Changelog - UberWaffe/OpenRA GitHub Wiki

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General Improvements (all mods):

  • Fixed actors hidden under shroud being revealed by attack cursor. [#5989]
  • Fixed a playtest regression that caused paradrop planes to misbehave. [#5988]

Red Alert:

  • Fixed gem mine palette on desert maps. [#5987]

playtest-20140718

General Improvements (all mods):

  • Fixed a playtest regression that prevented crates from spawning units. [#5974]
  • Fixed a playtest regression that allowed buildings to be built for free. [#5955]
  • Fixed aircraft flying outside the map becoming unselectable. [#5967]

Red Alert:

  • Fixed patrols spawning in the middle of the Fort Lonestar map. [#5938]
  • Fixed attackers ignoring the top left barracks in Fort Lonestar. [#5938]
  • Added explosion radius to large oil derricks. [#5930]
  • Fixed a playtest regression that gave the Hijacker to the wrong faction. [#5954]
  • Fixed a playtest regression that prevented a war factory built using a captured MCV from granting enemy units. [#5965]

Dune 2000:

  • Changed ramps to be infantry only like in the original. [#5932]

playtest-20140711

Red Alert:

  • Added tech level selectors to the lobby. [#5901]
  • Reordered building palette by prerequisites [#5927]
  • Fixed inconsistently colored aircraft production tabs. [#5926]

Dune 2000

  • Fixed invalid concrete placement overlay together with units. [#5911]
  • Added tech level selectors to the lobby. [#5898]

playtest-20140709

General Improvements (all mods):

  • Fixed a crash caused by missiles leaving the map boundaries. [#5687]
  • Fixed a crash when salvaging husks or capturing buildings that have just been destroyed. [#5801]
  • Fixed a rare crash when connecting to a server with a custom map. [#5890]
  • Fixed a regression where lobby tooltips were not shown. [#5680]
  • Fixed C4 cursor showing for walls under fog. [#5579]
  • Fixed resources (tiberium, ore) growing beneath building bibs. [#5807]
  • Fixed mission description scroll bar being out-of-bounds. [#5667]
  • Fixed the replay filter dropdown height. [#5646]
  • Fixed repair wrench overlay not pausing when the repair pauses. [#5539]
  • Fixed target line color for RallyPoint which is an AttackMove. [#5470]
  • Fixed cloaked actors under fog showing a tooltip to the enemy. [#5627]
  • Fixed in-game news not updating in all mods. [#5860]
  • Fixed news parsing crashing the game. [#5860]
  • Added a setting to lock the mouse cursor inside the game window. [#5590, #5597]
  • Added filter as you type for file names in the asset browser. [#5813]
  • Added repair bonus for multiple players. [#5768]
  • Added a developer hotkey for reloading the UI artwork. [#5550]
  • Added /all commandline cheat to enable every single developer cheat at once. [#5631]
  • Improved harvesters to leak resources onto the ground when they are destroyed. [#5305]
  • Improved scroll-panel scrolling. [#5628]
  • Improved commandline cheats to be always available in skirmishes and missions. [#5631]

Red Alert:

  • Fixed capturing enemy buildings not unlocking new build options. [#5759]
  • Fixed pillboxes not ejecting their garrisoned infantry when sold. [#5696]
  • Fixed paratroopers that land on water or cliffs not dying. [#5695]
  • Fixed a glitch where damaged walls could become invisible. [#5835]
  • Fixed the sonar pulse ability (unlocked by infiltrating a submarine pen with a spy). [#5698]
  • Added back the Fort Lonestar minigame that was removed in the last release. [#5469]
  • Added rally points to airfields to take off and unblock after plane construction. [#5470]
  • Added SHIFT + unit hotkey to queue 5 units. [#5763]
  • Added a faster chinook helicopter landing speed and removed the forced turn. [#5834]
  • Added support for downloading the game music files. [#5304]
  • Added a dialog asking for a restart when setting changes require it. [#5600]
  • Added beacon posters for the spy plane, paratroopers, and parabombs. [#5854]
  • Removed the flare from paratroopers and parabombs. [#5854]
  • Removed the ability for Snipers to garrison churches. [#5742]
  • Improved minelayers now also support the original right-click order to lay a single mine. [#5697]

Tiberian Dawn:

  • Fixed a crash if a production structure was destroyed while mousing-over the production palette. [#5798]
  • Fixed capturing enemy buildings not unlocking new build options. [#5759]
  • Fixed visual offsets for the Blossom Tree. [#5792]
  • Fixed a glitch where damaged walls could become invisible. [#5835]
  • Added support for downloading the game music files. [#5304]
  • Added a community-contributed jungle tileset. [#5330]
  • Improved the blue tiberium artwork. [#5808]
  • Improved the chinook landing behaviour. [#5834]
  • Added tech level selectors to the lobby. [#5833]

Dune 2000:

  • Fixed the incorrect prone-firing animation for the Sardaukar unit. [#5818]
  • Added starting unit options. [#5732, #5733]
  • Added SHIFT + unit hotkey to queue 5 units. [#5763]
  • Added a veterancy levelup rank crate. [#5779]
  • Added a new map Mount Idaho [#5805]
  • Improved the shellmap. [#5804]

Engine:

  • Fixed a crash when loading game assets. [#5509]
  • Fixed a crash when parsing certain OpenGL version strings. [#5596]
  • Fixed replay corruption when the game closes unexpectedly. [#5735]
  • Added a new option ReadyTextStyle (Solid, AlternatingColor or Blinking) to BuildPalette. [#5517]
  • Added support for weapon warheads that spawn resources on the ground. [#5305]
  • Added support for weapon warheads to define custom prone-damage modifiers. [#5824]
  • Added a timeout to automatically clean up UPnP forwarded ports. [#5649]
  • Added a shadow setting to missile projectiles. [#5828]
  • Improved map chooser preview generation speed. [#5503, #5505]
  • Improved performance and memory usage. [#5401, #5405, #5406, #5463, #5484, #5567, #5541, #5504, #5540, #5601, #5602, #5616, #5635, #5679, #5712, #5751]
  • Improved strictness of resource cleanup. [#5410]
  • Removed the SpyPlanePower trait (spy planes can be implemented using AirstrikePower). [#5854]

Map Editor and OpenRA.Utility:

  • Added a utility command for extracting translatable UI strings. [#5152]
  • Improved output compression of the png -> shp converter. [#5781]

Build system and packages:

  • Fixed a crash when using the Visual Studio debugger. [#5731]
  • Added additional lint passes to check for common map errors. [#5706, #5769, #5794]

release-20140608

General Improvements (all mods):

Gameplay changes:

  • Fixed unloading passengers moving unnecessarily far from their transport.
  • Fixed the unload cursor sometimes being displayed for transports even when they were unable to unload.
  • Fixed units staying selected and contributing to control groups when becoming cloaked or hidden in fog.
  • Fixed the game sometimes crashing when deploying and activating the guard cursor at the same time.
  • Fixed unit build time calculation (accounts for the current power state, not the power state when it was queued).
  • Fixed a crash when connecting to a server with an unavailable map.
  • Fixed walls not updating when neighboring sections were sold or destroyed.
  • Fixed a bug where a player could queue production of multiple build-limited units. [#5188]
  • Fixed a number of bugs related to the tech tree. [#5233]
  • Fixed a crash when dead units are unloaded from a transport. [#5324]
  • Fixed a crash when aircraft are ordered to a different airfield / helipad. [#5390]
  • Fixed a crash when starting to repair a building at the same time that it dies. [#5523]
  • Fixed a glitch that prevented units on bridges from being targetable. [#5381]
  • Fixed units retaliating against the support-power structures after being damaged by a support power. [#5329]
  • Fixed Nuclear missile travel time to be independent of map size.
  • Fixed units being unable to guard planes or helicopters.
  • Fixed own/allied units blocking production exits.
  • Fixed performance issues with units pathing to naval transports.
  • Fixed unit moving to transports that have moved.
  • Fixed an exploit where you could add control groups on enemy units.
  • Added placeable beacons that highlight an area to allies and spectators (Hotkey: F9). [#4682, #4930, #5093]
  • Added automatic beacons to support powers. [#4815, #4920, #4930, #4959]
  • Added radar notifications for units or buildings under attack, and for beacon events.
  • Added AttackMove and Guard abilities to Aircraft and Helicopters.
  • Added cheat button to grow map resources.
  • Adjusted default pause hotkey from F9 (now used for beacons) to F8.
  • Adjusted husks to be damageable (use force-fire to destroy them), and appear darkened (burnt) to distinguish them.
  • Adjusted Support powers to reveal their target area (only) when they strike.
  • Adjusted helicopters to automatically take off and move to their rallypoint after being repaired or rearmed. [#5250]

In-game UI changes:

  • Fixed chat synchronization in replays.
  • Fixed unclickable area on the right edge of the production palette.
  • Fixed single resources being invisible and unharvestable. [#5571]
  • Added the Abort Mission Confirmation dialog to avoid miss-clicks. [#5180]
  • Added Ctrl+T shortcut for selection of all units matching the types of the currently selected ones across the screen and map.
  • Added a hotkey toggle for pixel doubling (default .) [#5142]
  • Added an error dialog if the server connection is lost.
  • Added a combined shroud view of every player to the replay viewer and spectator mode.
  • Added playback speed controls to replays.
  • Added a new cursor type for attacking targets that are out of range.
  • Added a warning dialog when force starting a match.
  • Added support for console commands. Type /help in the chat list to see a list. [#5253]
  • Improved the observer/replay view selector with teams, factions, player colors, and hotkeys.
  • Improved chat scrolling behavior. [#5191]
  • Adjusted the READY overlay to blink when a building is ready to place. [#5178]
  • Adjusted unit order lines to display when a unit is selected.
  • Removed health bars and selection boxes from walls.

Main menu / Lobby changes:

  • The UI logic has been unified between TD and RA/D2K, allowing all mods to provide the same options.
  • Fixed an issue where names would reset in the lobby. [#5115]
  • Fixed a bug where a bot could be automatically added to maps that don't support them. [#5143]
  • Added a new mod selection window, which now appears on the first game start.
  • Added a Singleplayer menu that provides direct access to the missions and skirmishes vs bots.
  • Added an Extras menu for miscellaneous extras to reduce clutter from the primary menu.
  • Added a community news panel. [#5279]
  • Added a preference for the (mousewheel / trackpad) scroll-panel scroll speed. [#5297]
  • Added filters and file management to the replay browser. [#5215]
  • Added animations to the color-picker preview image.
  • Added a check for unsupported maps to the lobby. [#5353]
  • Added the ability for admins to disable spectators from joining a multiplayer game.
  • Added support for custom map previews in the lobby. Map authors can include a map.png inside their oramap package.
  • Improved support for installing custom maps via the lobby.
  • Improved spawn point selection in the lobby. [#5192]
  • Improved chat scrolling behavior. [#5307]
  • Improved the MP server browser to fetch unknown map details from the OpenRA content site.
  • Improved the asset browser file list to sort names in alphabetical order.
  • Moved the MP create game and direct connect buttons to the server browser window.

Dune 2000:

  • Fixed the repair indicator positioning. [#5512]
  • Added the Atreides grenadier from the 1.06 patch.
  • Added randomized tiles for Sand and Rock terrain.
  • Added shroud by default (can be disabled via the lobby settings).
  • Added shrapnel when buildings are destroyed.
  • Added active animations for all structures. [#5119, #5124, #5134, #5138, #5373, #5376, #5393]
  • Added the BLOXXMAS terrain tiles from the 1.06 patch.
  • Added concrete plates and building weathering.
  • Adjusted Saboteur to allow demolition of vehicles, but not walls.
  • Adjusted Engineers to allow capturing of unit husks (which are repaired to 25% health).
  • Improved turret rendering to integrate visually with walls.
  • Removed the build radius restrictions.
  • Corrected Fremen's tooltip [#5488]

Red Alert:

  • Fixed Chronoshift to properly kill infantry cargo (fixed unbuildable tanya glitch).
  • Fixed transparency glitches in the sniper icon.
  • Fixed Spies having an enemy team-color health bar when disguised as a friendly unit.
  • Fixed an issue where husks were hidden under the refinery bib. [#5306]
  • Fixed ore mine artwork in the interior tileset. [#5316]
  • Fixed spies not being removed from the minimap after they infiltrate a structure.
  • Fixed Gem Mines having an incorrect land footprint.
  • Fixed Gap generators spinning when disabled or low-power. [#5138]
  • Fixed Shock Trooper tooltip having the incorrect unit name. [#5020]
  • Fixed chronoshifted units not returning if the origin cell was blocked.
  • Added player colors to Engineers.
  • Added more player color to the bottom edge of SAM sites. [#4909]
  • Added dirt patches ("mini-bibs") under bib-less buildings.
  • Added door open/closing animations to the naval transport.
  • Added splash effect when aircraft crash into water. [#5346]
  • Added additional terrain-specific artwork for the Allied Barracks and the Missile Silo.
  • Added Phase Transport, an Allied high-tech infantry transport which can cloak. [#4855]
  • Added cloak detection to Attack Dogs, Snipers, Mobile Radar Jammers, Camo Pillboxes, Phase Transports, Radar Domes, and Spy Planes. [#4855]
  • Added Hijacker, a Soviet infantry unit with a vehicle hijacking ability.
  • Added maps: Blitzkrieg, Burlesca, Seaside 2, Singles and Synergy; balanced Doubles and Man to Man. [#5420]
  • Added new mission: Intervention. [#5483]
  • Adjusted Tanya to allow demolition of bridges and vehicles, but not walls.
  • Adjusted Mechanics to allow capturing of unit husks (which are repaired to 25% health).
  • Adjusted Allied and Soviet factions to both build general-purpose mines, instead of AT and AP mines respectively. [#4827]
  • Adjusted balancing of Mobile Flak (renamed from Flak truck), Mobile Radar Jammer, Mammoth Tank, Chrono Tank, AA Gun, SAM Site. [#4407, #4766, #4810, #4855, #4960, #5020, #5070, #5086, #5219]
  • Adjusted AI names "Easy AI" to "Rush AI", "Hard AI" to "Turtle AI", and "Island Map AI" to "Naval AI". [#4613]
  • Improved chinook rotor animation. [#4805]
  • Improved explosions for several vehicles. [#5091]
  • Improved infantry death sounds. [#5236, #5242]
  • Improved the corners of the dialog borders.
  • Improved attack-move mouse cursor.
  • Improved Chrono tank ordering: tanks can be teleported in groups by holding SHIFT or ALT while issuing a move order.
  • Removed maps: Battle Lake, Crossing the River, Doughnut Hole, Ice Woods, Island Hoppers (KOTH), Mad Scramble, Nishnekolymsk, Strip Mine, Free Coasts.
  • Removed redundant AI types: "Test AI", "High-Tech AI", "Long-Range AI", "Tank AI". [#4613]
  • Removed the hardcoded missions. These will be later reimplemented using lua.
  • Replaced the previous shellmaps with a new lua-scripted version.

Tiberian Dawn:

  • Fixed various glitches in the tilesets with passable cliffs and rocks. [#5289]
  • Fixed helicopter reload behavior. [#5345]
  • Fixed MCV not crushing infantry. [#5212]
  • Fixed Chinook being unable to land on Tiberium, and improved rotor animation. [#4805]
  • Fixed dinosaurs not being able to collect crates.
  • Fixed Obelisk of Light charge animation and sound effects. [#4699, #4803]
  • Fixed the cursors used for sabotaging and capturing buildings/units (they were swapped).
  • Fixed tech structures counting towards victory/loss. [#5146]
  • Fixed Comm. Center and Advanced Comm. Center radar dishes spinning during low power. [#5138]
  • Improved infantry death sounds. [#5236, #5242]
  • Improved tree footprints to allow unit movement through forests.
  • Improved or replaced several mouse cursors.
  • Adjusted Commando to allow demolition of bridges, but not walls.
  • Adjusted Commando to no longer shoot (ineffectively) at vehicles or buildings. [#5063]
  • Adjusted balance of most other units and structures to reduce the effectiveness of static defences, and more clearly define unit roles. [#4526, #4724, #5132, #5186, #5194, #5212, #5246, #5254, #5286, #5413]
  • Adjusted Engineers to allow capturing of unit husks (which are repaired to 25% health).
  • Renamed "Easy AI" to "Cabal", "Normal AI" to "Watson", and "Hard AI" to "HAL 9001". [#4613]
  • Added dirt patches ("mini-bibs") under bib-less buildings.
  • Added new maps: Letters from Lexington, Pirates and Empires, White Acres, Year 501, Pressure, Profit Over People [#5275, #5407]
  • Added new missions: Nod01, Nod03a, Nod03b, GDI01, GDI02, GDI03, GDI04a GDI04b, GDI04c[#4397, #4402, #4408, #4428, #4386, #4399, #4499, #4899, #5462]

Engine:

  • Fixed the long first-startup delay on OSX. [#5244]
  • Added a new lua interface for scripted maps. The previous interface is now deprecated. [#5190]
  • Added, changed, or removed a number of traits (see the full traits list for the full list).
  • Added custom palette overrides to many traits. [#5125, #5137, #5185, #5217, #5218, #5238, #5329, #5392]
  • Added an IEffectiveOwner interface for traits/logic that temporarily alter an actor's apparent owner.
  • Added a command-line parameter Launch.Replay=$FILEPATH to launch the game directly into a replay.
  • Added support for tech levels as included in the original games. [#5280]
  • Added support for rectangular cells with forced perspective by specifying a custom TileSize in mod.yaml
  • Added initial support for the tmp(TS) tile format.
  • Added load-time performance measurements to perf.log. [#5184]
  • Changed platform integration to use SDL 2 everywhere (previously only supported under OSX), and remove SDL 1.2 / Cg. [#5226]
  • Changed the underlying project layout, merging OpenRA.FileFormats.dll into OpenRA.Game.exe and reorganizing namespaces.
  • Changed many traits properties to use world coordinates. OpenRA.Utility includes a command for automating the unit conversions (see upgrading mods to a new release).
  • Improved caching of mod and map rules for significantly reduced load times. [#5234]
  • Improved the internal map management and preview generation code.
  • Changed OpenGL and OpenAL bindings from Tao to SDL-CS. [#5248]
  • Changed the server Message of the day to share a default motd.txt gets that is created in the user directory.
  • Fixed aircraft not replying with a voice when ordered to stop. [#5453]

Map Editor and OpenRA.Utility:

  • Fixed the editor flood fill tool on similar grass/snow/desert tiles.
  • Fixed broken random tiles in Red Alert's snow tileset [#5447]
  • Fixed a river template in Red Alert not expanding to 3x3 [#5447]
  • Added support for file globs to OpenRA.Utility --shp under windows. [#5266]
  • Added an --upgrade-mod feature to upgrade the yaml of mods to the latest specifications (see upgrading mods to a new release).
  • Moved legacy INI/MPR map import to OpenRA.Utility

Build system and packages:

  • Fixed broken FreeType 2 dependency for Fedora RPM.
  • Added HTML documentation to the Windows installer.
  • Added a counterpart to the Makefile for Windows users. Run make.cmd to see options for compiling the source code.
  • Changed make clean to remove intermediate files created by MonoDevelop. [#5089, #5128]
  • Removed portable install option from Windows installer as the game left without write access breaks content download and error log generation.

Changes from earlier releases can be found on the Historical Changelogs page.