Credits
This page lists all the individual contributions to the project by their author.
AlexB:
Make OverlayTypes 27 to 38 (fourth Tiberium images) passable by infantry.
Fix a crash when a Jumpjet infantry is flying or trying to take off just when an Ion Storm starts.
Apollo:
Correct the translucent-blend rounding so layered translucency no longer darkens.
Belonit (Gluk-v48):
Check for Changelog/Documentation/Credits in Pull Requests.
Docs dark theme switcher.
Fix the map glitching around when scrolling if the map is not large enough to fill the entire screen.
CCHyper/tomsons26:
Vinifera foundations: TS++, game.exe hooker, extension system and other core features.
Implement
CurleyShufflefor AircraftTypes.Implement
ReloadRatefor AircraftTypes.Implement
AILegalTargetfor TechnoTypes.Add support for up to 32767 waypoints to be used in scenarios.
Implement the loading of Tutorial messages from scenarios.
Fix HouseType
Nodhaving thePrefix=BandSide=GDIin vanillarules.iniby setting them toNandNod, respectively.Fix a bug where VQA files could not be loaded from the root directory or local search paths.
Allow the remap color of
NeutralandSpecialhouses to be overridden in multiplayer games.Add RequiredAddon to Theme control types.
Implement
IntroMoviefor Campaigns.Fix a bug where the player could issue a harvester to begin harvesting Tiberium that is below a bridge while the mouse is over the bridge itself.
Fix a bug where the values of
RandomRatewere not stored correctly.Implement
DebugOnlyfor Campaigns.Fix a bug where the
FSMENUtheme would incorrectly play instead of theINTROtheme when in Tiberian Sun mode after returning to the main menu.Implement developer commands for instant superweapon recharge.
Add support for PNG images as an alternative to PCX images.
Implement option to display the super weapon recharge timer on the tactical view.
Implement
CanPassiveAcquirefor TechnoTypes.Implement
CanRetaliatefor TechnoTypes.Fix a bug where the game would crash when a trigger with the action “Wakeup group…” is executed and the requested Group was not found.
Add loading of
MPLAYER.INIandMPLAYERFS.INIto override Rules data for multiplayer games.Allow the game’s Window title, Cursor and Icon to be overridden.
Implement
IdleRate,StartIdleFrameandIdleFramesfor TechnoTypes.Add loading of
GENERIC.MIXandISOGEN.MIXmixfiles.The game will no longer fail to start if the startup mix files are not found.
Implement support for new custom theater types.
Add loading of
ELOCAL(00-99).MIXexpansion mixfiles.Fix a bug where animations with a
DetailLevelvalue greater than 2 would not show in-game.Add Rules INI selection dialog for Developer Mode.
Implement the “Build Off Ally” feature from Red Alert 2.
Adds background fill behind in-game user typed messages.
Fix a bug where
EngineerDamagewas incorrectly loaded withEngineerCaptureLevel.Fix a bug where
EngineerDamagewas not used to calculate the engineer damage.Fix a bug where
EngineerCaptureLevelwas not considered when checking the target building.Fix a number of issues related to the “multi-engineer” logic.
Implement JumpCamera (North, South, East and West) commands.
Implement
EnterTransportSoundandLeaveTransportSoundfor TechnoTypes.Fix a bug where air transports are unable to land when given a move order.
Hardcode shroud and fog graphics to circumvent cheating in multiplayer games.
Implement
MechanicandOmniHealerfor InfantryTypes.Add support for 8-bit PCX and PNG cameos.
Implement
Soylentfor TechnoTypes.Implement
SpawnDelayfor BulletTypes.Implements
SuicideandDeleteOnSuicidefor WeaponTypes.Implement
VoiceHarvest,VoiceDeploy,VoiceEnter, andVoiceCapturefor TechnoTypes.Implement various Red Alert 2 AnimType features.
Add game options to allow MCV’s to auto-deploy on game start and to pre-place construction yards instead of spawning an MCV.
Add developer commands for placing and removing Tiberium from a cell.
Implement Electric Bolts for WeaponTypes.
Fix the position of the health bar graphic on unit selection boxes.
Make the position of the health bar graphic on unit selection boxes customizable.
Output screenshots to their own sub-directory.
Echo the user’s sent messages back to them as confirmation they were sent.
Reimplement the command line argument
-CDfrom Red Alert to allow file search path override logic.Allow the score screen to be skipped at the end of a multiplayer game.
Add warning notification if a NULL house instance is detected during the game loading screen.
Implement light sources for TerrainTypes.
Fix a bug where the agme would crash when attempting to generate a random map if the
NeutralorSpecialHouseTypes are not found.Fix a bug where the agme would crash when attempting to generate a random map if there are fewer than 4 HouseTypes defined.
Fix a limitation where the game could only choose between the first two HouseTypes for the AI players.
Add command line options to skip to specific game modes and to skip startup movies.
Implement diagonal scroll commands.
Fix a bug where the
Cloakable=yeshad no effect on AircraftTypes.Add keyboard commands for playing previous and next music tracks in the jukebox.
Implement CloakSound and UncloakSound for TechnoTypes.
Restore the screen shake when a strong unit or building is destroyed.
Implement various Red Alert 2 WarheadType features.
Add reading of Weapons list from
RULES.INI.Allow
WalkRateto be optionally loaded fromART.INIimage entries.Fix a bug where
CloakStophad no effect on the cloaking behaviour.Add gate rising and lowering sound overrides for buildings.
Add UnitType flag to prevent a vehicle from being picked up by a Carryall.
Add support for a custom unloading class when a harvester is unloading at a refinery.
Implement ToggleAIControlCommandClass.
Add support for more graphic facings for UnitTypes and various associated items.
Implement ToggleFrameStepCommandClass.
Fix a bug where pre-placed crates and crates spawned by a destroyed truck will trigger a respawn when they are picked up.
Increase the string buffer size from 128 to 2048 characters for when reading and writing Owners from INI.
Thicken the waypoint and rally point lines and adds stroke/outline to the waypoint number.
Fix bugs where the Jumpjet uses the wrong animation sequence when firing and in the air.
Fix a bug where the wrong palette is used to draw the cameo above an enemy spied factory building.
Fix the animation speed of Waypoint and Rally Point lines so they are normalised and no longer subjected to the game speed setting.
Fix a limitation where returning to the Skirmish dialog after a game clamps the chosen side between 0 (GDI) and 1 (Nod).
Fix a bug where the user is able to place a building anywhere on the map by taking advantage of the sidebar.
Implement hotkey command to enter the manual placement mode.
Allow harvesters to be considered when executing the “Guard” command.
Fix division by zero crashes when ShakeScreen is set to 0.
Increase the IsoMapPack5 buffer size when decoding a map.
Fix a bug where looping animations incorrectly use the unsynchronized RNG.
Fix a bug where
IsTrainableis not checked when an object picks up a veteracy crate.Harvesters now auto harvest when built from the war factory.
Patch to allow Skirmish games to be started with no AI house(s).
Fix a bug where
IsInsignificantwas not checked when a unit dies.Implement the Produce Cash logic for BuildingTypes.
Fix the incorrect (RA legacy) cell calculation for the “move to cell” team script.
Fix a bug where the sidebar mouse wheel scrolling “error” sound can be heard at the main menu.
Fix a bug with TriggerTypes not setting difficulty flags correctly when reading from INI.
Fix a bug with triggers enabled via other triggers ignoring difficulty settings.
Fix MultiMission
MaxPlayersincorrectly loaded withMinPlayers.Fix to maintain aspect ratio when scaling movies/videos.
Fix incorrect spelling of “Loser” on the multiplayer score screen debug output.
Fix incorrect stretching of the main menu transition movies.
Bugfixes and improvements for the Dropship Loadout menu.
Add various developer mode hotkey commands.
Add a “Load Game” button to the retry dialog on mission failure.
Save screenshots as a PNG file instead of PCX file.
Add support for playing the renamed intro movies from The First Decade and Freeware TS installations.
Implement the Blowfish algorithm and removes the requirement for BLOWFISH.DLL.
Allow the game to continue if the side specific mix files are not found.
Change the default value of AllowHiResModes to true.
Implement CnCNet4 support.
Implement CnCNet5 support.
Adds keyboard commands to reproduce the last items that were built.
Change starting unit placement to be the same as Red Alert 2.
Add the framework for new ArmorTypes.
Implement developer mode command to reload Rules and Art files.
Implement various controls to customise the band box selection.
Implement various controls to customise action lines.
Implement various controls to customise target lasers line.
Implement various controls to show and customise NavCom queue lines.
Implement customizable mouse cursors and actions.
Implement a feature for animations to spawn additional animations.
Help with implementing Jumpjet Locomotion improvements.
Implement naval yard rally points, AI naval yard base spacing.
Implement exclusive factories.
Change the behavior MultipleFactory and implements build speed overrides.
Implement
StopSoundforAnimTypesandVoxelAnimTypes.Implement ‘OmniFire’ for WeaponTypes.
Implement MeteorShowerCommandClass and MeteorImpactCommandClass.
Add the “Underground” layer to the tactical display Next and Prev search.
Fix a bug where the game could freeze in the score screen in
Clip_Linewhen running on Windows 11 24H2.Add customizable wake animations.
Replace DirectDraw with SDL.
Replace DirectSound with a new audio engine backed by miniaudio.
Reimplement the streaming audio path used by VQA movie playback.
Add support for FLAC, WAV, OGG, and MP3 audio files alongside the original AUD format.
Reimplement the music theme system from
THEME.INIwith per-theme volume, full name, artist, length, side ownership, and required-addon controls.Reimplement the sound-effect (
VocType) system fromSOUND.INIwith configurable type, control, priority, limit, range, delay, volume and pitch shift.Reimplement the EVA/VOX speech system from
EVA.INIwith category, priority, control, and per-side speech file support.Groundwork for implementing modern movie playback.
CrimRecya:
Fix several bugs where pathfinding could overflow buffers and corrupt memory on large and open maps.
Crimsonum:
Author of the default
EVA.INIshipped alongside Vinifera.
E1 Elite:
Transcribed the in-game speeches used for the subtitles in the default
EVA.INI.
hacklex:
Add Veterancy and Health Filter hotkeys.
JoyfulShush:
Allow customizing self healing cap and rate game-wide and per-unit.
Allow customizing whether AI can repair buildings created as base nodes.
Add the ability to snap the camera to waypoint using the Center Camera at Waypoint trigger action
Allow revealing maps with any radius (previously was clamped to 10)
Remove logic related to incremental radius movement when setting
RevealByHeight=nowhich could cause units to not reveal shroud in some cases.Allow Reveal Around Waypoints trigger actions to set their reveal radius, and whether they take elevation into account per action.
Fix a vanilla bug where self-healing aircraft would enter an infinite tumbling animation loop and stay alive.
Fix a few vanilla bugs where units with death frames (such as Reapers) would count as dead multiple times, and be allowed to be issued move orders by players.
Fix a vanilla bug where capturing buildings with sensor capabilities would not update the owners of the sensors.
Allow hospitals and armories to accept multiple infantry in one order to set a queue and to set rally points.
Fix a vanilla bug where harvesters would become permanently idle if they exhausted all resources to mine, even if new resources appeared (e.g. spawned by a Tiberium tree)
Allow helipads and service depots to accept additional units to add to the queue or re-assign to a different helipad when clicking on one that is currently in use.
Allow repairs to be paused instead of stopped when a house has insufficient funds.
Fix a bug that would make healing units unselect themselves when adding other units to current selection.
Fix a bug that would make infantry healer units flash and go into Area Guard mode when they were added to current selection.
Add Q-Move support for aircraft.
Fix destroyed APCs sometimes not ejecting the infantry inside them when destroyed while moving.
Healing units now apply area-guard on a nearby combatant unit when attacking enemy targets, rather than area-guarding on themselves.
Fix a vanilla bug where area-guarding units that are guarding another unit will constantly go back to their designated unit instead of acquiring additional targets in range.
Added the ability to specify the range area-guarding units will move to their assigned unit, as well as the range that area-guarding units will abandon their targets and move towards their assigned unit.
Fix a bug where AI medics would fail to heal their allies.
Allow Free Radar to remain active when players are in low power.
Add support for health tracking for bridges, as well as allowing bridges to have an armor type.
Allow cloaked units to trigger cell tags when using Entered By trigger events.
Add the ability to specify sight ranges for technos when they are veteran and elite.
Allow customizing the amount of strength technos recover in each self-heal instance per techno and globally.
Fix a vanilla bug where Jumpjet infantry exiting a barracks with rally point set goes back to the barracks afterwards.
Fix a vanilla bug where Jumpjet infantry being ordered to enter structures (e.g. hospital, armory) behaving extremely erratically as they try to go into it.
Fix a vanilla bug where Jumpjet infantry exiting a barracks with a far enough rally point makes them block further infantry production until they land on their rally point.
Fix a vanilla bug where Jumpjet infantry exiting a barracks with a far enough rally point makes them fly, land near the barracks, and only then go to their destination.
Fix a bug where players could not click on a cell that included tiberium, bridges or enemy cloaked units or structure to undeploy a building.
Fix a vanilla bug where cloaked units sensed by nearby enemy units can cloak again immediately.
Extend aircraft speed to include house Airspeed bias, game speed bias, and the FASTER veteran/elite ability when calculating aircraft speed values.
Add a key to allow AI-controlled units to persist their tags when they deploy into a building.
Kerbiter (Metadorius):
Initial documentation setup.
Krnyoshi:
Fix a bug where MultipleFactoryCap was giving full production speed bonuses after building the second factory instead of incrementally giving speed bonuses until the cap was reached.
Noble Fish:
Document proofreading and formatting/styling assistance.
MarkJFox:
Graphics for the new sidebar fitting vanilla sidebar.
-
DirStruct implementation.
Original INI inheritance implementation as reference.
Rampastring:
Add
IceStrengthto Rules, andIceDestructionEnabledscenario option.Add
ImmuneToEMPto TechnoTypes.Add
TransformsIntoandTransformRequiresFullChargeto UnitTypes.Add extended descriptions in tooltips for technos and superweapons on the sidebar.
Add developer command to dump all existing triggers, tags, and local and global variables to the log output.
Make it possible to assign rally points to service depots.
Fix the economy score in the score screen. Dead players also have a score and the score is a percentage of the credits spent by the player who spent the most credits.
Fix a bug where players were only able to queue up to
(BuildLimit - 1)objects when an object hasBuildLimit > 0. (Fix ported from Ares)Fix an issue where losers were not marked as defeated in multiplayer when using
TACTION_WINorTACTION_LOSEto end the game.Fix a bug where the game could read Infantry DoControls out of bounds, potentially causing a desync error in multiplayer.
Fix a bug where pre-placed powered-down superweapon buildings had their superweapons enabled on scenario start.
Fix a bug where the AI would sell off buildings with
Artillary=yes,TickTank=yesorIsJuggernaut=yesthat hadUndeploysInto=nonewhen they were fired at by something outside of their weapon range.Fix a bug where harvesters on large maps could prefer unloading at refineries that were the longest distance away from the harvesters.
Fix a bug where the camera kept following a followed object when a trigger or script told it to center on a waypoint or team.
Fix a bug where aircraft are unable to attack shrouded targets in campaign games and instead get stuck in mid-air.
Fix a bug where the player was able to input keyboard commands while input was locked through a trigger action.
Fix a bug where a vehicle transport could end up attached to its own cargo, causing the transport to disappear upon unloading.
Fix a bug where a harvester could be ordered to dock with a refinery that wasn’t listed in the harvester’s
Dock=key.Fix a bug where house firepower bonus, veterancy and crate upgrade damage modifiers were not applied to railgun
AmbientDamage=.Implement
FilterFromBandBoxSelection.Add the possibility to customize the UI and Tooltip colors per-side.
Harvesters’ refinery-seeking algorithm now considers both free and occupied refineries when figuring out which refinery to unload at.
Harvesters now consider distance to refinery when moving from one Tiberium patch to another.
Implement the Torpedo logic from Red Alert 1 for BulletTypes.
Allow scenarios to have custom score screen bar colors.
Add
Inaccuracyto RocketTypes.Add
TargetZoneScanto TechnoTypes.Fix a bug where a visceroid was spawned when poison gas destroyed a non-crewed vehicle, building, or terrain object.
Fix a bug where it was impossible to tell infantry to enter cloaked allied transports.
Implement
ExplosionDamagefor animations.Implement naval yard rally points.
Implement an option to disable Tiberium storage.
Allow deploying air transports with the “Deploy” keyboard command.
Add WallOwner to BuildingTypes.
Implement
Mechanicfor InfantryTypes.Fix a buffer overflow crash in
MapClass::Place_Down.Allow pre-placed units to have missions in multiplayer.
Original implementations of actions in ts-patches.
Fix a bug where the game could freeze in the score screen in
Clip_Linewhen running on Windows 11 24H2.Fix an edge case crash when AI raises money.
Make it possible to prevent buildings from repeatedly catching fire when rapidly switching between damage stages.
Improve alternative factory selection when the primary factory is blocked.
Add “Adjust House Modifier” trigger action.
Teams attacking a BwP now take zones into account.
Add “Only Harvesters” quarry.
Fix a bug where placed buildings were not revealed to allies, only the player who placed down the building.
Fix a bug where spawned aircraft would reveal terrain when they fired.
Port a ts-patches fix for a bug where the player’s army wouldn’t fire at armed civilians.
Add “Building Does Not Exist” trigger event.
Add “Create Building At” trigger action.
Add the Iron Curtain logic from Red Alert 1 for map scripting and AI.
Fix a bug where units that had AA-capable secondary weapons but AA-uncapable primary weapons did not automatically fire at aircraft.
Fix a bug where hijackers are able to hijack vehicles of their allies.
Add a developer command to dump all heaps to the log.
Fix a bug where tiberium growth and spread was concentrated to the south of the map after loading a saved game.
Fix a bug where moving infantry were allowed to target objects that their warhead does not allow them to target normally.
Fix a bug where AI-controlled units equipped with torpedoes could attempt to pursue targets on land.
Fix a bug where ts-patches Spawn houses stopped working as trigger event parameters after loading a saved game.
Fix several bugs where pathfinding could overflow buffers and corrupt memory on large and open maps.
Allow customizing the distance for the “Comes Near Waypoint” trigger event.
Add DetectDisguise to TechnoTypes.
Allow customizing whether AI sees through disguise.
Fix a bug where friendly Spies appeared as disguised.
Fix a bug where name (hover-on tooltip) of friendly spies was displayed as the disguise’s name.
Fix an exploit where hijacked build-limit units could be deployed to erase the hijacker and circumvent the build limits of both the hijacker and its target unit type.
Fix an edge case crash when AI is attempting to find a location to place a structure to.
Allow customizing the number of harvesters the AI builds for each refinery.
Fix a bug that allowed players to build objects they are not normally allowed to build through crafted network requests.
Fix a bug that allowed players to issue Stop orders to units not owned by them through crafted network requests.
Fix a bug that allowed players to issue movement and attack orders to units not owned by them through crafted network requests.
Vinifera’s Developer mode now prints information on executed trigger actions.
Fix a bug where a trigger’s “Elapsed Time” event timers were reset when the trigger was already enabled and the “Enable Trigger” TAction was used on it.
Allow repairs to be paused instead of stopped when a house has insufficient funds.
Fix a bug where ice was destroyable despite the scenario having
IceDestructionEnabled=no.EVA no longer says “Harvester under attack” when harvesters receive environmental damage.
Allow throttling the frequency of the “Harvester under attack” EVA event.
Fix Win32 dialog scaling with SDL.
secsome:
Add support for up to 32767 waypoints to be used in scenarios.
Starkku:
Add
TargetZoneScanto TechnoTypes.Original implementation of a separate AI naval production queue in Phobos.
ZivDero:
Filling the documentation for previously implemented features.
Add support for up to 32767 waypoints to be used in scenarios.
Allow customizing the pips used for Tiberiums in unit storage, as well as their draw order.
Buildings now show their storage with the proper pips, instead of showing pip 1 for all tiberiums.
The pip used to diplay weeds can now be customized via
[AudioVisual]->WeedPipIndex.Technos can have a custom pip be drawn in the same place as the medic pip using
[TechnoType]->SpecialPipIndex.The location of the control group number and veterancy pips can now be customized in
UI.ini.MaxPips can now we customized.
Allow adding new Tiberiums and customizing their Image.
Reimplement the sidebar to have tabs.
Fix a bug where under some circumstances, the player could hear “New Construction Options”, even though no new construction options were available.
Add the ability to queue/dequeue 5 units at a time, or dequeue all units instantly.
Fix a bug where attempting to start construction when low funds would put the queue on hold.
Port the fix for the Whiteboy bug.
Implement the support for new ArmorTypes and allow forbidding force-fire, passive-acquire and retaliation versus specific armor types.
Fix a bug where the objects would sometimes receive a minimum of 1 damage even if MinDamage was set to 0.
Add a developer command to dump all heaps to the log.
Make harvesters drop the Tiberium type they’re carrying on death, instead of Tiberium Riparius.
Make it so that it is no longer required to list all Tiberiums in a map to override some Tiberium’s properties.
Add
PipWrap.Adjustments to the band box, action line, target laser and NavCom queue line customization features.
Implement
FilterFromBandBoxSelection.Add the possibility to customize the UI and Tooltip colors per-side.
Add per-side crew customization.
Fix a bug where crew wouldn’t exit from construction yards when they were sold or destroyed.
Fix a bug where you could sometimes get extra crew to exit a building that was being sold and was destroying/undeploying.
Allow customizing the hunter-seeker unit type per side.
Allow customizing power plants per side.
Reimplement aircraft carriers and missile launchers from Red Alert 2.
Implement
DontScore.Implement
WaterAlt.Update and finalize custom mouse cursors and actions, add customizable weapon & EMP cursors.
Implement support for a Saved Games subdirectory.
Fix a bug where if the player loaded a saved game, the score screen timer would report the time since the saved game was loaded, instead of since when the scenario was first started.
Fix a bug where AI players would send teams to attack their allies.
Allow customizing minimum damage per warhead.
Implement required and forbidden houses.
Allow turning off “sticky” technologies.
Allow disabling the ActLike check on construction yards to allow for faction-specific MCVs.
Finalize the feature for animations to spawn additional animations.
VehicleTypes with Jumpjet locomotion now take damage in flight.
Fix the map glitching around when scrolling if the map is not large enough to fill the entire screen.
Implement
DecloakToFire.Implement
CellSpreadandPercentAtMax.Implement
ScorchChance,CraterChanceandCellAnimChance.Implement
ExplosionDamagefor animations.Implement
InfantryMultiplier,VehicleMultiplier,AircraftMultiplier,BuildingMultiplier,TerrainMultiplier.Implement
Volumetric,SnapToCellCenter.Animations now use their
Warheadto deal damage, if one is specified.Super Weapons with
Type=MultiMissileandType=ChemMissilenow fire using their own weapon when fired from a building.Super Weapons with
Type=MultiMissileandType=ChemMissilenow have the building display Special animations.Allow customizing “Missile Launched” voice per super weapon.
Add
Shadowfor animations.Add
DamageRatefor animations.Add
HideDuringSpecialAnimfor buildings.Add
RoofDeployingAnimandUnderRoofDoorAnimfor buildings.Add
SpawnsParticleOffset.Implement Jumpjet Locomotion improvements.
Fix a crash when a Jumpjet infantry is flying or trying to take off just when an Ion Storm starts.
Allow up to 65535 OverlayTypes in maps using
NewINIFormat=5.Implement naval yards.
Implement
OpportunityFire.Implement prerequisite groups.
Fix a bug where upgrades did not always work properly as prerequisites.
Fix a bug where upgrades did not work as
AuxBuildingon Super Weapons.Fix a bug where you could use a stop command to reset a unit’s burst.
Allow customizing which Tiberiums can grow on a tile.
Allow customizing which Smudges can appear on a tile.
Allow customizing if Veins can grow on a tile.
Factories now hold their object if there is no war factory available for the unit to exit from instead of refuding construction.
Fix building light sources no longer being attached to the building after loading the game.
Fix shroud looking bugged if you attempt to reveal too many cells at once.
Implement voxel light customization.
Implement TActionClass extension, port ts-patches actions.
Implement TEventClass extension.
Increase the local/global variable cap to 500.
Implement integer varialbes, and trigger actiosn and events to operate on them.
Add unit promotion sounds, EVA and flashing.
Fix a bug where
OpportunityFire=truewould make technos abandon targets assigned by the player.Fix a bug where
OpportunityFire=trueunits could drive to crush their opportunity fire targets.Fix a bug where per-type modifiers on warheads wouldn’t impact weapon selection.
Fix a bug where
Totable=nodid not work.Fix a bug where the “Building exists” event would fire when you queued a building on the sidebar.
Fix a bug where using the “Destroy Tag” trigger action could lead to trying to free invalid memory.
Implement
BarGatefor buildings.Add Tiberium spreader customization.
Fix a bug where carryalls would unload infantry like they unload vehicles.
Fix a bug where carryalls would draw their infantry passenger’s shadow.
Fix a bug where carryalls would try to drop off units when landing on a helipad.
Fix a bug where carryalls would land too high when carrying infantry.
Fix a bug where carryalls would allow boarding in some situations when they shouldn’t.
Fix a bug where carryalls assign their ROT to the unit they’re carrying.
Fix a bug where paradropped vehicles would be placed off-center in the cell.
Fix a bug where vehicles paradropped from a carryall would be drawn with an offset.
Parachute animations with
AltPalette=yesnow remap to the parachuted unit owner’s color.Fix a bug where paradrops didn’t take cell passability and bridges into account.
Add Water movement zone override.
Implement multiplayer beacons.
Chat improvements.
Fix a bug where under some circumstances Tiberium would halt spreading and/or growing temporarily.
Fix a bug where Tiberium spawned by animations wouldn’t grow or spread.
Fix a bug where carryalls assign their ROT to the unit they’re carrying.
Port to Syringe.
Add customizable wake animations.
Replace DirectDraw with SDL.
Fix a bug where you could tote a
Totable=nounit by force-moving onto it.Tutorial text INI keys are now interpreted as strings, not integers.
Implement INI inheritance/includes.
Fix a bug where the last line of an INI file would not be parsed.
Fix incorrect merging of sections and keys in INI files.
Fix a bug where EVA would say “training” every time you queued a unit, instead of just for the first unit queued.
Fix a bug where units with
OpportunityFire=yeswould abandon their new target if ordered to attack while moving.Fix game end text being stretched horizontally.
Fix a bug where upon restoring focus to the window the last theme would play twice.
Make spawners respect
IonSensitiveon weapons.Fix a bug where the sidebar could only contain up to 75 items on a strip.
Extended sidebar customizability.
Improve the audio engine’s runtime architecture.
Expand the sound-effect (
VocType) system with positional behavior flags, looping/rotation/queueing controls, per-sound pitch and volume variance, and per-object ambient attachment that follows objects as they move.Add subtitle rendering for EVA speeches with customizable styling and a category filter.
Add
Attach Sound,Detach Sound, andStop Sounds Attrigger actions for managing ambient sounds from scripts.Add support for modern video formats (MP4, WMV, MPG, AVI) as replacements for VQA movies.
Add an in-game ImGui debug overlay window (Stats / House / Unit / Network tabs) toggled by
ToggleDebugOverlayCommandClass.Add a developer-mode scenario debug window (Scenario / Types / Instances / State tabs) toggled by
ToggleScenarioOverlayCommandClass.Reimplement the software blitters with hand-written SIMD (SSE2/AVX2) for faster rendering on modern CPUs.
Correct the translucent-blend rounding so layered translucency no longer darkens.