Game version XYZW (1st of Month, Year)
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With kind regards,
ABC
Balance
- (#6665) Air staging now detaches aircraft when killed or ctrl-k’d (to work around an engine bug where aircraft get stuck inside air staging).
Features
-
(#6668) Add dependency tracking for blueprints, so that reloading a blueprint file reloads all files that edited that blueprint. This fixes a variety of issues with reloading merge blueprints.
-
(#6669) Add several utilities when modding blueprints with merge blueprints:
- Setting a field to
"__nil"
in a merge blueprint removes that field from the resulting blueprint. Previously merge blueprints had no way of removing fields. - Add a function and table field to mod weapon blueprints: merging by label or otherwise adding the new weapon blueprint to a specified index.
- Add a function to add categories to a blueprint, and document the old way of adding/removing categories using merge blueprints.
- Add the function
SetModBlueprintFunction
which allows lua scripts to mod blueprints from hot-reloadable files instead of hookingModBlueprints
(which requires a session restart to reload).
- Setting a field to
-
(#6674) Make it easier to create chunk templates for AIs
Chunk templates is a concept that we’re toying with to see if we can help the AI build better infrastructure. With these changes we make it easier to use and understand.
- 1) The output (a template) is now copied to the clipboard instead of to the logs.
-
2) What is happening is now printed to screen via the global
print
. -
(#6725) Tactical Paint feature:
This feature adds ability to draw lines during game which teammates and observers can see. It is possible thanks to this binary patch.
- Adds canvas mode where you can draw lines with color of player’s army. This mode is enabled via keybind “Toggle Tactical Paint canvas” under “‘Tactical Paint” section.
- You can also access canvas via hold version of keybind. It is ‘Hold to toggle Tactical Paint canvas’.
- When in paint mode you can draw lines holding left mouse button and erase them holding right mouse button.
- These drawings are shared between teammates.
- You can mute specific player if one annoys you.
- Can be turned off completely (it is on by default).
- These drawings are left in replays, so mind what you draw.
- You can adjust the duration of your drawings up to a maximum of 1 minute.
- Observers see all drawings and can draw their own.
Bug fixes
-
(#6608) Fix text in fixed width tooltips (such as some of the tooltips in the mod manager) overflowing when UI scaling is used.
-
(#6609) Fix drones meant to rebuild unbuilt units during unit transfer not being cleaned up when rebuilding fails.
-
(#6646) Remove the chat beeps when watching a replay
-
(#6653) Close a loophole that allowed UI lua to issue attack move orders.
-
(#6654, #6721) Fix order button tooltips not disappearing when the mouse is moved off the order button.
-
(#6660) Fix mass fabs not always using overflowed energy.
-
(#6661) Fix mass fabricators not updating the mass fab panel’s numbers when they are destroyed.
-
(#6663) Fix mod manager not displaying the generic mod icon when a mod’s icon is invalid.
-
(#6664) Fix modded unit icons not being used in the cheat spawn menu.
-
(#6664) Fix errors in log when mousing over templates in the cheat spawn menu.
-
(#6676) Fix the dual yaw controller added in #6428 rotating the unit on the pitch axis.
-
(#6678) Fix being able to bypass unit restrictions in campaign (most commonly through the mex upgrading features).
-
(#6681) Don’t initialize/alter objects during module loading in
construction.lua
for the draggable queue option.Initializing/altering objects during loading of a module is a bad habit, especially if done from another module. In this case it caused an error and a game freeze if a UI mod tried to access
construction.lua
before the UI was created. -
(#6682) Fix pre-allocated table declaration causing syntax errors in intellisense.
-
(#6684) Improve the search result list in the console:
- Results are now listed alphabetically.
- Clicking on an item doesn’t steal focus from the text input, so up/down arrows can be used to keep moving through the list.
- The list correctly follows the focus item and wraps around if needed.
-
(#6689) Fix units being dragged in the build queue getting visually stuck when a unit moves directly behind another unit of the same type as a result of the dragging.
-
(#6698) Update hover cursor texture only when changed
-
(#6699) Fix being able to ctrl-k external factories.
-
(#6700) Fix an edge case where mobile build orders issued to a factory and then cancelled would cause the unbuilt unit to not get destroyed and block the factory forever.
-
(#6709) Fix hives being able to build their upgrades as a separate unit.
-
(#6714) Prevent beam weapons from missing the Volcano (Aeon TMD) while it is firing. Also increase its hitbox size to match the firing animation.
-
(#6723) Fix Seraphim T1 transport attempting to load more T3 units than it has slots with the “load into transports” command.
Graphics
The actual changes are pretty technical, but if you are a mapper you can find an in-depth explanation on how to use the new shaders here: https://wiki.faforever.com/en/Development/Shaders/terrain-shaders
AI
- (#6635) Enable counterintel by default for units created by AIs. This includes Cybran aircraft stealth, Cybran land scout’s cloak, and UEF strategic bomber’s jamming.
Performance
- (#6666) Remove duplicated closures in controls.
Other changes
-
(#6587) Improve annotations for unit-specific blueprint fields.
-
(#6652) Annotate “ping” and “buildanchored” command modes.
-
(#6662) Improve the detail of the error message when weapon turret setup fails.
-
(#6679) Resolve circular dependency of WorldView and CommandMode.
-
(#6680) Annotate code related to the
SetWeaponPriorites
sim callback. -
(#6682) Add intellisense support for hooking files that are from the repository.
The simplest way to use it is to copy the setting
"Lua.runtime.plugin": ".vscode/fa-plugin.lua",
into your workspace settings and the filefa-plugin.lua
into your.vscode
folder. -
(#6703) Update annotation for
IsObserver()
.
Contributors
With thanks to the following people who contributed through coding:
With thanks to the following people who contributed through binary patches:
With thanks to the following individuals who contributed through model, texture, and effect changes:
And, last but certainly not least - with thanks to those that took part in constructive discussions: