Skip to content

Latest commit

 

History

History
409 lines (407 loc) · 17.1 KB

CREDITS.md

File metadata and controls

409 lines (407 loc) · 17.1 KB

Credits

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 customization
    • CreateUnit 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 toggle
    • UndeploysInto 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 fix
    • EMPulseCannon 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 and SellSound dehardcode
      • Restore EVA_StructureSold for buildings with UndeploysInto
      • Redeployable MCV in campaigns
      • Allow buildings with UndeploysInto to be sold if Unsellable=no even if not conyard
      • Trigger actions that allow/forbid MCV to redeploy in game
    • AlternateFLH of vehicles in OpenTopped 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 with Tiled=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
  • 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