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[doc][release sync] part 2 - unsynchronize CombatLightDetailLevel.CheckColored, etc.
Synchronize the Changelog changes in commits 5c9a7d through a4b132 of the `release/0.4.0.3` branch Content related to `CombatLightDetailLevel.CheckColored` is considered a breaking change, retained as a new addition in release v0.5, and not synchronized to the release v0.4.0.3 patch.
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docs/Whats-New.md

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@@ -715,13 +715,12 @@ HideShakeEffects=false ; boolean
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- Fixed an issue where parasites that have infected infantry do not provide a refund when the infected infantry enters a Grinding building (by NetsuNegi)
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- Fixed the issue that `PassengerDeletion` dont consider passenger's passenger, parasite and hijacker (by NetsuNegi)
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- Fixed an issue where hover vehicles could not be destroyed after malfunctioning on water surfaces (by FlyStar)
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- Fixed combat light ignoring / behaving differently from vanilla game regarding detail level and framerate checks (by Starkku)
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- Fixed the bug where the `.SubjectToGround` of the Trajectory type did not consider bridges (by Noble_Fish)
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- AttachEffect `DisableWeapons=true` now makes `Gattling=yes` rate tick down and stops the sounds from playing (by Starkku)
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- Fixed cells with `CanBeBuiltOn=true` TerrainTypes on them not being considered valid build locations by AI (by Starkku)
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- Fixed a bug where stationary vehicles would also block movement caused by external factors (by Noble_Fish)
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- Fixed building interceptors being able to pick targets during construction and selling (by Starkku)
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- Fixed `src/Interop/Version.cpp` not being compiled into the project (by Chang_zhi)
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- Fixed the bug that the vanilla `SecondSpawnOffset` no longer takes effect (by NetsuNegi)
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#### Fixes / interactions with other extensions:
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- Taking over Ares' AlphaImage respawn logic to reduce lags from it (by NetsuNegi)
@@ -769,13 +768,14 @@ HideShakeEffects=false ; boolean
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- Fixed an issue that customizable warhead animation scatter cannot override 32 leptons scatter of `Inviso=yes` projectile (by NetsuNegi)
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- Fixed a bug where a unit's turrets would also get locked when the unit became deactivated for reasons other than being under EMP (by Noble_Fish)
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- Fixed a bug that prevented recalculation of stats etc. on discarding self-owned AE (by Starkku)
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- Fixed combat light ignoring / behaving differently from vanilla game regarding detail level and framerate checks (by Starkku)
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- Fixed a bug causing transfering AttachEffects (e.g on `DeploysInto`/`UndeploysInto`) not to immediately recalculate stats or tint (by Starkku)
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- Fixed a bug where updating the `OpenTopped` attribute during convert did not update the coordinates of passengers (by NetsuNegi)
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- Fixed `Shrapnel.AffectsBuildings=true` shrapnel weapons being able to hit the building itself, potentially multiple times, if it had foundation larger than 1x1 (by Starkku)
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- Fixed the bug where `WeaponRange.AllowWeapons` and `WeaponRange.DisallowWeapons` only support weapons listed in the `[WeaponTypes]` list (by Noble_Fish)
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- Fixed the bug where passengers, when their transport unit is removed, would cause incorrect `LimboTracker` counts due to either having their destructor called directly (bypassing `UnInit`) or nested `UnInit` calls resetting the deletion flag too early, thereby breaking auto-death and superweapon auxiliary techno checks (by NetsuNegi)
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- Fixed AttachEffect with `RecreationDelay` of 0 checking `Delay` as well instead of immediately refreshing duration when possible (by Starkku)
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- Fixed building interceptors being able to pick targets during construction and selling (by Starkku)
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- Fixed the bug that the vanilla `SecondSpawnOffset` no longer takes effect (by NetsuNegi)
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```
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### 0.4.0.2

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