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Merge branch 'deploy/fafdevelop' into Base-SCU-Rework
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MrRowey authored May 14, 2024
2 parents c1cdae1 + 256ea45 commit 34aa9b0
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2 changes: 1 addition & 1 deletion .github/workflows/changelog.yaml
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Expand Up @@ -46,4 +46,4 @@ jobs:
with:
name: changelog
path: |
changelog/snippets/changelog.md
changelog/snippets/faf-develop.md
66 changes: 66 additions & 0 deletions .github/workflows/wiki-generate-changelogs.yaml
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name: Wiki - generate changelog

on:
workflow_dispatch:

jobs:
verify:
name: Verify
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v4
with:
sparse-checkout: |
changelog/snippets
- name: Verify the changelog snippets
working-directory: changelog/snippets # script assumes it is in this directory
run: |
./verify.sh
update:
name: Update wiki
runs-on: ubuntu-latest
needs: [verify]
steps:
- name: Checkout FA repository
uses: actions/checkout@v4
with:
path: fa
sparse-checkout: |
changelog
- name: Checkout FA Wiki repository
uses: actions/checkout@v4
with:
repository: faforever/fa.wiki
path: fa.wiki

- name: Create the changelog
working-directory: fa/changelog/snippets # script assumes it is in this directory
shell: bash
run: |
./combine.sh
- name: Copy over assets
run: |
# do not include the snippets
rm -rf fa/changelog/snippets
# remove the old changelogs
rm -rf fa.wiki/changelog
mkdir fa.wiki/changelog
# copy the changelogs for previous releases
mv fa/changelog/*.md fa.wiki/changelog
- name: Update the wiki
run: |
cd fa.wiki
git config user.name "FAForever"
git config user.email "[email protected]"
git stage .
git commit -m "Update changelogs"
git push origin HEAD:master
12 changes: 6 additions & 6 deletions changelog/snippets/balance.6034.md
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@@ -1,19 +1,19 @@
- (#6043) The `BuildRate` and `BuildTime` stats of all Radars and Sonars are updated to be more streamlined. The build time of Tech 2 Sonars is corrected to ensure it is not longer than that of Tech 3 Sonars. Tech 3 Sonars get their very low build time increased, to compensate for their Tech 2 counterparts being much quicker to build and providing more build power.
- Tech 1 Radars
- Tech 1 Radars:
- BuildRate: 14.08 --> 13
- Tech 2 Radars
- Tech 2 Radars:
- BuildRate: 21.46 --> 20
- BuildTime: 845 --> 780
- Tech 3 Radars
- Tech 3 Radars:
- BuildTime: 2575 --> 2400
- Tech 1 Sonars
- Tech 1 Sonars:
- BuildRate: 14.08 --> 13
- BuildTime: 127.5 --> 125
- BuildCostEnergy: 1275 --> 1250
- Tech 2 Sonars
- Tech 2 Sonars:
- BuildRate: 15 --> 20
- BuildTime: 1680 --> 780
- BuildTime: 2120 --> 1040 (Seraphim)
- Tech 3 Sonars
- Tech 3 Sonars:
- BuildTime: 750 --> 1200
- BuildTime: 900 --> 1400 (Cybran)
4 changes: 2 additions & 2 deletions changelog/snippets/balance.6082.md
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@@ -1,8 +1,8 @@
- (#6082) The `BuildRate` and `BuildTime` stats of several Shield Generators are updated to be more streamlined. The Seraphim Tech 2 Shield Generator gains build power, as it previously had a very low amount. The Aeon Tech 2 Shield Generator loses its build power, as it cannot be upgraded.
- Tech 2 Shield Generators
- Tech 2 Shield Generators:
- BuildRate: 13.66 --> 0 (Aeon)
- BuildRate: 12.98 --> 20 (Seraphim)
- BuildRate: 19.95 --> 20 (UEF)
- Tech 3 Shield Generators
- Tech 3 Shield Generators:
- BuildTime: 5841 --> 5800 (Seraphim)
- BuildTime: 4988 --> 5000 (UEF)
2 changes: 1 addition & 1 deletion changelog/snippets/balance.6130.md
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Expand Up @@ -2,7 +2,7 @@
- Energy Cost: 70000 --> 45000
- Mass Cost: 2000 --> 1400
- Build Time: 1700 --> 1500
- Sheild
- Shield
- HP: 7000 --> 5000
- Recharge Time: 60 --> 45
- Regen Rate: 67 --> 60
4 changes: 4 additions & 0 deletions changelog/snippets/balance.6140.md
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@@ -0,0 +1,4 @@
- (#6140) Slightly tweak the Seraphim Tech 2 gunship to better align it with its intended role as a 'Tech 2.5-unit'.
- Vulthoo: T2 Gunship (XSA0203):
- Damage (x2): 19.2 --> 20
- MaxRadius (x2): 22 --> 24
3 changes: 3 additions & 0 deletions changelog/snippets/balance.6150.md
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- (#6150) Reduce Salvation's maximum reload discount adjacency bonus from 42% to 20%.

After being fixed a long time ago, the adjacency bonus made Salvation more effective than Mavor as a game ending artillery as recently discovered. Since Salvation's purpose is to be spammed en masse after a Paragon, and not to be built independently as a superior artillery piece, the adjacency bonus that makes building Salvation without Paragon overpowered is nerfed.
1 change: 1 addition & 0 deletions changelog/snippets/balance.6179.md
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- (#6179) Increase Ilshavoh's max turn rate from 75 to 90 and on the spot turn rate from 45 to 90.
2 changes: 1 addition & 1 deletion changelog/snippets/combine.sh
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Expand Up @@ -118,7 +118,7 @@ process_snippets() {
}

# Output file name
output="changelog.md"
output="faf-develop.md"
rm -f "$output"

# Add the initial header
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1 change: 1 addition & 0 deletions changelog/snippets/features.5948.md
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@@ -0,0 +1 @@
- (#5948) When in capture mode, display energy cost and time to capture hovered-over units.
3 changes: 3 additions & 0 deletions changelog/snippets/features.6033.md
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- (#6033) Rotate more weapon structures towards the center of the map, particularly of note is T3/T4 arty.

Includes torpedo defenses, SAMs, TMDs (except Aeon Volcano), T2/T3/T4 arty.
1 change: 1 addition & 0 deletions changelog/snippets/fix.6033.md
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@@ -0,0 +1 @@
- (#6033) Fix structures not rotating towards the center of the map when spawned in with cheats.
8 changes: 8 additions & 0 deletions changelog/snippets/fix.6144.md
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@@ -0,0 +1,8 @@
- (#6144) Fix gunships having a difficult time engaging quicker units.
- All Tech 2 and Tech 3 gunships, as well as the Jester:
- CirclingRadiusChangeMaxRatio: 0.9 --> 0.7
- CirclingRadiusChangeMinRatio: 0.6 --> 0.5
- Soul Ripper: Experimental Gunship (URA0401):
- CirclingRadiusChangeMaxRatio: 0.9 --> 0.8
- CirclingRadiusChangeMinRatio: 0.6 --> 0.5

3 changes: 3 additions & 0 deletions changelog/snippets/fix.6157.md
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- (#6157) Allow for clan names up to 6 bytes

The existing limit would specifically prevent Yudi from joining lobbies.
3 changes: 3 additions & 0 deletions changelog/snippets/fix.6159.md
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@@ -0,0 +1,3 @@
- (#6159) Fix pause_unit_all and unpause_unit_all hotkey behavior

They now work as their name would suggest, instead of exactly the opposite.
1 change: 1 addition & 0 deletions changelog/snippets/fix.6168.md
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- (#6168) Allow various submarines without deck guns to surface again.
1 change: 1 addition & 0 deletions changelog/snippets/fix.6182.md
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@@ -0,0 +1 @@
- (#6182) Enable the target bones for the Soothsayer.
1 change: 1 addition & 0 deletions changelog/snippets/graphics.6154.md
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@@ -0,0 +1 @@
- (#6154) Improve the treadmarks of the Ythotha
2 changes: 1 addition & 1 deletion changelog/snippets/other.6041.md
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@@ -1 +1 @@
- (#6041, #6055) Clean up the blueprint-files of various structures.
- (#6041, #6055, #6081) Clean up the blueprint-files of various structures.
1 change: 1 addition & 0 deletions changelog/snippets/other.6147.md
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@@ -0,0 +1 @@
(#6147) Improve the comments in the water shader file
1 change: 1 addition & 0 deletions changelog/snippets/other.6156.md
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@@ -0,0 +1 @@
- (#6156) Mention that `OnAdjacentTo` only works for same-army structures in the annotation comment.
1 change: 1 addition & 0 deletions changelog/snippets/other.6173.md
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@@ -0,0 +1 @@
- (#6173) Fix slow transparency change for the tooltips of order buttons by making them use the generic tooltip creator function.
1 change: 1 addition & 0 deletions changelog/snippets/other.6174.md
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@@ -0,0 +1 @@
- (#6174) Annotate and document some of the internal lobby functionality
1 change: 1 addition & 0 deletions changelog/snippets/other.6178.md
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@@ -0,0 +1 @@
- (#6178) Allow the Pulsar to be constructed using hotkeys.
1 change: 1 addition & 0 deletions changelog/snippets/other.6181.md
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@@ -0,0 +1 @@
- (#6181) Annotate fields and functions related to bomb projectiles.
11 changes: 6 additions & 5 deletions effects/water2.fx
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Expand Up @@ -143,6 +143,7 @@ float refractionScale = 0.015;

//
// fresnel parameters
// both are unused by the shaders
//
float fresnelBias = 0.1;
float fresnelPower = 1.5;
Expand All @@ -153,26 +154,26 @@ float skyreflectionAmount = 1.5;


//
// 3 repeat rate for 3 texture layers
// 4 repeat rates for the 4 wave texture layers
//
float4 normalRepeatRate = float4(0.0009, 0.009, 0.05, 0.5);


//
// 3 vectors of normal movements
// 4 vectors of normal movements
float2 normal1Movement = float2(0.5, -0.95);
float2 normal2Movement = float2(0.05, -0.095);
float2 normal3Movement = float2(0.01, 0.03);
float2 normal4Movement = float2(0.0005, 0.0009);
//float2 normal2Movement = float2(0.3, 0.9);
//float2 normal3Movement = float2(0.03, -0.09);


// sun parameters
float SunShininess = 50;
float3 SunDirection = normalize(float3( 0.1 , -0.967, 0.253));
float3 SunColor = normalize(float3( 1.2, 0.7, 0.5 ));
// unused by the shaders
float sunReflectionAmount = 5;
// unused by the shaders
float SunGlow;

///
Expand Down Expand Up @@ -659,4 +660,4 @@ technique TShoreline
VertexShader = compile vs_1_1 ShorelineVS();
PixelShader = compile ps_2_0 ShorelinePS( true, d3d_Equal, 0 );
}
}
}
1 change: 1 addition & 0 deletions engine/Core.lua
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Expand Up @@ -243,6 +243,7 @@ end
function MATH_IRound(number)
end

---@overload fun(s: number, a1: number, b1: number, a2: number, b2: number): number, number
--- Applies linear interpolation between two values `a` and `b`
---@param s number Usually between 0 (returns `a`) and 1 (returns `b`)
---@param a number
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5 changes: 3 additions & 2 deletions engine/Core/Blueprints/ProjectileBlueprint.lua
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Expand Up @@ -66,7 +66,7 @@
---@field LeadTarget boolean
--- Whether projectiles should try to stay underwater. Applies only to tracking projectiles.
---@field StayUnderwater boolean
--- if the projectile is initially affected by gravity
--- if the projectile is initially affected by gravity (-4.9 ogrids/second/second)
---@field UseGravity boolean
--- projectile will detonate when going above this height above ground
---@field DetonateAboveHeight number
Expand Down Expand Up @@ -133,7 +133,8 @@
---@field MaxZigZag number
--- frequency of zig-zag directional changes, in seconds
---@field ZigZagFrequency number
--- realistic free fall ordinance type weapon
--- When true and weapon muzzle velocity is 0, the projectile's horizontal velocity is set in the direction of the target with the speed of the weapon firing the projectile.
--- Used for realistic free fall ordinance type weapons like bombs
---@field RealisticOrdinance boolean
--- bombs that always drop stright down
---@field StraightDownOrdinance boolean
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2 changes: 1 addition & 1 deletion engine/Core/Blueprints/WeaponBlueprint.lua
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Expand Up @@ -51,7 +51,7 @@
---@field BeamLifetime number
--- if the weapon will only fire when underwater
---@field BelowWaterFireOnly? boolean
--- threshold to release point before releasing ordnance
--- Distance from bomb firing solution's position to the target's position within which the weapon will fire
---@field BombDropThreshold? number
--- information about the bonuses added to the weapon when it reaches a specific veterancy level
---@field Buffs BlueprintBuff[]
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2 changes: 1 addition & 1 deletion engine/Sim/Projectile.lua
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Expand Up @@ -90,7 +90,7 @@ end
function Projectile:SetAcceleration(accel)
end

--- Define the ballistic acceleration value, increases velocity in the current direction.
--- Set the vertical (gravitational) acceleration of the projectile. Default is -4.9, which is expected by the engine's weapon targeting and firing
---@param accel number
function Projectile:SetBallisticAcceleration(accel)
end
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12 changes: 7 additions & 5 deletions engine/User.lua
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Expand Up @@ -666,7 +666,7 @@ end

--- For internal use by `CreateDiscoveryService()`
---@param serviceClass fa-class
---@return DiscoveryService
---@return UILobbyDiscoveryService
function InternalCreateDiscoveryService(serviceClass)
end

Expand Down Expand Up @@ -704,15 +704,17 @@ end
function InternalCreateItemList(itemList, parent)
end

---@alias UILobbyProtocols "UDP" | "TCP" | "None

--- For internal use by `CreateLobbyComm()`
---@param lobbyComClass fa-class
---@param protocol string
---@param protocol UILobbyProtocols
---@param localPort number
---@param maxConnections number
---@param playerName string
---@param playerUID string
---@param natTraversalProvider userdata
---@return LobbyComm
---@param playerUID? string
---@param natTraversalProvider? userdata
---@return UILobbyCommunication
function InternalCreateLobby(lobbyComClass, protocol, localPort, maxConnections, playerName, playerUID, natTraversalProvider)
end

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15 changes: 12 additions & 3 deletions engine/User/CDiscoveryService.lua
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@@ -1,18 +1,27 @@
---@meta

---@class UILobbydDiscoveryInfo
---@field Address string # 192.168.1.12:57061
---@field GameName string
---@field HostedBy string # username, e.g. 'jip'
---@field Hostname string # name of the device
---@field Options GameOptions | { ScenarioFile: string } # set of all game options
---@field PlayerCount number
---@field ProductCode 'SC' | 'SC1X' | 'FAF'
---@field Protocol 'UDP' | 'TCP' | 'None'

---@class moho.discovery_service_methods : Destroyable
local CDiscoveryService = {}

---
--- Retrieves the current number of lobbies
---@return number
function CDiscoveryService:GetGameCount()
end

---
--- Resets the discovery service, effectively clearing all lobbies
function CDiscoveryService:Reset()
end

---
function CDiscoveryService:Destroy()
end

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