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Copy file name to clipboardExpand all lines: CREDITS.md
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@@ -48,6 +48,7 @@ This page lists all the individual contributions to the project by their author.
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- Ability to disable shadow for debris & meteor animations
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- Voxel light source position customization
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-`UseFixedVoxelLighting`
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- Warhead activation target health thresholds
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-**Uranusian (Thrifinesma)**:
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- Mind Control enhancement
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- Custom warhead splash list
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- Wall-Gate links
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- Ability for deployed infantry to use both weapons
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- Observer PCX loading screen
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- Original `Arcing` elevation inaccuracy fix
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- Display banner improvement
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- Official CN docs for Build#29 and previous versions
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-**secsome (SEC-SOME)**:
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- Debug info dump hotkey
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- Vanilla map preview reading bugfix
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- Customizable tooltip background
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- Parts of Ares calling code
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- Original `Arcing` elevation inaccuracy fix
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- Dehardcode 255 limit of `OverlayType`
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-**Otamaa (Fahroni, BoredEXE)**:
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- Help with CellSpread
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- Ported and fixed custom RadType code
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- Help with custom locomotors
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- Extension class optimization
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- Overload characteristic dehardcoded
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- Customizable garrison and bunker properties
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- Disable `DamageSound` for buildings
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- Power plant damage factor
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-**FS-21**:
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- Dump Object Info enhancements
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-`Powered.KillSpawns`
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- Map Events 604 & 605 for checking if a specific Techno enters in a cell
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- Warhead that can not kill
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-`Pips.HideIfNoStrength` and `SelfHealing.EnabledBy` additions for shields
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- Warhead activation target health thresholds enhancements
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-**Starkku**:
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- Misc. minor bugfixes & improvements
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- AI script actions:
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-`PipScale` pip size & ammo pip frame customization
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- Extension class optimization
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- Additional sync logging
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-`Arcing` elevation inaccuracy fix
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-Original `Arcing` elevation inaccuracy fix
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-`EMPulseCannon` projectile gravity fix
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- Custom palette support for wall overlays
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- Warhead animation improvements
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- Vehicles keeping target on move command
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-`IsSonic` wave drawing crash fix
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- Customizable electric bolt duration and electric bolt-related fixes
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- Airstrike flare visual customizations & fixes
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-**Morton (MortonPL)**:
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-`XDrawOffset` for animations
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- Shield passthrough & absorption
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-`601 House owns TechnoType` and `602 House doesn't own TechnoType` trigger events
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- Voxel light source position customization
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- Extending `Power` to all TechnoTypes
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- Display banner by triggers
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- Help with docs
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-**ChrisLv_CN** (work relicensed under [following permission](https://github.com/Phobos-developers/Phobos/blob/develop/images/ChrisLv-relicense.png)):
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- General assistance
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- Redeployable MCV in campaigns
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- Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` even if not conyard
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- Trigger actions that allow/forbid MCV to redeploy in game
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-`AlternateFLH` of vehicles in `OpenTopped` transport.
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-`AlternateFLH` of vehicles in `OpenTopped` transport
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- Slaves' house customization when owner is killed
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- Trigger Action spawned team IFV/OpenTopped logic fix
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- Singleplayer Campaign AI's base node/SW-delivered/trigger action `125 Create Building At...`'s auto-repairability dehardcode
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-`Edit/Clear Hate-Value` Trigger Action
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-`Set Force Enemy` Trigger Action
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- Fix the issue where computer players did not search for new enemies after defeating them or forming alliances with them
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- Customize the damage taken when falling from a bridge
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-`600 The shield of the attached object is broken` bug fix for the triggered event
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- Fix an issue where a portion of Ares's trigger event 75/77 was determined unsuccessfully
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- Second weapon with `ElectricAssault=yes` will not unconditionally attack your building with `Overpowerable=yes`
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- Fix the issue where some units crashed after the deployment transformation
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- Turretless vehicles with `Voxel=no` support use `FireUp` like infantry
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- Infantry support `IsGattling=yes`
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-**NetsuNegi**:
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- Forbidding parallel AI queues by type
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- Jumpjet crash speed fix when crashing onto building
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- Fix the bug that `AllowAirstrike=no` cannot completely prevent air strikes from being launched against it
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- Fix the bug that infantry ignored `Passengers` and `SizeLimit` when entering buildings
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- Tiberium eater logic
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- Fix the bug that ships can travel on elevated bridges
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- Original `Arcing` elevation inaccuracy fix
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- Fix the bug that uncontrolled scatter when elite techno attacked by aircraft or some unit try crush it
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- Exclusive SuperWeapon Sidebar
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- Fix the bug that AlphaImage remained after unit entered tunnel
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- Weapon target filtering by health percentage
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- Fix the bug that `DamageSelf` and `AllowDamageOnSelf` are ineffective on airforce
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- Customize limit when engineer repair a building
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- Fix the bug that damaged particle dont disappear after building has repaired by engineer
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- Display banner improvement
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-**Apollo** - Translucent SHP drawing patches
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-**ststl**:
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- Customizable `ShowTimer` priority of superweapons
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- Unlimited `AlternateFLH` entries
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- Build limit group
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- Customizing whether passengers are kicked out when an aircraft fires
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- Display banner by triggers
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- New SuperWeapon Type template
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- Fix the issue where some units crashed after the deployment transformation
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-**TwinkleStar**:
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- Custom slaves free sound
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- Jumpjet crash rotation control
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- Flashing Technos on selecting
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- Promotion animation
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- Damaged unit image changes
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-`VoiceDeploy` through hot-key/command bar fix
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-**ZivDero**:
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- Re-enable the Veinhole Monster and Weeds from TS
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- Recreate the weed-charging of SWs like the TS Chemical Missile
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- Aggressive attack move mission
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- Amphibious access vehicle
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- Fix an issue that spawned `Strafe` aircraft on aircraft carriers may not be able to return normally if aircraft carriers moved a short distance when the aircraft is landing
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- Exclusive SuperWeapon Sidebar
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- Fix an issue that the widespread damage caused by detonation on the bridge/ground cannot affect objects on the ground/bridge who are in the opposite case
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- Several new Infotypes, no display in specific status and a new single frame display method
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- Customizable spawn delay of `VoxelAnim`'s `TrailerAnim` and fix its incorrect position
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-**Ollerus**:
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- Build limit group enhancement
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- Customizable rocker amplitude
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-Allowed`AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building upgrades
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-Allow`AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building upgrades
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- Type select for buildings (doc)
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- Enhanced Bombard trajectory
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- Shield armor inheritance customization
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- Forcing specific weapon by range
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- Passenger-based insignias
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- Use `InsigniaType` to set the properties of insignia in a batch
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- Allow player's self-healing effects to be benefited by allied or `PlayerControl=true` houses
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- Power plant damage factor
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- Allow faking digital display for `InfoType=Health` at disguise
0. Install **Visual Studio** (2022 is recommended, 2019 is minimum) with the dependencies listed in `.vsconfig` (it will prompt you to install missing dependences when you open the project, or you can run VS installer and import the config). If you prefer to use **Visual Studio Code** you may install **VS Build Tools** with the dependencies from `.vsconfig` instead. Not using a code editor or IDE and building via **command line scripts** included with the project is also an option.
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0. Install **Visual Studio** (2022 is minimum) with the dependencies listed in `.vsconfig` (it will prompt you to install missing dependences when you open the project, or you can run VS installer and import the config). If you prefer to use **Visual Studio Code** you may install **VS Build Tools** with the dependencies from `.vsconfig` instead. Not using a code editor or IDE and building via **command line scripts** included with the project is also an option.
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1. Clone this repo recursively via your favorite git client (that will also clone YRpp).
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2. To build the extension:
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- in Visual Studio: open the solution file in VS and build it (`Debug` build config is recommended);
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