Credits
July 20, 2026 ยท View on GitHub
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.
- Author of the default
- E1 Elite:
- Transcribed the in-game speeches used for the subtitles in the default
EVA.INI.
- Transcribed the in-game speeches used for the subtitles in the default
- 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.
- Phobos Contributors:
- 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.
- Add
- 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.
- Add
- 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.