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 CurleyShuffle for AircraftTypes.

    • Implement ReloadRate for AircraftTypes.

    • Implement AILegalTarget for TechnoTypes.

    • Add support for up to 32767 waypoints to be used in scenarios.

    • Implement the loading of Tutorial messages from scenarios.

    • Fix HouseType Nod having the Prefix=B and Side=GDI in vanilla rules.ini by setting them to N and Nod, respectively.

    • Fix a bug where VQA files could not be loaded from the root directory or local search paths.

    • Allow the remap color of Neutral and Special houses to be overridden in multiplayer games.

    • Add RequiredAddon to Theme control types.

    • Implement IntroMovie for 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 RandomRate were not stored correctly.

    • Implement DebugOnly for Campaigns.

    • Fix a bug where the FSMENU theme would incorrectly play instead of the INTRO theme 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 CanPassiveAcquire for TechnoTypes.

    • Implement CanRetaliate for 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.INI and MPLAYERFS.INI to override Rules data for multiplayer games.

    • Allow the game’s Window title, Cursor and Icon to be overridden.

    • Implement IdleRate, StartIdleFrame and IdleFrames for TechnoTypes.

    • Add loading of GENERIC.MIX and ISOGEN.MIX mixfiles.

    • 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).MIX expansion mixfiles.

    • Fix a bug where animations with a DetailLevel value 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 EngineerDamage was incorrectly loaded with EngineerCaptureLevel.

    • Fix a bug where EngineerDamage was not used to calculate the engineer damage.

    • Fix a bug where EngineerCaptureLevel was 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 EnterTransportSound and LeaveTransportSound for 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 Mechanic and OmniHealer for InfantryTypes.

    • Add support for 8-bit PCX and PNG cameos.

    • Implement Soylent for TechnoTypes.

    • Implement SpawnDelay for BulletTypes.

    • Implements Suicide and DeleteOnSuicide for WeaponTypes.

    • ImplementVoiceHarvest, VoiceDeploy, VoiceEnter, and VoiceCapture for 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 -CD from 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 Neutral or Special HouseTypes 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=yes had 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 WalkRate to be optionally loaded from ART.INI image entries.

    • Fix a bug where CloakStop had 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 IsTrainable is 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 IsInsignificant was 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 MaxPlayers incorrectly loaded with MinPlayers.

    • 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 StopSound for AnimTypes and VoxelAnimTypes.

    • 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_Line when 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.INI with per-theme volume, full name, artist, length, side ownership, and required-addon controls.

    • Reimplement the sound-effect (VocType) system from SOUND.INI with configurable type, control, priority, limit, range, delay, volume and pitch shift.

    • Reimplement the EVA/VOX speech system from EVA.INI with 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.INI shipped 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=no which 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.

  • Phobos Contributors:

    • DirStruct implementation.

    • Original INI inheritance implementation as reference.

  • Rampastring:

    • Add IceStrength to Rules, and IceDestructionEnabled scenario option.

    • Add ImmuneToEMP to TechnoTypes.

    • Add TransformsInto and TransformRequiresFullCharge to 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 has BuildLimit > 0. (Fix ported from Ares)

    • Fix an issue where losers were not marked as defeated in multiplayer when using TACTION_WIN or TACTION_LOSE to 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=yes or IsJuggernaut=yes that had UndeploysInto=none when 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 Inaccuracy to RocketTypes.

    • Add TargetZoneScan to 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 ExplosionDamage for 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 Mechanic for 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_Line when 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 TargetZoneScan to 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 CellSpread and PercentAtMax.

    • Implement ScorchChance, CraterChance and CellAnimChance.

    • Implement ExplosionDamage for animations.

    • Implement InfantryMultiplier, VehicleMultiplier, AircraftMultiplier, BuildingMultiplier, TerrainMultiplier.

    • Implement Volumetric, SnapToCellCenter.

    • Animations now use their Warhead to deal damage, if one is specified.

    • Super Weapons with Type=MultiMissile and Type=ChemMissile now fire using their own weapon when fired from a building.

    • Super Weapons with Type=MultiMissile and Type=ChemMissile now have the building display Special animations.

    • Allow customizing “Missile Launched” voice per super weapon.

    • Add Shadow for animations.

    • Add DamageRate for animations.

    • Add HideDuringSpecialAnim for buildings.

    • Add RoofDeployingAnim and UnderRoofDoorAnim for 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 AuxBuilding on 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=true would make technos abandon targets assigned by the player.

    • Fix a bug where OpportunityFire=true units 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=no did 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 BarGate for 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=yes now 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=no unit 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=yes would 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 IonSensitive on 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, and Stop Sounds At trigger 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.