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Merge Master into Lights #4200
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Merge Master into Lights #4200
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Fix typo at gui_transport_weight_limit later causing lua crash.
Fix clockwise triangles.
Move fonthandler to a lower layer.
Made scavenger nuke submarines use manual fire.
#4084) * rip out gl.vertex based cone drawing in start box and replace with gl4 * fix all
…#4085) use Spring.GetFeatureResurrect instead of hardcoding fixes the legion xmas comwreck resurecting as armada instead of legion
split from #3926 due to too much being done in that PR
This reverts commit 2d5efcc.
Refactor to move stockpile limits to the weapon defs instead of a list in gadget. Engine still only supports one stockpile weapon per unit, however.
* Add Legion Javelin * add legjav wreck Split from Commit: 1240d50 Co-Authored-By: Tharsy <[email protected]> * legjav smaller model Co-Authored-By: Tharsy <[email protected]> * Update unit_continuous_aim.lua * Update legjav.lua Changed footprint, main weapon can no longer fire at air --------- Co-authored-by: Tharsis <[email protected]> Co-authored-by: Tharsy <[email protected]> Co-authored-by: Zecrus2 <[email protected]>
* legerailtank initial addition * legerrailtank update and fixes * Update legerailtank.lua * legeclustertank added * balance adjustments Co-Authored-By: Zecrus2 <[email protected]> * completion of legerailtank * remove legeclustertank * fix lasercannon weapontype bug Co-Authored-By: Zecrus2 <[email protected]> * reduce mg damage Co-Authored-By: Zecrus2 <[email protected]> * fix wreck pointer * Update legerailtank_dead.s3o * reduce VTOL mg damage by quarter --------- Co-authored-by: Zecrus2 <[email protected]>
* Add legion factories made by protar/ghoulish - Added legap - Added legaap - Added legalab - Added Lights - Added Scripts - Added Buildpics * Add Mising Dead Lab Models Co-Authored-By: Tharsy <[email protected]> Co-Authored-By: Protar1458 <[email protected]> Co-Authored-By: Ghoulish82 <[email protected]> * legion ap, aap, alab collision fixes Co-Authored-By: drivver44 <[email protected]> * legaap and legalab bigger heap model * legap adjust midpos * legaap & legalab: adjust midpoint --------- Co-authored-by: Tharsis <[email protected]> Co-authored-by: Tharsy <[email protected]> Co-authored-by: Protar1458 <[email protected]> Co-authored-by: Ghoulish82 <[email protected]> Co-authored-by: drivver44 <[email protected]>
add ao on legion airplant
Legion balance adjustments: leadlimit = 0 added to all T1 legion heatrays, which causes them to always start firing at the center of the enemy unit instead of its future predicted position. Heatrays will still lose damage from drifting off target, but won't completely miss shots. Legion commander now uses a normal heatray instead of a recolored armcom laser. Gladiator's dps increased by 10%. Triton los increased 400-500. Quickshot cost reduced 8%. Epic mosquito cost reduced 15%.
balance patch test modoption proposed_unit_reworks arm solar 2800 -> 2600 buildtime arm wind 37->40m cor wind 45->43m, 199->220hp arm tidal 250->200e arm asolar 370->350m corcv 90 -> 95bp //cortex cons +5% bp, since they cost more corck 80 -> 85 corca 60->65 cormuskrat 80 -> 85 coracv 250 -> 265 corack 180 -> 190 coraca 100 -> 105 corch 110 -> 115 corexp 2720 -> 2900 bt Blitz 690 -> 725hp, LoS +50 Incisor buildtime +25%, LoS +50 Grunt 36->45m, 880->750e, 270->300hp Pawn 48->54m, 960->870e, 340->370hp Tick 17->20m, 340->300e Stormbringer - drop bombs 17% closer together Banshee - 485 -> 560 hp Shuri 1.2 -> 1.4 reloadtime Accurate lasers for everything Co-authored-by: Zecrus2 <[email protected]>
…4181) Fix unit_collision_damage_behavior being able to divide by 0.
- Added New Peace Track by West Basinger. New composer let's go!
Create a Lua based replacement for the existing hotkey selection code and add functionality to SmartSelect to utilise the same API to modify which units are selected when using drag select.
autogroup: delay rezzed units
* Fix dgun stall assist not waiting factories https://discord.com/channels/549281623154229250/1278497565507326012 Remove need to hardcore all units that can d-gun (use canManualFire property) Reduce 'watch' time so that units come back online quicker Avoid waiting units that don't build things * Improve variable naming consistency * Adjust stall threshold based on the unit's weapon * dgun stall assist: removed need for manual exceptions
…age (#4184) Protect advplayerslist and ecostats from early NaN because of no storage.
Add support to override unit name/description localization strings via TweakUnits/TweakDefs.
#4038 moved I18N initialization from setupdefs.lua into purely widget space. This broke grid menu, as it was caching its I18N entries outside of callins, so was running before the gui_language widget, even though it is on a higher layer.
#4038 moved running the I18N initialization code for defs from setupdefs.lua into purely widget space. This broke any widgets trying to look up these I18N entries outside of callins, as the code would run before gui_language had a chance to run, despite it being on a lower layer.
- Grace Period timer no longer shows in Scavs - Theres also no message when Grace Period ends (Wave Counter still remains so you see when Wave 1 arrives) - Hidden the boss arrival ETA until it gets below 30 minutes (workaround for something i don't want to deal with) (Done the same to Raptors) - Changed "Aggression" to "Player Aggression" in scav and raptor panel to make it clearer what it is.
…the correct (left)side of the playerlist
Update game_team_power_watcher.lua
This is the first in a series of gadgets I'm making to optionally and drastically increase the difficulty of PvE vs AI games. This one increases the buildpower compoundingly if the entire AllyTeam is wasting metal. When the metal storage has depleted below 25%, then it compoundingly decreases buildpower. This is made to be compatible with other sources of buildpower modification. This can be made "dynamic" or not with a toggle. If dynamic is enabled, the boost only occurs if the affected Ally Team isn't winning by a large margin. If the affected Ally Team is winning, whatever boosts that have been accrued will decay back to 1x. When dynamic is disabled, it only triggers based on overflow. ![image](https://github.com/user-attachments/assets/d8c0ecd2-0255-4d75-9c1f-07fd86149ae6) Future AI cheats will also use this "dynamic" functionality. This cheat defaults to "default", which is the same thing as disabled. It is this way so that future gamemodes that enable it can do so by default, but allow for it to be disabled when desired. dependant on #4193
Update proposed_unit_reworks_defs modoption: Grunt changes: -revert hp buff -+5% energycost -turnrate 1391 -> 1200 (pawn has 1214.4) -acceleration 0.4416 -> 0.4 (pawn has 0.414)
* Update corsumo - models - animations - colvols * Animation Adjustments
…Ctrl SetAirMoveTypeData
…et into a new dedicated gadget: "Air AttackSafetyDistance"
Update scav_spawn_defs.lua Fixes number issue
https://github.com/beyond-all-reason/Beyond-All-Reason" This reverts commit 36b0ead, reversing changes made to 658142f.
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Work done
Test steps