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github-actions bot commented Jan 1, 2026

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Starkku and others added 27 commits January 1, 2026 12:35
Bumps [actions/checkout](https://github.com/actions/checkout) from 1 to 6.
- [Release notes](https://github.com/actions/checkout/releases)
- [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md)
- [Commits](actions/checkout@v1...v6)

---
updated-dependencies:
- dependency-name: actions/checkout
  dependency-version: '6'
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <[email protected]>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: Noble_Fish <[email protected]>
…ttack (Phobos-developers#2028)

When calling ScriptExt::Mission_Attack, ScriptExt::Mission_Attack_List
and ScriptExt::Mission_Attack_List1Random had the calcThreatMode and
repeatAction parameters swapped. This fix should resolve Phobos-developers#2027.
### Extra range

- Now you can adjust weapon's range when the firer or target are under
specific conditions.
- `ExtraRange.TargetMoving` grants the weapon extra range when the
target is in a moving state.
- `ExtraRange.TargetMoving.CloseRangeOnly` is used to restrict whether
the global default value only applies to units with `CloseRange=yes`.
- `ExtraRange.Prefiring` grants the weapon extra range when the firer is
in a pre-firing state, including:
    - Vehicles with tags such as `FiringSyncFrame%d`.
    - Aircraft that are firing.
    - Buildings with tags such as `IsAnimDelayedFire`.
    - Infantry with tags such as `FireUp`.
    - Any unit with [`DelayedFire`](#delayed-firing).
- `ExtraRange.Prefiring.IncludeBurst` is used to decide whether the
execution of burst is considered as being in a pre-firing state.

In `rulesmd.ini`:
```ini
[General]
ExtraRange.TargetMoving=0.0                     ; float, range in cells
ExtraRange.TargetMoving.CloseRangeOnly=false    ; boolean
ExtraRange.Prefiring=0.0                        ; float, range in cells
ExtraRange.Prefiring.IncludeBurst=true          ; boolean

[SOMEWEAPON]                                    ; WeaponType
ExtraRange.TargetMoving=                        ; float, range in cells, the default values refer to the descriptions above
ExtraRange.Prefiring=                           ; float, range in cells, default to [General] -> ExtraRange.Prefiring
ExtraRange.Prefiring.IncludeBurst=              ; boolean, default to [General] -> ExtraRange.Prefiring.IncludeBurst
```

```{note}
- In vanilla, melee units have difficulty attacking enemies that are moving away, even if they have a slightly higher speed than their targets. This is because the game's pathfinding algorithm searches for a firing position in units of cells, which creates an unacceptable error for melee units, causing the targets to move out of range before they can get close.
- Units with various forms of pre-firing behavior have similar problems. The target may move out of range before they fire.
- This feature can solve the above issues.
```

---------

Co-authored-by: Coronia <[email protected]>
… teams (Phobos-developers#1979)

### Allow techno type considered as other type when recruiting techno
for teams

- It is now possible to make techno type considered as other type when
recruiting techno for teams, both for AI team recruitment and `Create
Team` action.
- Only affect techno that's presented on the map. Cannot make AI produce
this type of techno if it doesn't have any.

In `rulesmd.ini`:
```ini
[SOMETECHNO]                      ; TechnoType
TeamMember.ConsideredAs=        ; list of technotypes
```
Add three new trigger actions:

511 - Undeploy the building type owned by the house to the waypoint.
609 - Enable/disable the house's free radar.
610 - Customize the house's team delay.

---------

Co-authored-by: Fly-Star <[email protected]>
Co-authored-by: Noble Fish <[email protected]>
Co-authored-by: Coronia <[email protected]>
Co-authored-by: 九千天华 <[email protected]>
…ring climbing (Phobos-developers#2030)

<!-- Please manually add a label named [No Documentation Needed] if this
change should not be mentioned in documentation, what's new and no
credit needs to be given.
If the changes are solely made to the documentation, please set the
target branch to the pull request named "Weekly Regular Documentation
Revisions", rather than the repository's existing branches. -->
Fixed an issue where the radar shutdown sound effect would trigger
incorrectly after constructing power buildings.
 - 修复雷达关闭音效在电力建筑建造后错误触发的问题。

Fixed an issue where LimboDelivery buildings could be selected, causing
them to be undeployed along with other units.
 - 修复虚拟投放建筑可以被选中导致一同反部署的问题。

---------

Co-authored-by: Fly-Star <[email protected]>
- Fixed the issue that technos cannot spawn survivors due to
non-probabilistic reasons when the tech type was destroyed.
- 修复了科技类型会因为非概率原因而无法生成出幸存者的问题.
- Fixed the bug that vehicle survivor can spawn on wrong position when
transport has been destroyed.
- 修复了载具幸存者会被生成在错误的位置的bug.
cleanup unused dependencies in most of the file, and adjust the
dependency chain into a less coupled way
Weapons now support `AttackFriendlies` and `AttackCursorOnFriendlies`.
武器支持`AttackFriendlies`和`AttackCursorOnFriendlies`。
…opers#1907)

Players/AI can customize whether to attack non-threatening structures.
玩家/AI可以自定义能否攻击无威胁建筑。

### Attack non-threatening structures

- You can now freely configure whether units can automatically target
non-threatening structures.
- `AutoTarget.NoThreatBuildings` affects player-controlled units,
`AutoTargetAI.NoThreatBuildings` affects other units.

In `rulesmd.ini`:
```ini
[General]
AutoTarget.NoThreatBuildings=false      ; boolean
AutoTargetAI.NoThreatBuildings=true     ; boolean
```

### Attack non-threatening structures

- `AttackNoThreatBuildings` permits shooters to attack non-threatening
structures. This setting overrides other configurations.

In `rulesmd.ini`:
```ini
[SOMEWEAPON]                ; WeaponType
AttackNoThreatBuildings=    ; boolean
```
…-developers#2018)

- Mind controlled targets can have size of control, like passengers in
transport.
- 被心灵控制的单位现在可以设置大小,就像乘客在载具中那样.

In `rulesmd.ini`:
```ini
[SOMETECHNO]                          ; TechnoType
MindControl.IgnoreSize=true             ; boolean
MindControlSize=1                       ; integer
```
Tested using latest cnc-ddraw with the renderer being direct3d9,
minfps=120,maxfps=240 on a 240hz monitor, as well as cnc-ddraw onto
dxvk.
singlecpu=false to be set in cnc-ddraw.ini is recommended if any initial
problems are observed, as well as updating your cnc-ddraw.
Attached are the ddraw.ini settings I used. Note that refresh_rate=240
here, changing this to whatever your monitor uses may allow more
compatibility. Note also that if you make a change to(mo install as
example) mo/resources/cnc-ddraw.ini, make sure the change also applies
to mo/ddraw.ini. For some reason I had to delete my ddraw.ini every time
I made a change to my cnc-ddraw.ini.

[DDRAWSETTINGS.txt](https://github.com/user-attachments/files/21147261/DDRAWSETTINGS.txt)

also for some reason this commit has some git submodule jank
- Fixed an issue that the AI would set anger towards friendly houses,
causing it to act stupidly.
- Fixed an issue that the AI would look for the first house in the array
as an enemy instead of the nearest one when there were no enemies.
@TaranDahl TaranDahl closed this Jan 18, 2026
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