@jip said in Developers Iteration IV of 2023:
Other note worthy changes
- #5543 Add the ability to use the context of the build preview
It is best shown visually. See the pull request for a video. With this feature you can create templates that use the build preview as its context. As an example;
- imagine you have a radar as a build preview. If you hit tab (the hotkey to trigger the context based templates) then it turns into a radar that capped with power generators
- imagine you have a tech 3 air factory as a build preview. If you hit tab then it turns into a chunk of air grid
As mentioned at the start; this is best explained visually. See the pull request for a video.
- #5541 Make it easier to cycle through extractor / hydrocarbon plant templates when zoomed out
The radius that scans for deposits increases as you zoom out. It mimics the distance of the pixel-snapping behavior for extractor deposits.
Assist to copy the command queue of an engineer
- #5540 Adds another assist side effect that triggers the Copy orders functionality
The assist behavior can be a bit clunky at times. By copying the command queue you still 'assist' the original engineer but have all the advantages of not having to wait for the original engineer to start the construction.
Improvements to the score graph
- #5524 Improve responsiveness and performance of the score graph
With thanks to @Pokute the score graph is now in a good spot in terms of performance. It now populates the graph really fast, even after long games with a lot of players.
Improvements to anti-projectile weapon behavior
- #5518 Disable anti-projectile weapons after firing
Projectiles have a shooter cap. When a weapon locks on a projectile it adds towards the shooter cap. When the cap is reached no more weapons can lock on a projectile. This behavior is fine but there's a problem: weapons can lock on projectiles even though they are unable to fire. This can be due to many reasons, the most common being the reload time.
As a result a weapon can lock on a projectile during a (long) reload time and effectively prevent other weapons from being able to intercept the projectile. Other nearby weaponry would just remain idle.
This is now adjusted; an anti-projectile weapon is no longer able to lock on to a projectile while reloading. As a result anti-projectile weaponry is a lot more efficient at shooting down projectiles and they no longer appear to remain idle like they used to before.
This impacts both torpedo and tactical defenses.
Improvements to projectile collision detection
When a projectile intersects with multiple units at once it will usually pick the last unit. This was a bug; most commonly seen with the walls behind a point defense soaking up all the damage. As a result walls would work rather unreliably. The bug is most common units that are either very packed or with projectiles that have a very high velocity. One example being the Rhino.
This bug is now fixed - the unit that would be hit first takes the hit. As a result the walls in front of the point defense take the damage. It is now also possible for small non-hover units to hide behind walls as the wall will reliably soak the damage.
Walls working correctly sounds very awesome