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- Fixed the issue where `AIChronoSphereSW` and `AIChronoWarpSW` did not function correctly with AI scripts 56 and 57 (by FlyStar)
715
715
- 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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716
- Fixed the issue that `PassengerDeletion` dont consider passenger's passenger, parasite and hijacker (by NetsuNegi)
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- Fixed the issue that power output of building on tooltip won't consider power enhancer (by NetsuNegi)
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- `RealTimeTimers` now support independent gamespeed index values for Multiplayer and Skirmish (by RAZER)
719
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- Fixed the bug that the upgrade building's power-enhancing effect depends only on its parent building and is not related to the upgrade building itself (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 an issue where shadow matrix scaling was incorrectly applied to `TurretOffset` causing turret shadow misplacement (by Noble_Fish)
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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 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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720
- Fixed cells with `CanBeBuiltOn=true` TerrainTypes on them not being considered valid build locations by AI (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 a bug where stationary vehicles would also block movement caused by external factors (by Noble_Fish)
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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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722
- Fixed building interceptors being able to pick targets during construction and selling (by Starkku)
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723
- 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)
- Fixed vehicles disguised as trees incorrectly displaying veterancy insignia when they shouldn't (by Starkku)
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+
- Fixed the issue that power output of building on tooltip won't consider power enhancer (by NetsuNegi)
766
+
- `RealTimeTimers` now support independent gamespeed index values for Multiplayer and Skirmish (by RAZER)
767
+
- Fixed the bug that the upgrade building's power-enhancing effect depends only on its parent building and is not related to the upgrade building itself (by NetsuNegi)
768
+
- Fixed an issue where shadow matrix scaling was incorrectly applied to `TurretOffset` causing turret shadow misplacement (by Noble_Fish)
769
+
- Fixed an issue that customizable warhead animation scatter cannot override 32 leptons scatter of `Inviso=yes` projectile (by NetsuNegi)
770
+
- 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)
771
+
- Fixed a bug that prevented recalculation of stats etc. on discarding self-owned AE (by Starkku)
772
+
- Fixed combat light ignoring / behaving differently from vanilla game regarding detail level and framerate checks (by Starkku)
773
+
- Fixed a bug causing transfering AttachEffects (e.g on `DeploysInto`/`UndeploysInto`) not to immediately recalculate stats or tint (by Starkku)
774
+
- Fixed a bug where updating the `OpenTopped` attribute during convert did not update the coordinates of passengers (by NetsuNegi)
775
+
- 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)
776
+
- Fixed the bug where `WeaponRange.AllowWeapons` and `WeaponRange.DisallowWeapons` only support weapons listed in the `[WeaponTypes]` list (by Noble_Fish)
777
+
- 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)
778
+
- Fixed AttachEffect with `RecreationDelay` of 0 checking `Delay` as well instead of immediately refreshing duration when possible (by Starkku)
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