diff --git a/changelog/snippets/other.7201.md b/changelog/snippets/other.7201.md new file mode 100644 index 00000000000..ca3db6a1dd5 --- /dev/null +++ b/changelog/snippets/other.7201.md @@ -0,0 +1 @@ +- Add localization support for scenario names and descriptions in map selection (#7201). diff --git a/loc/TW/strings_db.lua b/loc/TW/strings_db.lua index bacbe4c0ced..0edb32788f3 100644 --- a/loc/TW/strings_db.lua +++ b/loc/TW/strings_db.lua @@ -1484,6 +1484,7 @@ SCMP_005_Description="這群島嶼曾經是走私者的天堂,它是以在這 SCMP_006_Description="以早期一位探險者為名的伊昂路口曾經見識過無數的戰役。相當開闊的地區和大量的質量積點導致多年連續不斷的戰爭。" SCMP_007_Description="「空手」是被冰雪包圍的一小長條綠地,沒有人能肯定最早是誰想出這個名字來的。傳說中這裡原是中立地帶,各陣營的士兵都可以前來此地,不用擔心受到攻擊。因此,所有前來此地的人都是「空手」的,表示沒有攜帶武器。" SCMP_008_Description="多年以來,這些冰河一直都由「萬古」進行開採,也是他們取的名字。但是,隨著戰役的進行,「萬古」已經被驅離,冰河將屬於能夠守住這個地方的人所有。" +Setons_Clutch_Name="塞頓之握" SCMP_009_Description="過去幾年中,「塞頓之握」已經發生過數十次戰鬥。有耐心的搜索者可以在地裡和水裡發現數千個部隊的遺物。" SCMP_010_Description="曾有一個名叫「宋」的酋長將這個島嶼視為家。他選擇此地,一方面因為這裡極美,也因為這裡的資源豐富。宋早已被趕走,但是留下的資源等候有能耐的人來開採。" SCMP_011_Description="這裡曾經是一塊小型大陸,UEF在這裡建造一處研究基地,進行先進武器測試。研究人員無法控制一項實驗性武器,造成的爆炸毀了整個大陸,使它成為分散的島嶼。現在三個陣營都試圖尋找這個武器的資料,以便利用。" diff --git a/lua/shared/components/DebugComponent.lua b/lua/shared/components/DebugComponent.lua index 6ceb164723a..f4d623c9406 100644 --- a/lua/shared/components/DebugComponent.lua +++ b/lua/shared/components/DebugComponent.lua @@ -35,7 +35,7 @@ DebugComponent = ClassSimple { EnabledLogging = true, EnabledWarnings = true, EnabledErrors = true, - EnabledDrawing = true, + EnabledDrawing = false, --#endregion } diff --git a/lua/ui/dialogs/mapselect.lua b/lua/ui/dialogs/mapselect.lua index 7fff9725254..d9f2fc803cd 100644 --- a/lua/ui/dialogs/mapselect.lua +++ b/lua/ui/dialogs/mapselect.lua @@ -962,11 +962,41 @@ function SetupOptionsPanel(parent, curOptions) UIUtil.CreateLobbyVertScrollbar(OptionContainer, -1, -5, -27) end +-- Generate LOC entries for scenario names +function LOCN(str, type) + local name = str + name = name:gsub(' %- ', '_'):gsub('%-', '_'):gsub(':', ''):gsub("'", ''):gsub('%w+ Mission %d+ ', ''):gsub(' ', '_') + if string.find(str, ''..str) + elseif type == 'skirmish' then + return LOC(''..str) + else + return str + end +end + +-- Generate LOC entries for scenario descriptions +function LOCD(str1, str2, type) + local name = str1 + name = name:gsub(' %- ', '_'):gsub('%-', '_'):gsub(':', ''):gsub("'", ''):gsub('%w+ Mission %d+ ', ''):gsub(' ', '_') + if string.find(str2, ''..str2) + elseif type == 'skirmish' then + return LOC(''..str2) + else + return str2 + end +end + function SetDescription(scen) local errors = false description:DeleteAllItems() if scen.name then - description:AddItem(scen.name) + description:AddItem(LOCN(scen.name, scen.type)) else description:AddItem(LOC("No Scenario Name")) errors = true @@ -998,7 +1028,7 @@ function SetDescription(scen) description:AddItem("") if scen.description then local textBoxWidth = description.Width() - local wrapped = import("/lua/maui/text.lua").WrapText(LOC(scen.description), textBoxWidth, + local wrapped = import("/lua/maui/text.lua").WrapText(LOCD(scen.name, scen.description, scen.type), textBoxWidth, function(curText) return description:GetStringAdvance(curText) end) for i, line in wrapped do description:AddItem(line) @@ -1050,7 +1080,7 @@ function PopulateMapList() reselectRow = count end count = count + 1 - mapList:AddItem(LOC(sceninfo.name)) + mapList:AddItem(LOCN(sceninfo.name, sceninfo.type)) end end diff --git a/lua/ui/lobby/changelog/generated/fafdevelop.lua b/lua/ui/lobby/changelog/generated/fafdevelop.lua new file mode 100644 index 00000000000..4bbaeec032b --- /dev/null +++ b/lua/ui/lobby/changelog/generated/fafdevelop.lua @@ -0,0 +1,531 @@ +-------------------------------------------------------------------------------------------------------------------------------------------- +-- This file was autogenerated using changelog_markdown2lua.py -- +-- Source: docs/_posts/fafdevelop.md -- +-------------------------------------------------------------------------------------------------------------------------------------------- +Changelog = { + Version = 1, + Title = "Upcoming changes", + Description = { + "# Upcoming changes", + "", + "This is the preliminary changelog for the next game patch. Some of the new features are still subject to change and may be modified again or", + "removed entirely.", + "", + "## Balance", + "", + "- (#7121) Reduce stun duration of Loyalist's Disintegrator Pulse Laser since it was extremely powerful against T2 units, Ilshavohs in", + " particular.", + "", + " **Loyalist: T3 Siege Assault Bot**", + "", + " - Disintegrator Pulse Laser:", + " - Stun Duration against T1/T2 mobile units: 1.5s per shot (2.3s per volley) (70% stun uptime) -> 0.4s per shot (1.2s per volley) (36%", + " stun uptime)", + "", + "- (#7123) Reduce Novax's ability to kill many shields, T2 fabs, and engineers in a single volley, and rebalance its costs to make it more", + " vulnerable to artillery fire, especially when built in large numbers.", + "", + " **Novax Center: Experimental Satellite System (XEB2402, XEA0002)**", + "", + " - Defense Satellite's Orbital Death Laser:", + " - Beam Lifetime: 8.1s -> 5.4s", + " - Damage: 60 (4860 per volley) -> 90 (4860 per volley)", + " - Damage Radius: 1 -> 0.5", + " - Aim Speed: 360 deg/s -> 8 deg/s", + " - Charge cost: 0 E -> 72000 E (3750 E/s average)", + " - Charge drain rate: 0 E -> 5000 E/s", + " - Base Station:", + " - Mass cost: 36000 -> 32000", + " - Energy cost: 512000 -> 800000", + " - Build time: 44800 -> 43600", + "", + " The build cost is reduced by the cost of power generators (with storage adjacency) required to power the satellite's firing cost. The", + " energy cost is increased to guide players towards building the power required for firing before building the Novax.", + "", + "- (#7123) Remove Omni from the Novax as it unnecessarily counters cloak which is already more than sufficiently countered by T3 Omni radars.", + " Since Omni can detect underwater units, sonar is added to partially keep that interaction.", + "", + " **Novax Center: Experimental Satellite System (XEB2402, XEA0002)**", + "", + " - Defense Satellite:", + " - Omni radius: 60 -> 0", + " - Sonar radius: 0 -> 60", + "", + "- Give an on-impact water vision radius of 4 to Aeon depth charges and the Solace's cluster torpedoes to be consistent with their normal", + " on-impact vision (#7139).", + "", + "- (#7141, #7164) Make SACUs easier to access with reduced infrastructure costs and make them more powerful with a general cost reduction for", + " SACUs and targeted adjustments for weaker upgrades (engineering upgrades, UEF bubble shield, Seraphim Overcharge).", + "", + " Seraphim Shield is moved to the right arm to nerf Seraphim teleport SACUs and enable a more useful Rambo preset.", + "", + " Seraphim receives a RAS upgrade instead of its higher base cost and base production.", + "", + " Since they're easier to rush and are more powerful, SACUs have their ACU target priority ability removed to allow overcharge to counter", + " early SACUs again.", + "", + " Due to costing less, the buildpower of non-UEF SACUs is reduced (engi presets keep their buildpower). UEF keeps their buildpower because", + " they have a weaker engineer preset, the most expensive base SACU, a T4 that struggles with pushing, and unique ravagers.", + "", + " Combatant and Rambo presets are separated by a high energy cost difference and Rambos get a mass cost reduction. This allows combatants to", + " help with a faction's early issues, while Rambos play a role in the late game by being efficient but high infrastructure cost combat", + " units, and highly versatile engineering units that can mitigate the dominance of air and the risk of reclaim donations.", + "", + " - **Quantum Gateways (UAB0304, UEB0304, URB0304, XSB0304)**", + "", + " - Mass cost: 3000 -> 2550", + " - Energy cost: 30000 -> 25500", + " - Build rate: 120 -> 160", + " - Health: 10000 -> 7500", + " - Adjacency:", + " - Energy discount from T1 and T3 pgens: 0.25% and 5% -> 1.563% and 15.62%", + " - Mass discount from T2 and T3 mass fabs: 0.75% and 3.75% -> 1.25% and 20%", + "", + " - **Aeon Support Armored Command Unit (UAL0301)**", + "", + " - Mass cost: 1950 -> 1550", + "", + " - Energy cost: 27100 -> 21500", + "", + " - Build time: 14400 -> 8250", + "", + " - Buildpower: 56 -> 42", + "", + " - Removed ability to prioritize ACUs", + "", + " - Rapid Fabricator:", + "", + " - Mass cost: 800 -> 500", + " - Energy cost: 50500 -> 10100", + " - Build time: 4200 -> 1350", + " - Added buildpower: +42 -> +56", + "", + " - Resource Allocation System:", + "", + " Cost increased to keep requirements for sacrifice the same and to slightly counteract the base cost and quantum gateway", + " buildpower/adjacency buffs.", + "", + " - Mass cost: 4500 -> 4600", + " - Energy cost: 90000 -> 94400", + " - Build time: 8400 -> 20550", + "", + " - Personal Shield Generator:", + "", + " - Energy cost: 64950 -> 49000", + " - Build time: 5040 -> 4950", + " - Energy maintenance cost: 300 -> 210", + "", + " - Heavy Personal Shield Generator:", + "", + " - Mass cost: 1800 -> 900", + " - Energy cost: 100000 -> 200975", + " - Build time: 7000 -> 3660", + " - Energy maintenance cost: 600 -> 420", + "", + " - Reacton Refractor (Range and AoE upgrade):", + "", + " - Energy cost: 46200 -> 45600", + " - Build time: 6048 -> 6200", + "", + " - Nano-Repair System:", + "", + " - Energy cost: 74000 -> 57500", + "", + " - **UEF Support Armored Command Unit (UEL0301)**", + "", + " - Mass: 2100 -> 1700", + "", + " - Energy: 25200 -> 20400", + "", + " - Build time: 14400 -> 9060", + "", + " - Removed ability to prioritize ACUs", + "", + " - Shield Generator Field:", + "", + " The UEF bubble shield is heavily reduced in cost by removing its prerequisite, and its stats are adjusted to be closer to mobile", + " shields.", + "", + " - Prerequisite: Personal Shield Generator -> None", + " - Mass cost: 3500 -> 3300", + " - Energy cost: 360800 -> 244700", + " - Build time: 10800 -> 14500", + " - Energy maintenance cost: 1000 -> 700", + " - Shield stats:", + " - Health: 52000 -> 22000", + " - Recharge Time: 215 -> 100 seconds", + " - Regen Rate: 150 -> 160 hp/s", + " - Regen Delay: 1 -> 3 seconds", + " - Spillover mult: 0.2 -> 0.3", + "", + " - C-D3 Engineering Drone:", + "", + " - Energy cost: 8700 -> 7700", + " - Build time: 2500 -> 1000", + "", + " - Resource Allocation System:", + "", + " - Mass cost: 4500 -> 4600", + " - Energy cost: 90000 -> 94400", + " - Build time: 8400 -> 20550", + "", + " - Personal Shield Generator:", + "", + " - Mass cost: 2000 -> 1700", + " - Energy cost: 100200 -> 289000", + " - Build time: 7200 -> 6950", + " - Energy maintenance cost: 500 -> 350", + "", + " - Energy Accelerator (Fire Rate upgrade):", + "", + " - Energy cost: 44700 -> 43900", + " - Build time: 5040 -> 5060", + "", + " - Heavy Plasma Refractor (Range and AoE upgrade):", + "", + " - Energy cost: 30000 -> 28600", + " - Build time: 3360 -> 3370", + "", + " - Radar Jammer:", + "", + " - Build time: 2500 -> 1000", + "", + " - Enhanced Sensor System:", + "", + " - Build time: 3000 -> 2520", + "", + " - **Cybran Support Armored Command Unit (URL0301)**", + "", + " - Mass: 2000 -> 1600", + "", + " - Energy: 26400 -> 21100", + "", + " - Build time: 14400 -> 8530", + "", + " - Buildpower: 56 -> 42", + "", + " - Removed ability to prioritize ACUs", + "", + " - Rapid Fabricator:", + "", + " - Mass cost: 800 -> 500", + " - Energy cost: 51100 -> 10100", + " - Build time: 4200 -> 1350", + " - Added buildpower: +42 -> +56", + "", + " - Resource Allocation System:", + "", + " - Mass cost: 4500 -> 4600", + " - Energy cost: 90000 -> 94400", + " - Build time: 8400 -> 20550", + "", + " - Disintegrator Amplifier (Damage and Range upgrade):", + "", + " Due to the SACU cost reduction making SACUs upgraded with only this gun upgrade overpowered, mass costs from EMP, Nano, and Cloaking", + " are moved to this upgrade.", + "", + " - Mass cost: 800 -> 1400", + " - Energy cost: 24000 -> 50100", + " - Build time: 3000 -> 6950", + "", + " - Personal Cloaking Generator:", + "", + " - Mass cost: 5000 -> 2000", + " - Energy cost: 382200 -> 312700", + " - Build time: 13800 -> 8300", + " - Health bonus: 15000 -> 17000", + " - Energy maintenance cost: 3500 -> 2500", + "", + " - EMP Burst:", + "", + " - Mass cost: 1000 -> 700", + " - Energy cost: 60000 -> 32500", + " - Build time: 3600 -> 3000", + "", + " - Nanite Missile System:", + "", + " - Build time: 3000 -> 2750", + "", + " - Nano-Repair System:", + "", + " - Mass cost: 2200 -> 1900", + " - Energy cost: 103500 -> 92300", + " - Build time: 6000 -> 7850", + "", + " - Personal Stealth Generator:", + "", + " - Energy cost: 7400 -> 13000", + " - Build time: 1800 -> 1620", + " - Energy maintenance cost: 100 -> 70", + "", + " - **Seraphim Support Armored Command Unit (XSL0301)**", + "", + " - Mass: 2400 -> 1650", + "", + " - Energy: 30200 -> 20800", + "", + " - Build time: 14400 -> 8800", + "", + " - Buildpower: 56 -> 42", + "", + " - Removed ability to prioritize ACUs", + "", + " - Mass production: 3 -> 1", + "", + " - Energy production: 300 -> 20", + "", + " - Added Resource Allocation System:", + "", + " Seraphim players have continued to struggle with the ability to build a mobile economy because the stats were balanced around the high", + " buildpower of Seraphim SACU spam compared to other factions' RAS SACUs. Since players aren't using this, the RAS upgrade is replacing", + " the SACU's increased base production and base cost.", + "", + " - Slot: Right arm (teleport and overcharge arm)", + " - Mass cost: 4600", + " - Energy cost: 94400", + " - Build time: 20550", + " - Mass production: 10", + " - Energy production: 1000", + "", + " - Rapid Fabricator:", + "", + " - Mass cost: 450 -> 500", + " - Energy cost: 47400 -> 10100", + " - Build time: 4200 -> 1350", + " - Added buildpower: +42 -> +56", + "", + " - Nano-Repair System:", + "", + " - Mass cost: 2300 -> 2500", + " - Energy cost: 74300 -> 141200", + " - Build time: 5900 -> 11650", + "", + " - Tactical Missile Launcher:", + "", + " - Mass cost: 1500 -> 1800", + " - Energy cost: 46000 -> 68000", + " - Build time: 4200 -> 8450", + "", + " - Overcharge:", + "", + " - Mass cost: 4500 -> 3000", + " - Energy cost: 283500 -> 155000", + " - Build time: 12600 -> 13800", + "", + " - Personal Shield Generator:", + "", + " The shield generator is being moved to the right arm to nerf teleport and enable a more useful Rambo preset.", + "", + " Seraphim Teleport SACUs were extremely strong for their 20k mass cost (with ~18k energy infrastructure cost): they were harder to stop", + " from killing an SMD than a telemazer (in terms of DPS/PD amount), their infrastructure is reusable, and the only way to stop multiple", + " teleports on a far more expensive 75k mass artillery or 225k mass game ender is by spamming shields and hoping they got in between the", + " SACU's gun and the target.", + "", + " The Rambo preset is changed from Nano + Shield + Overcharge to Nano + Shield + Sensors/Gun Range. It can act as a lategame HP tank", + " that doesn't rely on energy for DPS like the Advanced Combatant preset or regen for survivability like the Nano Combatant preset.", + "", + " - Slot: Back (TML and sensors/gun range) -> Right arm (teleport and overcharge)", + " - Mass cost: 1050 -> 1000", + " - Energy cost: 107500 -> 190000", + " - Build time: 6720 -> 4000", + " - Energy maintenance cost: 300 -> 210", + "", + "- (#7143) Rebalance Fire Beetle with removed cloak to make it interactable outside of later T3 stage or in ACU fights.", + "", + " **Fire Beetle: T2 Mobile Bomb (XRL0302):**", + "", + " - Remove cloak and its associated upkeep and visual effects.", + " - Health: 500 -> 1340", + " - Regen rate: 0 -> 10", + " - Speed: 5 -> 3.8", + "", + "- (#7146) Rebalance Galactic Colossus's tractor claws so that the GC is weaker against T3 units by itself or when skirmishing but stronger", + " with an army.", + "", + " **Galactic Colossus: Experimental Assault Bot (UAL0401)**", + "", + " - Tractor Claws (x2)", + " - DPS: 729 -> 240", + " - Range: 41 -> 30", + " - Enemy units attached to the claw can be targeted by allied units.", + "", + "- (#7147) Increase Scathis accuracy and survivability so it can better compete against other enders.", + "", + " **Scathis: Experimental Mobile Rapid-Fire Artillery (URL0401)**", + "", + " - Health: 9000 -> 17000", + " - Regen: 0 -> 134", + " - Add stealth field with 24 radius and 400 e/s maintenance.", + " - Proton Artillery:", + " - Fixed spread radius: 70 -> 63 (approximately +23% dmg/area)", + "", + "{% unit UAA0310 %} CZAR: Experimental Aircraft Carrier {% endunit %} Buff CZAR's cost since it underperforms against spread out surface AA.", + "(#7152, #7172)", + "", + "- Mass cost: 45000 -> 42750", + "- Energy cost: 1530000 -> 1453500", + "- Build time: 50625 -> 48094 {% unit %} All T3 Sniper Bots {% endunit %} Remove snipers' ability to prioritize ACUs. (#7165)", + "", + "{% unit xal0305 %} T3 Sniper Bots {% endunit %} Reduce the speed of sniper bots so that they cannot infinitely kite GC and Ythotha, and", + "increase range as compensation. (#7167)", + "", + "- Sprite Striker: T3 Sniper Bot", + " - Max speed: 2.5 -> 2.3", + " - Heavy Disruptor Cannon:", + " - Range: 60 -> 65", + "- Usha-Ah: T3 Sniper Bot", + " - Max speed: 2.3 -> 2.2", + " - Snipe mode speed: 1.74 -> 1.7", + " - Sih Energy Rifle:", + " - Range: 55 -> 60", + " - Sih Energy Rifle Sniper Mode:", + " - Range: 65 -> 70", + "", + "{% unit DAA0206 %} Mercy: T2 Guided Missile {% endunit %} Rebalance the Mercy with higher damage and lower damage radius to increase its", + "versatility and move it in the direction of its old identity while keeping it fair at higher levels. (#7175)", + "", + "- HP: 90 -> 10", + "- Mass cost: 230 -> 270", + "- Energy cost: 4600 -> 8850", + "- Build time: 1200 -> 1600", + "- Kamikaze:", + " - Damage: 1000 over 9.5 seconds -> 2100 over 4 seconds", + " - Damage radius: 7.5 -> 3.5", + "", + "{% unit UAB2104 %} Seeker: T1 Anti-Air Turret {% endunit %} The Aeon T1 AA turret was weaker than the equivalent units of the other", + "factions, which made it struggle more against T1 bombers and T2 gunships than expected. For comparison, the UEF and Seraphim turrets have", + "65.71 and 66.67 DPS, respectively. (#7182)", + "", + "- Sonic Pulse Battery:", + " - Damage (DPS): 14 (60) -> 15 (64.29)", + "", + "{% unit %} T3 Strategic Bombers {% endunit %} Revert the lift factor change from the last strat bomber buff (#6535) to try to", + "increase the reliability of bomb drops when the bomber flies over hills. A reduced lift factor makes aircraft move slower up and down.", + "(#7196)", + "", + "- T3 Strategic Bombers:", + " - Lift Factor: 10 -> 7", + "", + "## Features", + "", + "- (#7066) Add a quick load hotkey that loads the game from the special quick save file.", + "", + "- (#7098, #7148, #7157) Rework the chat window", + "", + "The chat window is re-implemented from scratch. It is rebuilt using the MVC-principle, creating a clear separation between state, viewing", + "the state and interacting with the state. This rework fixes a few bugs:", + "", + "- The chat window fully supports UI scaling.", + "- The chat will always snap to the frame when you open it, making it impossible for the chat to be off-screen after a resolution change.", + "", + "Adds a few features:", + "", + "- You can now issue various chat commands, use `/help` to learn more.", + "- UI mods can add chat commands with ease.", + "- Autocomplete on names when you start with `@`.", + "- Convenient for the simulation (campaign, AIs, events) to send chat messages.", + "- Click on a chat message to copy it to clipboard.", + "", + "And finally there are a few quirks:", + "", + "- The chat now starts bottom-up, instead of top-down.", + "", + "## Bug fixes", + "", + "- (#6882) Fix the `ModWeapons` blueprint field adding weapons after dummy weapons, causing the unit weapon to incorrectly get the dummy", + " weapon's blueprint for the new weapon.", + "", + "- Fixed campaign attack manager not tracking platoons correctly (#6984)", + "", + "- Fixed objective arrow not bouncing (#6984)", + "", + "- Fixed a bug that could cause platoons to not be built exactly as defined in their templates (#6984)", + "", + "- Changed default formation of combined campaign platoons to wide formation (#6984)", + "", + "- Increased number of scouts the campaign AIs send (#6984)", + "", + "- Added camera move to area function for cinematics (#6984)", + "", + "- Increased UEF civilian truck turn rate (#6984)", + "", + "- Fixed error when selected unit died during cinematics (#6984)", + "", + "- Improved campaign-related code and annotations (#6984)", + "", + "- (#7051) Fix a unit-transfer exploit that adds silo progress to nuke subs and the Seraphim battleship for free.", + "", + "- (#7057) Remove game options of unused mods from game launch info to try to get live replays to work.", + "", + "- Fix computing the wrong area in the navigational mesh. The new values may differ from the old values by +/- 15% (#7104).", + "", + "- Fix French locale for Selen's toggle incorrectly saying that it toggles the Selen's cloak, when it actually only toggles selection", + " priority, and the cloak always activates when stationary (#7127).", + "", + "- Fix typo in unlocalised version of the descriptive name of the UEF T3 Support Land Factory (#7129).", + "", + "- (#7136) Change description of Seraphim AA units to match the other three factions' equivalent units", + "", + " **Ialla: T1 Anti-Air Defense**", + "", + " - Description: Anti-Air Defense -> Anti-Air Turret **Iathu-Ioz: T3 Anti-Air Defense**", + " - Description: Anti-Air Defense -> Anti-Air SAM Launcher **Iashavoh: T2 Mobile Anti-Air Cannon**", + " - Description: Mobile Anti-Air Cannon -> Mobile AA Flak Artillery", + "", + "- (#7138) Fix default target priorities that use parentheses to enable richer category parsing using normal category parsing instead.", + "", + "- Align the on-impact vision radius of the Lobo's (UEL0103) fragmentation shell, Aeon depth charges, and the Solace's cluster torpedoes to", + " the engine's vision grid (5 -> 4) (#7139).", + "", + "- Fix missing share condition default causing a score board UI loading error when the game was launched using the single player command line", + " launch option (#7149).", + "", + "- (#7153) Add a delay before ACUs explode when their player disconnects. This should fix replays cutting off at the first disconnected", + " player.", + "", + "- (#7159) Fix mods that allow building units on water causing those units to not be buildable on land due to how the expected default of a", + " missing `BuildOnLayerCaps` table interacts with blueprint merge.", + "", + "- (#7162) Fix transfer of units with manually built enhancements.", + "", + "- (#7177) Fix non-number mod version numbers erroring in rule and session init (encountered with the AutoTML mod).", + "", + "- (#7178) Fix projectiles passing destroyed units as damage instigators instead of themselves.", + "", + "- Re-add missing `DummyUnit` import to `defaultunits.lua` needed for mod compatibility (specifically BrewLAN Research & Daiquiris) (#7180)", + "", + "## Graphics", + "", + "- Fix the icon of the Aeon T1 power generator (#7095).", + "", + "## Performance", + "", + "- Segment formations logic into different files and simplify category filters (#6847).", + "", + "## Other changes", + "", + "- (#6882) Give a warning when non-dummy weapons are assigned dummy weapon blueprints because they are positioned after a dummy weapon", + " blueprint in the `Weapon` table of the unit blueprint.", + "", + "- (#7012) Annotate states and fix annotation warnings in `DefaultProjectileWeapon.lua`.", + "", + "- Game repository: Update the setup instructions for the development environment (#7036).", + "", + "- (#7045) Document engine-side details of `UnitWeapon:CanFire()`.", + "", + "- (#7052) Clean up code style and add annotations in `SelectedInfo.lua`.", + "", + "- Generate BaseTemplate tables at import time instead of parsing them from lua source files (#7106).", + "", + "- Add missing annotation for `CommonArmy` game option (#7137).", + "", + "- (#7155) Annotate `SetNavigatorPersonalPosMaxDistance` and check it exists before calling it.", + "", + "- (#7166) Rename `CLAUDE.md` to `AGENTS.md` for cross-agent compatibility.", + "", + "- (#7176) Update the FA Lua plugin used alongside our vscode intellisense extension to exclude diagnostics coming from the base file when", + " writing a mod's hook file.", + "", + "- Annotate some engine behavior and miscellaneous lua functions (#7179)." + } +} diff --git a/lua/ui/lobby/changelog/generated/overview.lua b/lua/ui/lobby/changelog/generated/overview.lua index 7709a280560..a801d22804d 100644 --- a/lua/ui/lobby/changelog/generated/overview.lua +++ b/lua/ui/lobby/changelog/generated/overview.lua @@ -5,6 +5,13 @@ ---@type UIChangelogOverview Overview = { Changelogs = { + { + Version = 1, + Name = "Upcoming changes", + Date = "2026-07-30", + URL = "http://faforever.github.io/fa/changelog/fafdevelop", + Path = "/lua/ui/lobby/changelog/generated/fafdevelop.lua" + }, { Version = 3836, Name = "3836 - Game Patch", diff --git a/lua/version.lua b/lua/version.lua index a272c1f6392..17622a15f5c 100644 --- a/lua/version.lua +++ b/lua/version.lua @@ -28,9 +28,9 @@ -- - https://github.com/FAForever/fa/blob/develop/.github/workflows/deploy-fafbeta.yaml -- - https://github.com/FAForever/fa/blob/develop/.github/workflows/deploy-fafdevelop.yaml -local GameType = 'unknown' -- The use of `'` instead of `"` is **intentional** +local GameType = "FAF Develop" -- The use of `'` instead of `"` is **intentional** -local Commit = 'unknown' -- The use of `'` instead of `"` is **intentional** +local Commit = "f7ea89992e99fb0321ae70a073bbdb48e6c3a6af" -- The use of `'` instead of `"` is **intentional** --#endregion