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Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -86,7 +86,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- Fixed railgun particles being drawn to wrong coordinate against buildings with non-default `TargetCoordOffset` or when force-firing on bridges.
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- Fixed building `TargetCoordOffset` not being taken into accord for several things like fire angle calculations and target lines.
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- In singleplayer missions, the player can now see cloaked objects owned by allied houses.
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- IvanBomb images now display and the bombs detonate at center of buildings instead of in top-leftmost cell of the building foundation.
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- IvanBomb images can now display and the bombs detonate at center of buildings instead of in top-leftmost cell of the building foundation if `[CombatDamage]` -> `IvanBombAttachToCenter` is set to true.
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- Fixed BibShape drawing for a couple of frames during buildup for buildings with long buildup animations.
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- Animation with `Tiled=yes` now supports `CustomPalette`.
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- Attempted to avoid units from retaining previous orders (attack,grind,garrison,etc) after changing ownership (mind-control,abduction,etc).
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- 1000 save files are supported, from `SVGM_000.NET` to `SVGM_999.NET`. When the limit is reached, the game will overwrite the latest save file.
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- The previous `SVGM_XXX.NET` files are cleaned up before first copy if it's a new game, otherwise the highest numbered `SVGM_XXX.NET` file is found and the index is incremented, if possible.
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- The game also automatically copies `spawn.ini` to the save folder as `spawnSG.ini` when saving a game.
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```{note}
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The described behavior is a replica of and is compliant with XNA CnCNet Client's multiplayer save game support.
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```
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```{note}
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At the moment this is only useful if you use a version of [YRpp Spawner](https://github.com/CnCNet/yrpp-spawner) with multiplayer saves support (along with [XNA CnCNet Client](https://github.com/CnCNet/xna-cncnet-client)).
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```
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- Fixed an issue that Ares' Type Conversion not resetting barrel's direction by `FireAngle`.
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- Fixed an issue that jumpjet vehicles can not stop correctly when assigned a target in range.
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- Fixed an issue that jumpjet infantry stop incorrectly when assigned a target out of range.
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- Fixed the issue where Ares' `Flash.Duration` cannot override the weapon's repair flash effect.
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- Fixed buildings that have their owner changed during buildup skipping buildup and sometimes not correctly clearing the state.
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```{note}
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The described behavior is a replica of and is compliant with XNA CnCNet Client's multiplayer save game support.
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```
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```{note}
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At the moment this is only useful if you use a version of [YRpp Spawner](https://github.com/CnCNet/yrpp-spawner) with multiplayer saves support (along with [XNA CnCNet Client](https://github.com/CnCNet/xna-cncnet-client)).
Copy file name to clipboardExpand all lines: docs/Whats-New.md
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@@ -30,6 +30,7 @@ You can use the migration utility (can be found on [Phobos supplementaries repo]
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#### From post-0.3 devbuilds
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- Ivan bombs no longer automatically center on building when attached. Set `[CombatDamage]` -> `IvanBombAttachToCenter` to true to restore this behaviour. Due to technical constraints this cannot be customized per WeaponType.
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-`AlternateFLH` no longer affects vehicle passengers by default. To re-enable it, set `AlternateFLH.ApplyVehicle=true` on the transport unit.
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- Parsing priority of `ShowBriefing` and `BriefingTheme` between map file and `missionmd.ini` has been switched (from latter taking priority over former to vice-versa) due to technical limitations and compatibility issues with spawner DLL.
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- Game will now produce fatal error with an error message if any of the files listed in `[$Include]` in any INI file do not exist.
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- Iron Curtain/Custom Tint Support for SHP Turreted Vehicles (by NetsuNegi & FlyStar)
// Oct 20, 2022 - Starkku: BibShape checks for BuildingClass::BState which needs to not be 0 (constructing) for bib to draw.
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// It is possible for BState to be 1 early during construction for frame or two which can result in BibShape being drawn during buildup, which somehow depends on length of buildup.
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// Trying to fix this issue at its root is problematic and most of the time causes buildup to play twice, it is simpler to simply fix the BibShape to not draw until the buildup is done
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