This page lists all the individual contributions to the project by their author.
- Belonit (Gluk-v48):
- Disable empty spawn positions
gamemd.exe
icon customization- Full-color non-paletted PCX support
- Initial SpySat, BigGap, TransactMoney warheads
- PCX Loading Screen support
- Custom DiskLaser radius
- Extended tooltips
- Building upgrades enhancement
- Option to hide health bar
- Sidebar.GDIPosition
- Help with CellSpread
- Blowfish.dll-related errors fix
- Zero size map previews fix
- Semantic locomotor aliases
- Shield logic
- Non-ASCII input fix
- Building Placement Preview Adjustment
- Check for Changelog/Documentation/Credits in Pull Requests
- Docs dark theme switcher
- Fix position and layer of info tip and reveal production cameo on selected building
- Fix a glitch related to incorrect target setting for missiles
- Ability to disable shadow for debris & meteor animations
- Kerbiter (Metadorius):
- Building upgrades enhancement
- Extended tooltips
- Selection priority filtering
TurretOffset
enhancement- Customizable ore spawners
- Select next idle harvester hotkey
- Interceptor enhancement
- Zero size map previews fix
- LaserTrails port and rework
- Laser graphics fixes
- Recursive transport killer fix
- Custom locomotors example implementation and piggybacking test warheads
- Jumpjet initial facing fix
- Migration utility
- GitHub Actions setup
- Official docs
- VSCode configs
- Code style
- Customizable ElectricBolt Arcs
- Ability to disable shadow for debris & meteor animations
- Voxel light source position customization
- Voxel light source position and tilting fix
- Uranusian (Thrifinesma):
- Mind Control enhancement
- Custom warhead splash list
- Harvester counter
- Spawns promotion
- Shield logic
- Multiple death fix
- Customizable missing cameo
- Cameo sorting priority
- Tab hotkey placement fix
- Producing progress indicators
- Custom ore gathering anim
NoManualMove
- Weapon target house filtering
DeathWeapon
fix- Re-enable obsolete
JumpjetControls
AITrigger
Building Upgrades support- Wall-Gate links
- Ability for deployed infantry to use both weapons
- Observer PCX loading screen
- Official CN docs
- secsome (SEC-SOME):
- Debug info dump hotkey
- Refactoring & porting of Ares helper code
- Disguise removal warhead
- Mind Control removal warhead
- Mind Control enhancement
- Shields logic help
AnimList.PickRandom
MoveToCell
fix- Unlimited waypoints
Build At
trigger action buildup anim fix- Undeploy building into a unit plays
EVA_NewRallyPointEstablished
fix - Custom ore gathering anim
TemporalClass
related crash- Retry dialog on mission failure
- Default disguise for individual InfantryTypes
- PowerPlant Enhancer
- SaveGame Trigger Action
- QuickSave command
- Numeric variables
- Custom gravity for projectiles
- Retint map actions bugfix
- Sharpnel enhancement
- Vanilla map preview reading bugfix
- Customizable tooltip background
- Parts of Ares calling code
- Otamaa (Fahroni, BoredEXE):
- Help with CellSpread
- Ported and fixed custom RadType code
- Togglable ElectricBolt bolts
- Customizable Chrono Locomotor properties per TechnoClass
- Building Placement Preview
DebrisMaximums
fixes- Anim-to-Unit
NotHuman
anim sequences improvements- Customizable
OpenTopped
Properties - Hooks for ScriptType Actions 92 & 93
- Ore stage threshold for
HideIfNoOre
- Occupied building
MuzzleFlashX
bugfix EnemyUIName=
for other TechnoTypes- TerrainType
DestroyAnim
&DestroySound
- Laser trails for VoxelAnims
- MakeInfantry logic on BombClass bugfix
- Debris & meteor impact behaviour settings
- Upgrade logic to allow altering of SpySat status
- Ares detection and integration
- Help with custom locomotors
- Extension class optimization
- FS-21:
- Dump Object Info enhancements
Powered.KillSpawns
Spawner.LimitRange
- Majority of ScriptType actions
- MC deployer fixes
- Help with docs
- Automatic Passenger Deletion logic
Fire SW At Location/Waypoint
Trigger Action- Kill Object Automatically logic prototype
- Customizable resource storage
- Override uncloaked underwater attack behavior
- AI Aircraft docks fix
- Shared ammo logic
- Customizable FLH when infantry is prone or deployed
- Initial strength for cloned infantry
- Map Events 604 & 605 for checking if a specific Techno enters in a cell
- Starkku:
- Misc. minor bugfixes & improvements
- AI script actions:
- Chronoshift to Enemy Base
- Warhead shield penetration & breaking
- Strafing aircraft weapon customization
- Vehicle
DeployFire
fixes/improvements - Stationary VehicleTypes
- Burst logic improvements
- TechnoType auto-firing weapons
- Secondary weapon fallback customization
- Weapon target type filtering
AreaFire
targeting customizationCreateUnit
improvements- Attached animation & jumpjet unit layer customization
IsSimpleDeployer
improvements- Shield modification warheads
- Warhead decloaking toggle
- Warp(In/Out)Weapon
- Grinder improvements / additions
- Attached animation position customization
- Critical hit logic additions
- Aircraft & jumpjet speed modifiers fix
- Local warhead screen shaking
- Vehicle custom palette fix
- Feedback weapon
- TerrainType & ore minimap color customization
- Laser fixes & improvements
- Mind control indicator animation cloak fix
- Warhead / Play animation trigger animation owner fix
- Nuke carrier & payload Bright fix
- Display damage numbers hotkey command
- TransactMoney.Display
- Building-provided self-heal customization
- AI deploy script DeploysInto fix
- Passable & buildable-upon TerrainTypes
- Automatic passenger owner change toggle
- Interceptor improvements
- OpenTopped transport behaviour customizations
- Animation damage / weapon improvements
- Warhead self-damaging toggle
- Trailer animation owner inheritance
- Warhead detonation on all objects on map
- Animated TerrainTypes extension
- TerrainType damage & crumbling frames
- Exploding unit passenger killing customization
- Railgun particle target coordinate fix
- Building target coordinate offset fix
- Warhead / weapon detonation at superweapon target cell
- Cloaked & disguised objects displaying to observers
- Building airstrike target eligibility customization
- IvanBomb detonation & image display centered on buildings
- Customizable ROF random delay
- BibShape drawing during buildup fix
- Spawner spawn delay customization
- Cluster scatter distance customization
- FlakScatter distance customization
- Debris & meteor impact behaviour settings
- Custom warhead debris animations
- Attached particle system for animations
- Removal of hardcoded AA & Gattling weapon selection restrictions
- Projectile obstacle logic additions
AnimList
on zero damage Warheads toggle- Additions to automatic passenger deletion
- Buildings considered as vehicles
- TechnoType target evaluation map zone check behaviour customization
- CanC4 damage rounding fix & toggle
- Option to center pause menu background
- Disguise logic improvements
- Custom insignias
ZShapePointMove
buildup toggleUndeploysInto
building selling buildup sequence length customization- AI naval vehicle production fix
- Crushing tilt and slowdown customization
- Extra warhead detonations on weapons
- Chrono sparkle animation display customization and improvements
- PipScale pip size & ammo pip frame customization
- Extension class optimization
- Additional sync logging
Arcing
elevation inaccuracy fixEMPulseCannon
projectile gravity fix- Custom palette support for wall overlays
- Warhead animation improvements
- Reloading ammo in transports
- Straight projectile trajectory additions
- Airstrike & spy plane fixed spawn distance & height
- Negative damage
Verses/PercentAtMax
toggle - Misc. singleplayer mission improvements
- Weapon effect obstacle interaction fix
- Fire particle rotation coordinate adjust toggle
AmbientDamage
warhead & main target ignore customization- Projectile return weapon
- Aircraft landing / docking direction
DeploysInto
cursor desync fix- Minor crate logic improvements
- Custom tint effects
- Revenge weapons
- AttachEffect
- Air unit tracking fix for large range /
CellSpread
- Extra tint intensity for Iron Curtain & Force Shield
- Option to enable parsing 8-bit RGB values from
[ColorAdd]
instead of RGB565 - Customizing height and speed at which subterranean units travel
- AI superweapon delay timer customization
- Disabling
MultipleFactory
bonus from specific BuildingType - Customizable ChronoSphere teleport delays for units
- Allowed and disallowed types for
FactoryPlant
- Forbidding parallel AI queues for specific TechnoTypes
- Nonprovocative Warheads
- Customizing effect of level lighting on air units
- Reimplemented
Airburst
&Splits
logic with more customization options - Buildings considered as destroyable pathfinding obstacles
- Animation visibility customization settings
- Light effect customizations
- Building unit repair customizations
- Build area customizations
Scorch
/Flamer
fire animation customization- EM Pulse cannon logic improvements
<Player @ X>
as owner for pre-placed objects
- Morton (MortonPL):
XDrawOffset
for animations- Shield passthrough & absorption
- Building
LimboDelivery
logic - Fix for
Image
in art rules - Power delta counter
- Super Weapons launching other Super Weapons
- SpyEffects expansion, launching Super Weapons on building infiltration
- Real time timers
- Default campaign game speed override and custom campaign game speed FPS
- Including INI files and inheriting INI sections
- Ares detection and integration
- TechnoType conversion warhead & superweapon
- Unlimited skirmish colors
- Show designator & inhibitor range
- Dump variables to file on scenario end / hotkey
- "House owns TechnoType" and "House doesn't own TechnoType" trigger events
- Help with docs
- Voxel light source position customization
- ChrisLv_CN (work relicensed under following permission):
- General assistance
- Interceptor logic prototype
- LaserTrails prototype
- Laser fixes prototype
- Trsdy
- Preserve IronCurtain status upon DeploysInto/UndeploysInto
- Several jumpjet fixes:
- Facing towards target even if not omni-firing
- Turret direction in idle state fix
- Sensor fix
- Allow to tilt regardless of TiltCrashJumpjet
- Forbid firing when crashing
- OmniFire.TurnToTarget
- Strafing aircraft weapon customization
- Object Self-destruction logic
- Misc vanilla suicidal behavior fix
- Post-type-conversion update
- Units retaining orders after changing ownership bugfix
- Several fixes and dehardcode related to building selling/undeploying:
- Building
EVA_StructureSold
andSellSound
dehardcode - Restore
EVA_StructureSold
for buildings withUndeploysInto
- Redeployable MCV in campaigns
- Allow buildings with
UndeploysInto
to be sold ifUnsellable=no
even if not conyard - Trigger actions that allow/forbid MCV to redeploy in game
- Building
AlternateFLH
of vehicles inOpenTopped
transport.- Slaves' house customization when owner is killed
- Trigger Action spawned team IFV/Opentopped logic fix
- Singleplayer Campaign AI's base node/SW-delivered/trigger action 125-delivered structures' auto-repairability dehardcode
- Power delta counter : blackout indication mark
- Harvester counter
- Income money string indication upon ore dump
- Warhead superweapon launch logic
- TechnoType conversion placeholder
- "Shield is broken" trigger event
- RadialIndicator observer visibility
- Cloaked objects from allies displaying to player in singleplayer campaigns
- Skip
NaturalParticleSystem
displaying from in-map pre-placed structures - Random crate generation limited to land option, optimization for crates' random sampling
ImmuneToCrit
for shields- Forbidding parallel AI queues by type
- The option to allow DieSound/VoiceDie being played when grinding
- Allow iron-curtain effects on infantries
- Break the mindcontrol link when capturing a mind-controlled building with engineer
- Remove sound events when mind-controlled vehicles deploy into buildings or when buildings considered as vehicles get captured
- Building LightSource tint S/L fix
- Permanent healthbar display on units targeted by temporal weapons fix
- Powered anims on buildings cease playing upon capture by different house fix
- TechnoType conversion placeholder
- TechnoType conversion upon ownership change
- EIP 00529A14 crash fix on Linux
- Teleport timer reset after load game fix
- Teleport, Tunnel and Fly loco visual tilt fix
- Turret/Barrel/NoSpawnAlt/Multi-section voxel shadow, dynamic voxel shadow
- Skip units' turret rotation and jumpjets' wobbling under EMP
- Droppod properties dehardcode
- Waypoint entering building together with engineer/agent bug fix
- Skippable game save on scenario start
InfDeath=9
versus jumpjet infantry 0 damage fix- Skip rally point line drawing when undeploying a building
- Ares'
SW.Shots
hint on extended tooltips - Ares' Abductor weapon fix
- Misc code refactor & maintenance, CN doc fixes, bugfixes
- FlyStar
- Campaign load screen PCX support
- New condition for automatic self-destruction logic when TechnoTypes exist/don't exist
- NetsuNegi
- Forbidding parallel AI queues by type
- Jumpjet crash speed fix when crashing onto building
- Disguised units not using the correct palette if target has custom palette bugfix
- Tunnel/Walk/Mech locomotor being stuck when moving too fast bugfix
- Assign Super Weapon cameo to any sidebar tab
- Apollo - Translucent SHP drawing patches
- ststl
- Customizable ShowTimer priority of superweapons
- Iron Curtain effects customization on infantries and organic units
- Use
CustomPalette
for animations withTiled=yes
- Unlimited
AlternateFLH
entries - Build limit group
- Customizing whether passengers are kicked out when an aircraft fires
- TwinkleStar
- Custom slaves free sound
- Jumpjet crash rotation control
- Vehicle voxel turret shadows & body multi-section shadows
TurretOffset
support for SHP vehicles- Customizable rocker amplitude
- Customizable wake anim
- Fryone
- Customizable ElectricBolt Arcs
- Sound entry on unit's creation
- Auto-deploy/Deploy block on ammo change
- Flashing Technos on selecting
- Promotion animation
- ZivDero
- Re-enable the Veinhole Monster and Weeds from TS
- Recreate the weed-charging of SWs like the TS Chemical Missile
- Allow to change the speed of gas particles
- CrimRecya
- Fix
LimboKill
not working reliably
- Fix
- Ollerus
- Build limit group enhancement
- Customizable rocker amplitude
- handama - AI script action to jump back to previous script
- TaranDahl (航味麻酱)
- Skirmish AI "sell all buildings and set all technos to hunt" behavior dehardcode
- Skirmish AI "gather when MCV deploy" behavior dehardcode
- Global value of
RepairBaseNodes
- tyuah8 - Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-piggybacked bugfix
- Ares developers
- YRpp and Syringe which are used, save/load, project foundation and generally useful code from Ares
- unfinished RadTypes code
- prototype deployer fixes
- Superweapon launch site & availability code
- AI vehicle production update code
- parts of TechnoType conversion placeholder code
- ststl, FlyStar, Saigyouji, JunJacobYoung - Digital Display
- SukaHati (Erzoid) - Minimum interceptor guard range
- E1 Elite - TileSet 255 and above bridge repair fix
- AutoGavy - interceptor logic, Warhead critical hit logic
- Chasheen (Chasheenburg) - CN docs help
- tomsons26 - all-around help, assistance and guidance in reverse-engineering, YR binary mappings
- CCHyper - all-around help, current project logo, assistance and guidance in reverse-engineering, YR binary mappings, custom locomotors example implementation
- AlexB - Original FlyingStrings implementation
- Joshy - Original FlyingStrings implementation
- CnCVK - Original custom locomotors experiment
- ZΞPHYɌUS - win/lose themes code
- Neargye (Daniil Goncharov) - nameof library (MIT)
- ayylmao - help with docs, extensive and thorough testing
- SMxReaver - help with docs, extensive and thorough testing
- 4SG - help with docs
- thomassneddon - general assistance, knowledge about voxel lighting model
- Xkein - general assistance, YRpp edits
- mevitar - honorary shield tester triple award
- Damfoos - extensive and thorough testing
- Dmitry Volkov - extensive and thorough testing
- Rise of the East community - extensive playtesting of in-dev features