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Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -130,6 +130,8 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- Objects with `Palette` set now have their color tint adjusted accordingly by superweapons, map retint actions etc. if they belong to a house using any color scheme instead of only those from the first half of `[Colors]` list.
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- Animations using `AltPalette` are now remapped to their owner's color scheme instead of first listed color scheme and no longer draw over shroud. Color scheme from `[AudioVisual]` -> `AnimRemapDefaultColorScheme` is used if anim has no owner, which defaults to first listed color scheme from `[Colors]` still.
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- They can also have map lighting apply on them if `AltPalette.ApplyLighting` is set to true.
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- Fixed `DeployToFire` not considering building placement rules for `DeploysInto` buildings and as a result not working properly with `WaterBound` buildings.
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- Fixed `DeployToFire` not recalculating firer's position on land if it cannot currently deploy.
Copy file name to clipboardExpand all lines: docs/New-or-Enhanced-Logics.md
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@@ -449,6 +449,10 @@ Strength=0 ; integer
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Armor= ; ArmorType
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```
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```{note}
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Currently interceptor weapons with projectiles that do not have `Inviso=true` will be unable to intercept projectiles if the firer of the interceptor weapon dies before the interceptor weapon projectile reaches its target. This may change in future.
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```
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### Projectile trajectories
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- Projectiles can now have customizable trajectories.
Copy file name to clipboardExpand all lines: docs/Whats-New.md
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@@ -263,7 +263,7 @@ You can use the migration utility (can be found on [Phobos supplementaries repo]
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### Version TBD (develop branch nightly builds)
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<details>
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<detailsopen>
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<summary>Click to show</summary>
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New:
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- Suppressed the BuildingCaptured EVA events when capturing a building considered as a vehicle (by Trsdy)
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- Objects with `Palette` set now have their color tint adjusted accordingly by superweapons, map retint actions etc. if they belong to a house using any color scheme instead of only those from the first half of `[Colors]` list (by Starkku)
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- Animations using `AltPalette` are now remapped to their owner's color scheme instead of first listed color scheme and no longer draw over shroud (by Starkku)
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- Fixed `DeployToFire` not considering building placement rules for `DeploysInto` buildings and as a result not working properly with `WaterBound` buildings (by Starkku)
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- Fixed `DeployToFire` not recalculating firer's position on land if it cannot currently deploy (by Starkku)
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Phobos fixes:
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- Fixed a few errors of calling for superweapon launch by `LaunchSW` or building infiltration (by Trsdy)
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- Fixed an issue with `Gunner=true` vehicles not correctly using the first passenger's mode with multiple passengers inside (by Starkku)
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- Used `MindControl.Anim` for buildings deployed from mind-controlled vehicles (by Trsdy)
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- Optimized extension class implementation, should improve performance all around (by Otamaa & Starkku)
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- Fixed `Interceptor` not resetting target if the intercepted projectile changes type to non-interceptable one afterwards (by Starkku)
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Fixes / interactions with other extensions:
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- Fixed an issue introduced by Ares that caused `Grinding=true` building `ActiveAnim` to be incorrectly restored while `SpecialAnim` was playing and the building was sold, erased or destroyed (by Starkku)
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<details>
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<summary>Click to show</summary>
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New:
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- Additional sync logging in case of desync errors occuring (by Starkku)
// Checks if vehicle can deploy into a building at its current location. If unit has no DeploysInto set returns noDeploysIntoDefaultValue (def = false) instead.
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