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 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.