capture while composing text in chat Improved ingame chat dialog (RA and D2K only).
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
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
Don't hardcode READY/HOLD and custom prerequisites anymore for easier translation
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
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 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
Added hidden settings to the GUI:
Cap Framerate checkbox and FPS limit
Autoplay music after map load
Sound engine backend drop down selection box
Performance graph text update rate
Show bot debug message checkbox
Slow trait report threshold slider
We now use Travis Continous Integration and enforce a strict no compiler warnings policy
Adapted to dpkg's "--instdir"-like options to allow installations of different openra next to each other on Debian GNU/Linux
Better AI Bots:
Removed the AI attack bottleneck where the whole squad had to be killed completely before a new one was started
Units will attack/rush/retreat based on own and opponents health/speed using fuzzy logic while staying in squads
Protect harvesters and base buildings when they are attacked
Place defense building in the direction of the enemy
Place refineries in vicinity to the nearest ressource fields
Support for aircraft and ships
Try to kill off unprotected enemy targets with aircraft
Don't ignore percentage to build for units in yaml configuration
Will maintain adequate numbers of refineries and silos
Will now try to use super weapons
Added a cap for maximum building count
Give the users some hints in exception.log when crashing due to desyncs
Log projectile destination (innaccuracy calculation) and nextScanTime (auto-target) to debug.log to investigate desyncs
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 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
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: Red Alert:
Automatic pausing when in single player missions Added Mobile Gap Generator.
Added Allies03 mission Added Mobile Radar Jammer (jams radar and deflects enemy missiles).
Added Allies04 mission (has sunset weather) Added desert theater (ported from C&C plus additional custom tiles by Harrison).
Added Soviet01Classic mission Removed Volkov.
Added MonsterTankMadness mission Added announcer voice upon game start.
Added Survival01 mission Civilians now panic when attacked.
Added Desert tileset - original and new tiles ported from Tiberium Dawn by Harrison, code by Matt Added a new desert-themed shellmap inspired by C&C Generals.
Fixed empty camo pillboxes in shellmap Added ice floe actors for use on snow maps.
Fixed graphics for craters for Snow maps (art by MrFibble) Several improvements to the original shellmap.
Ice Floe actors work in maps now (sequences were missing) New missions: Allies03, Allies04, Soviet01Classic, MonsterTankMadness, Survival01.
Brought back music track "Mud" into the playlist New maps: Room Convergence, Ghost Town, Bad Neighbors.
Balance: Improved maps: Chaos Canyon, Bomber John, Bombardment Islands.
Base defenses now do less damage to main base structures Fixed Mechanic repair cursor.
Pillbox armor changed from wood to heavy Fixed graphics for craters for snow maps.
Construction Yard armor changed from heavy to wood with a health boost Re-enabled "Mud" music track.
Construction Yard sell ability removed to combat MCV crate exploit Fixed supply track shadow.
Superweapons now have more health Added unit production hotkeys.
Tanya no longer fires her pistols at main base structures Fixed Airfield tooltip.
Tanya no longer has a C4 demolition cursor for barrels Changed minimap color of gems to blue.
Added missing line of sight for Chronotank Gap Generator shroud now disappears on low-power/death.
Chronotank damage upped from 20 to 30 per rocket and damage improved vs heavy armor Added support for Nyerguds music upgrade pack.
Demo truck cost from 1500 to 2500 Fixed target line/flash for Demo Truck targets.
Demo truck health from 110 to 50 Added building death frames for Construction Yard, Power Plants and Ore Refinery.
Demo truck speed from 8 to 6 Improved Ore Silo artwork (more fill states).
Disguised spies are now invisible under enemy GPS Improved Weapon Factory door animation and prevented the door closing before units exited.
Heroes (Tanya, Volkov) and missile silos are now limited to one per player Changed building placement color to black on snow maps for increased contrast.
Volkov got a new armor type: Cybernetic, for individual balancing Fixed Attack Dog sound.
More health points for Volkov to make him the 4tnk equivalent of infantry Added duration indicators for units under Chronosphere and Iron Curtain effects.
Medics can't heal Volkov, send him to repair pad or mechanic instead Fixed Tanya shooting buildings and using C4 on barrels.
Dogs can't eat Volkov and tanks need two attempts to crush him Fixed Chrono Tank being unable to crush infantry/sandbags or trigger mines.
Added Mechanic to Allies Balance changes:
Added Mobile Gap Generator to Allies Base defense damage reduced against structures.
Oil derricks are now repairable by engineers Pillbox armor increased from wood to heavy.
Placed mines (AP andAT) now use the Cloak trait, and minelayers will detect mines Construction Yard armor reduced/health increased.
Added duration indicators for units under Chronosphere and Iron Curtain effects Construction Yard is now unsellable to prevent Mobile Construction Vehicle crate exploit.
Nukes can destroy ore wells Superweapon health increased.
Reworked Volkov death sounds/animations (Cyborg version from German RA) Chrono Tank damage increased/health increased/Chrono-shift range limit added/Chronosphere prerequisite added.
Replaced supply truck graphics with aftermath SHP which has a shadow (via Arda) Demo Truck cost increased/health reduced/speed reduced.
Added hotkeys for aircraft, vehicles, ships, infantry Disguised Spies are now hidden from enemy GPS.
Modified the hotkeys Added build limit to Missile Silo and Tanya.
Fixed visual glitch where war factory closed its door prematurely Oil derricks are now repairable by engineers.
Fixed broken shadows on GPS dot Minelayers can now detect mines, allowing other units to target and destroy them.
Fixed Chronotank teleport causing a desync Nukes can destroy ore wells and trees.
Fixed replay crash when a Chronotank tries to teleport Tesla Tank health increased.
Fixed Chronotank death causing a crash before teleporting Medium Tank damage increased.
Fixed crash caused by Demo Truck destruction Mammoth Tank turret rotation speed increased/damage increased.
Added in-game player statistics for observers Badger bomber health increased.
Added support for map difficulties Cruiser speed increased.
Renamed airstrip to airfield in tooltip. Missile Sub accuracy increased.
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
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: 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 Building range and a short construction delay added to Construction Yards to prevent base walking.
Removed custom build time for tiberium refinery to avoid desync crashes Mobile SAM launcher given to Nod as dedicated mobile AA.
Explosions given names instead of just numbers. Added some explosions that came with the game but were unused. Improved explosions.
Corrected music.yaml track titles Corrected music.yaml track titles.
Fix wrong civilian field remapping in-game Tweaked building construction animation speed.
Slowed down structure building animations Improved cloak and building destruction sounds.
Changed sounds for cloaking and building destruction Added blue tiberium trees.
Tanks UnitExplodeSmall now by default Fixed blue tiberium not poisoning infantry.
Blue tiberium now poisons infantry Increased crate lifetime and removed level-up crate effect.
Levelup crate removed Fixed infantry running animations.
Crate lifetime increased Fixed Viceroid unit decorations (veterancy/group number).
Added Hard AI Fixed tooltip flickering when moving the mouse.
Temporarily disabled AI building of HPAD and FIX since they can't use them Fixed mouse-interaction bugs in the production palette.
AI modified to cope with construction yard build radius Improved tooltip names.
AI to build maximum of 1 silos to build to save space 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.
Hospital fan spins slower Added EVA notification for nuclear missile launches.
Slowed down *make animations to 80-tick Husk lifetime reduced to 10 seconds.
Fixed infantry running anim Obelisk is now automatically targeted by units.
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: 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 Harvester capacity increased.
Added blue tiberium trees Advanced Comm-Center and Temple of Nod act as a substitute prerequisite of the Comm-Center.
Tiberium blossom trees are indestructible Reduced MCV crate probability to 80% to solve Construction Yard sell exploit.
Blue tiberium blossom trees grows new resources 50% the speed of the regular green one MCV can be constructed without a service depot.
Crates no longer provide MCVs if you already got one Construction Yard health reduced.
Odds to get a MCV crate without base are now 80% to prevent gambling for it in early game Infantry detect nearby cloaked units.
Husks burn 10 seconds now instead of 40 Infantry and vehicle speed on clear terrain increased.
Infantry detect cloaked units in adjacent tile Airstrike regen reduced to three minutes.
Infantry run faster on clear terrain (90% -> 100% speed) Comm-Center health reduced.
Vehicle speeds adjusted, now 80% on clear, like tanks Airfield health reduced.
Airstrike cooldown time reduced to 3 minutes (from 4) Helipad price reduced.
Construction Yard HP 2000 -> 1500 Advanced Guard Tower range increased/health reduced/power consumption increased.
Communications Center HP reduced so it can be nuked Advanced Guard Tower missiles improved vs aircraft and vehicles/reduced vs infantry
Airfield HP reduced so it can be destroyed by simultaneous airstrike + ion cannon Obelisk range increased.
Reduced Helipad price reduced to $1000 (was $1500) Tank firing rate increased/damage vs light armor increased.
WEAP/AFLD HP reduced Light Tank speed increased/turn rate increased/ROF increased/damage reduced.
Guard Tower range 6 -> 7, gun damage slightly increased Turn speeds increased for most units.
Advantaced Tower range 8 -> 9 and HP 800 -> 600 Recon Bike damage reduced/sight increased/speed increased on clear, reduced on road.
Obelisk Range + 1 Buggy health reduced/sight increased.
Obelisk now AutoTargeted properly by units Flamethrower range reduced/damage increased vs wood.
Scaled back tank firing rate a bit (was 2x, now 1.5x) Flame Tank significantly buffed.
Reduced Artillery damage vs. wood from 75% to 50%. Chinook price reduced.
Rotation speeds increased for: bike, buggy, jeep, APC, stnk, ftnk, ltnk Helicopter prerequisites changed to Comm-Center/Advanced Tech building.
Bike speed increased on clear, reduced on road Apache sight increased.
Slight buff to recon bike damage Orca ROF reduced/ammo increased/damage reduced/sight increased.
Increased shroud for Buggy, Bike, LTNK and APC. Stealth Tank initial stance changed to "hold-fire."
NOD buggy hitpoints reduced 140 -> 120 Increased sight range for Light Tank and APC.
Flamethrower range 3 -> 2.5 A10 sight range increased.
Halved Chinook price from $1500 to $750 Mammoth Tank speed increased/health increased/turret rotation increased/missile spread increased.
Orca/Apache now require any tech building instead of the specific GDI/NOD one Stealth Tank range reduced/cloak delay increased/damage vs heavy armor reduced.
Apache ammo 10 -> 6 range 8 -> 10 Turret and Guard Tower range increased.
Orca ammo 10 -> 5 range 8 -> 10, ROF decreased 10 -> 15 APC damage increased/speed reduced.
A10 range 8 -> 12 Artillery range reduced/damage vs wood reduced.
Mammoth tank speed 3 -> 4, HP 600 -> 800, turret rotation 2 -> 3 Rocket Infantry damage increased vs armor.
Mammoth missile spread increased Increased nuke and Ion Cannon damage vs heavy armor.
Apache shoots at air units again Grenadier's grenade speed increased.
STNK range - 1 SAM site pop-up speed increased.
STNK cloak delay slightly increased Humvee / Buggy damage increased.
Slight tweak to Stealth Tank damage vs. heavy armor (100% -> 90%) MLRS range reduced/ROF reduced/damage reduced.
GUN/GTWR range + 1 Recon Bike damage increased vs heavy armor/burst delay added/range reduced.
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: Dune 2000:
Merged the Rounded Edges Mod by Jes and Bellator: Removed shroud (uses fog-of-war instead). Buildings are hidden under the fog until they are first seen.
Bibs have been removed Added Medic.
Building offset and selection boxes adapted Added Stealth Raider.
Units and turrets leave husks Removed Deviator.
Siege tank barrel won't rotate anymore Aircraft are now unbuildable.
AI capable of building all units using all queues Fixed building positioning and selection boxes.
Bullet traces Added husks for units and turrets.
Added Windtrap and IX Research building animations Added trails to shells and missiles.
New unit balance (mix of Dune II, Dune 2000 and Red Alert) Fixed animations for Windtrap, Repair Pad, IX Research.
Repair pad animation Reduced "silos needed" warnings.
No more obsessive "silos needed" Husk lifetime reduced to 20 seconds.
Defense building queue → heavy armor queue Added large building radius to construction yard.
Medics (using thumper graphics) Improved explosions.
Aircraft are no longer buildable Crate probabilities adjusted.
Harvesting has been slowed down New UI button artwork.
Replace blank shellmap with random multiplayer stills Added maps: Black Mesa, Black Mesa (large), Dune Boogie, Dune Boogie (large), Brimstone, Death Depths - Modded, Tuck's Sietch.
Starport requires energy to operate Complete rebalancing from the ground up.
Corrino palace made unbuildable 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: 20121019:
Engine: Engine:
@@ -1254,11 +1132,11 @@ NEW:
Added scroll speed control (thanks, Gecko) Added scroll speed control (thanks, Gecko)
20100922 through 20100922-4 20100922 through 20100922-4
Allow queueing of buildings when a building is ready to place Allow queuing of buildings when a building is ready to place
Change the pathfinder to use integers instead of floating point (fixes desync) Change the pathfinder to use integers instead of floating point (fixes desync)
Create ui widgets on demand instead of at gamestart Create ui widgets on demand instead of at gamestart
Begin refactoring activity queuing for cleaner code Begin refactoring activity queuing for cleaner code
Reenable crates Re-enable crates
Remove desync debug logging Remove desync debug logging
Fix editor crash Fix editor crash
Fix crash when a building being repaired is killed Fix crash when a building being repaired is killed