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Beta v1.19.0rc #654
Beta v1.19.0rc #654
Commits on Nov 9, 2018
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Commits on Dec 12, 2018
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Commits on Dec 29, 2018
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Commits on Jan 9, 2019
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Commits on Feb 17, 2019
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Commits on Feb 19, 2019
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Commits on Feb 22, 2019
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Commits on Apr 13, 2019
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Commits on Apr 28, 2019
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Commits on May 1, 2019
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Add 'DrawDebugLabels' event to XComTacticalController (#490)
This is a very simple change that fires an event from XComTacticalController.DrawDebugLabels(), allowing mods to hook into that system and provide their own debug information.
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Make
X2AIBTBehaviorTree.Behaviors
non-private (#410)By making this property non-private, mods can modify existing behavior trees without overriding all of them in config. This is particularly useful for cross-cutting changes, where you want to make the same small change to multiple trees.
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Commits on May 3, 2019
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Fix pathing issue for flying units (#503)
Pods that have a "flying" unit (like an Archon or drone) were not patrolling properly because the logic for calculating the tile paths was treating any non-flat tile as impassable. This fix comes straight from the original LW2 and has been tested with ADVENT and drone patrols.
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Commits on May 4, 2019
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Allow mods to set anchor point for patrol zones (#500)
This change introduces a new 'OverrideEncounterZoneAnchorPoint' event that allows mods to change the anchor point that XCOM 2 uses to determine the patrol zones for pods. By default, the anchor point is "dynamic" as it is the current location of the XCOM squad, which typically changes throughout the mission. The event takes the form: ``` { ID: OverrideEncounterZoneAnchorPoint, Data: [inout float X, inout float Y, inout float Z], Source: AIGroup } ``` where X, Y and Z are the elements of the anchor point Vector.
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Allow mods to bypass default pod patrol logic (#507)
This commit adds an 'OverridePatrolBehavior' event that allows mods to say that they will handle the patrol logic for the given pod. The event takes the form: { ID: OverridePatrolBehavior, Data: [out bool OverridePatrolBehavior], Source: AIGroup } Returning `true` in the tuple property will disable base game patrol logic.
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Fix patrol logic for off-map patrol zone corners (#508)
When the corners of a patrol/encounter zone lie outside of a map's edges, the corresponding pod's patrolling breaks if it tries to reach any of those corners. This fix adjusts such "corners" before the patrolling logic runs so that they do lie within the map edges.
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Commits on May 9, 2019
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Commits on May 11, 2019
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Commits on May 12, 2019
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[WIP] adding support for X2AbilityToHitCalc_StatCheck to look for new…
… hit chance modifier functions
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Commits on May 14, 2019
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added event to XComGameState_HeadquartersXCom::GetCovertActionEvents …
…to force No CA Nag on geoscape UI screen
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Commits on May 16, 2019
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Commits on May 21, 2019
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Allow mods to define required and incompatible mod dependencies
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Commits on May 23, 2019
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Add new events to customise unit status strings (#322)
Further to an earlier pull request, this change adds two extra events that allow mods to customise unit status strings. The first is 'OverridePersonnelStatus', which can override the status strings determined by `GetPersonnelStatusSeparate()`. The event takes the form: { ID: OverridePersonnelStatus, Data: [out string Status, out string TimeLabel, out int TimeNum, out int State, out bool HideTime], Source: Unit } The second event is 'OverridePersonnelStatusTime', which can override the time parts of the status, for example by converting days to hours or vice versa. The event takes the form: { ID: OverridePersonnelStatusTime, Data: [out string TimeLabel, out int TimeNum], Source: Unit } This commit also introduces a new config variable - CHHelpers.UseNewPersonnelStatusBehavior - that, when set, makes GetPersonnelStatus() go through GetPersonnelStatusSeparate(). This is to help ensure consistency between the two methods. Finally, GetStatusStringsSeparate() and GetMentalStateStringsSeparate() in XComGameState_Unit now trigger the 'OverridePersonnelStatusTime' event so that listeners can override how times are displayed in those cases.
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Commits on May 25, 2019
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Commits on May 31, 2019
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Commits on Jun 1, 2019
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Add PsiProjectCompleted event (#534)
I have added a 'PsiProjectCompleted' event that's fired from `XComGameState_HeadquartersProjectPsiTraining` once a psi operative has finished their training. The event takes the form: { ID: PsiProjectCompleted, Data: [in XCGS_Unit Unit, in string AbilityName], Source: self (XCGS_HQProjectPsiTraining) }
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Commits on Jun 2, 2019
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Add event hooks around mission icons (#537)
This commit adds several events that allow listeners to customize various aspects of mission and scan site icons (in the bottom bar of the HUD) on the Geoscape. * 'OverrideMissionSiteIconImage' Fired from `XComGameState_MissionSite', this event allows listeners to provide an alternative image path to use for a mission site's icon: ``` { ID: OverrideMissionSiteIconImage, Data: [inout string ImagePath], Source: self (XCGS_MissionSite) } ``` * 'StrategyMapMissionSiteSelected' Fired from `XComHQPresentationLayer', this event allows listeners to provide alternative mission screens for missions that have custom mission sources (`Data` and `Source` are the same): ``` { ID: StrategyMapMissionSiteSelected, Data: XCGS_MissionSite MissionSite, Source: XCGS_MissionSite MissionSite } ``` * 'OverrideMissionSiteTooltip' Fired from `UIStrategyMap_MissionIcon', this event allows listeners to override the title and/or body of a mission site icon's tooltip: ``` { ID: OverrideMissionSiteTooltip, Data: [inout string Title, inout string Body], Source: self (UIStrategyMap_MissionIcon) } ``` * 'OverrideScanSiteTooltip' Fired from `UIStrategyMap_MissionIcon', this event allows listeners to override the title and/or body of a scan site icon's tooltip: ``` { ID: OverrideScanSiteTooltip, Data: [inout string Title, inout string Body], Source: self (UIStrategyMap_MissionIcon) } ``` * 'MissionIconSetMissionSite' Fired from `UIStrategyMap_MissionIcon', this event allows listeners to customise a mission site icon, for example by attaching a new on-click delegate: ``` { ID: MissionIconSetMissionSite, Data: XCGS_MissionSite Mission, Source: self (UIStrategyMap_MissionIcon) } ``` * 'MissionIconSetScanSite' Fired from `UIStrategyMap_MissionIcon', this event allows listeners to customise a scan site icon, for example by attaching a new on-click delegate: ``` { ID: MissionIconSetScanSite, Data: XCGS_ScanningSite ScanSite, Source: self (UIStrategyMap_MissionIcon) } ```
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Commits on Jun 3, 2019
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Commits on Jun 4, 2019
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Add event hooks around end-of-month processing (#539)
This commit adds several events that allow listeners to interact with and customise the game's end-of-month processing. For example, it allows things like overriding the amount of monthly supplies that are awarded. * 'PreEndOfMonth' Fired from `XComGameState_HeadquartersResistance`, this event notifies listeners that end-of-month processing is about to begin. It provides a NewGameState that allows them to make game state changes. ``` { ID: PreEndOfMonth, Data: self (XCGS_HeadquartersResistance), Source: self (XCGS_HeadquartersResistance) } ``` * 'NegativeMonthlyIncome' Fired from `XComGameState_HeadquartersResistance`, this event allows listeners to override whether negative supply income is displayed as a negative number or as 0. It also allows them to do their own processing and game state changes that should only happen if supply income is negative. ``` { ID: NegativeMonthlyIncome, Data: [inout bool DisplayNegativeIncome, in int SupplyAmount], Source: self (XCGS_HeadquartersResistance) } ``` * 'OverrideSupplyDrop' Fired from `XComGameState_HeadquartersResistance`, this event allows listeners to override the amount of supplies awarded at the end of the month. ``` { ID: OverrideSupplyDrop, Data: [inout bool SkipRegionSupplyRewards, inout int SupplyAmount], Source: self (XCGS_HeadquartersResistance) } ``` * 'OverrideSupplyLossStrings' Fired from `UIResistanceReport`, this event allows listeners to override the text that displays the lost supplies for the month. ``` { ID: OverrideSupplyLossStrings, Data: [inout string SupplyLossReason, inout string SupplyLossAmount], Source: self (UIResistanceReport) } ``` * 'PostEndOfMonth' Fired from `UIResistanceReport`, this event notifies listeners that the resistance report has been closed, so they can do some final processing once all the other end-of-month stuff is done. It also provides a NewGameState if the listeners want to make game state changes. ``` { ID: PostEndOfMonth, Data: none, Source: self (UIResistanceReport) } ```
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Issue #524 Separated popups for required and incompatible mods per mod.
Added titles and persistent clickaway.
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Commits on Jun 5, 2019
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Commits on Jun 6, 2019
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Make disorient effect reapply on disoriented units (#475)
This allows units to use sources of disorient to break the overwatch of units that are already disoriented.
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Add event based hook to calculate doom (#550)
This change is add an event based hook to calcualte doom for any mods (like LW2) that have missions that generate doom that could potentially be not revealed causing doom generation updates to no be displayed properly.
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Making minor requested changes
Making minor requested changes to in compliance with code standards.
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Minor changes to make code complaint for pull request.
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Changed event name to 'OverrideCuurrentDoom' and moved calling the event to the end of the function so that the doom adjustment can be done after the vanilla code makes its adjustments.
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Added line to CHANGELOG.md to reflect the new event that is triggered.
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Commits on Jun 7, 2019
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Add string time value to OverridePersonnelStatus (#322)
This change allows listeners more flexibility in what is displayed for the time value of a unit's status. For example, a percentage can be used in place of a time duration.
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Commits on Jun 9, 2019
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Fix carrying out soldier multiple times (#557)
The problem was that the game was setting the `bBodyRecovered` flag to true and then never clearing it again. So you could carry a soldier out once, but never again on any future missions. This fix simply clears the flag at the beginning of tactical play.
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Commits on Jun 13, 2019
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Commits on Jun 16, 2019
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AllowInteractHack
allows mods to prevent units from being able to h……ack `InteractiveObject`s (#564)
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Commits on Jun 17, 2019
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Commits on Jun 19, 2019
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Merge #490 'draw-debug-labels' of https://github.com/long-war-2/X2WOT…
…CCommunityHighlander into beta
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