diff --git a/CREDITS.md b/CREDITS.md index 170bc75fae..62a03a1a1e 100644 --- a/CREDITS.md +++ b/CREDITS.md @@ -292,6 +292,7 @@ This page lists all the individual contributions to the project by their author. - Fix vehicles disguised as trees incorrectly displaying veterancy insignia when they shouldn't - GapGen + SpySat desync fix - Frame CRC generation rewrite + - Laser drawing Z-adjust customization - **Morton (MortonPL)**: - `XDrawOffset` for animations - Shield passthrough & absorption diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index d465be14fe..34c1389b0d 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -2758,7 +2758,7 @@ Due to technical constraints, these features do not work with electric bolts cre ### Laser Z-adjust -- It is now possible to change the Z-adjust for weapon laser drawing via `LaserZAdjust` per weapon, defaults to `[AudioVisual]` -> `LaserZAdjust`. Note that this is not available on prism support weapons. +- It is now possible to change the Z-adjust for weapon laser drawing via `LaserZAdjust` per weapon, defaults to `[AudioVisual] -> LaserZAdjust`. Note that this is not available on prism support weapons. In `rulesmd.ini`: ```ini @@ -2766,7 +2766,7 @@ In `rulesmd.ini`: LaserZAdjust=0 ; integer [SOMEWEAPON] ; WeaponType -LaserZAdjust= ; integer +LaserZAdjust= ; integer ``` ### Single-color lasers diff --git a/docs/Whats-New.md b/docs/Whats-New.md index 2a49c5c8c0..ca37f335fe 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -573,7 +573,7 @@ New: - [Allow replacing vanilla repairing with togglable auto repairing](User-Interface.md#allow-replacing-vanilla-repairing-with-togglable-auto-repairing) (by TaranDahl) - Use `OpenTopped.AllowFiringIfAttackedByLocomotor` to control whether the passengers of a non-building transport unit can fire when the unit is being attacked by a weapon whose warhead has `IsLocomotor=true` (by Noble_Fish) - Framework for dynamic sight (by TaranDahl) -- Customize `HarvesterLoadRate` (by Noble_Fish) +- [Customize `HarvesterLoadRate`](Fixed-or-Improved-Logics.md#customize-harvesterloadrate) (by Noble_Fish) - [Toggle to prevent `ShrapnelWeapon` from targeting buildings multiple times](Fixed-or-Improved-Logics.md#shrapnel-enhancements) (by Starkku) - [Laser drawing Z-adjust customization](Fixed-or-Improved-Logics.md#laser-z-adjust) (by Starkku) diff --git a/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po b/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po index c8a91743e9..c08ebea4ae 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po +++ b/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2026-03-23 02:31+0800\n" +"POT-Creation-Date: 2026-05-08 19:23+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -95,6 +95,10 @@ msgstr "" " 来获取关联的超级武器。如果也没有设置那么会分别使用 `[SuperWeaponTypes]` 列表中最后一个 " "`Type=ChronoSphere` 和 `Type=ChronoWarp` 的超级武器。" +msgid "Fixed AI team recruitment inconsistency causing underfilled teams." +msgstr "" +"修复了 AI 小队招募数量与生产计划不一致导致不足以建立小队的问题。" + msgid "Increased Overlay Limit" msgstr "更高的覆盖物数量上限" diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index 03ceee1114..094b5e7d78 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2026-05-02 10:26+0800\n" +"POT-Creation-Date: 2026-05-08 21:24+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -869,6 +869,13 @@ msgstr "修复了伪装成树的载具错误显示出军衔(能打人的精英 msgid "GapGen + SpySat desync fix" msgstr "裂缝产生器和间谍卫星的不同步修复" +msgid "Frame CRC generation rewrite" +msgstr "重写帧 CRC 生成" + +msgid "Laser drawing Z-adjust customization" +msgstr "" +"自定义激光绘制的 Z 深校正值" + msgid "**Morton (MortonPL)**:" msgstr "**Morton (MortonPL)**:" @@ -1300,6 +1307,11 @@ msgstr "" "修复了有 `AlphaImage` 的单位转换为无 AlphaImage 的类型,或有 `AlphaImage` 的动画通过 `Next` " "更改为无 AlphaImage 的类型后读档会导致游戏崩溃的 Bug" +msgid "" +"`EVA.Tag` already supports being set for specific countries, and " +"`EVAIndex` is no longer reset after load game" +msgstr "`EVA.Tag` 已经支持在国家层面设置并且 `EVAIndex` 不再在读档后重置" + msgid "**NetsuNegi**:" msgstr "**NetsuNegi**:" @@ -1744,8 +1756,7 @@ msgstr "" msgid "" "Fix a bug where updating the `OpenTopped` attribute during convert did " "not update the coordinates of passengers" -msgstr "" -"修复了类型转换会更新 `OpenTopped` 属性却不更新乘客坐标的 Bug" +msgstr "修复了类型转换会更新 `OpenTopped` 属性却不更新乘客坐标的 Bug" msgid "**Apollo** - Translucent SHP drawing patches" msgstr "**Apollo** - 半透明 SHP 绘制补丁" @@ -2181,8 +2192,14 @@ msgstr "`ElectricAssault` 武器现在可以自动索敌盟友的可过载防御 msgid "**NaotoYuuki** - Vertical & meteor trajectory projectile prototypes" msgstr "**NaotoYuuki** - 垂直和流星弹道雏形" -msgid "**handama** - AI script action to `16005 Jump Back To Previous Script`" -msgstr "**handama** - AI 动作脚本 `16005 跳回上一个脚本`" +msgid "**handama**:" +msgstr "**handama**:" + +msgid "AI script action to `16005 Jump Back To Previous Script`" +msgstr "AI 动作脚本 `16005 跳回上一个脚本`" + +msgid "Fix AI team recruitment inconsistency causing underfilled teams" +msgstr "修复了 AI 小队招募数量与生产计划不一致导致不足以建立小队的问题" msgid "**TaranDahl (航味麻酱)**:" msgstr "**TaranDahl (航味麻酱)**:" @@ -2481,6 +2498,9 @@ msgid "" "conversion" msgstr "修复了单位的 `BombSight` 在类型转换时不会被正确更新的问题" +msgid "Fix BalloonHover incorrectly considering ground factors when pathfinding" +msgstr "修复了 BalloonHover 寻路时错误考虑了地面因素的问题" + msgid "Technos with Walk locomotor spawn wake like ship" msgstr "使用 Walk 运动模式的单位像船只一样生成水波" @@ -2507,8 +2527,7 @@ msgid "" msgstr "修复了处于 `Area Guard` 任务中的单位消灭目标后重新获取目标所用时间明显长于其他任务的问题" msgid "Framework for dynamic sight" -msgstr "" -"动态视野框架" +msgstr "动态视野框架" msgid "**solar-III (凤九歌)**" msgstr "**solar-III(凤九歌)**" @@ -2528,9 +2547,6 @@ msgstr "为 AE 系统添加目标过滤选项" msgid "Add veterancy-based target filtering for weapons and warheads" msgstr "为武器和弹头添加基于经验等级的目标过滤" -msgid "Fix BalloonHover incorrectly considering ground factors when pathfinding" -msgstr "修复了 BalloonHover 寻路时错误考虑了地面因素的问题" - msgid "**tyuah8**:" msgstr "**tyuah8**:" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po b/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po index 43a44ef5af..0b067e4a88 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2026-04-25 18:06+0800\n" +"POT-Creation-Date: 2026-05-09 03:29+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1670,8 +1670,13 @@ msgid "" "Fixed the issue that the time for units in the area guard mission to " "reacquire targets after eliminating the target is significantly longer " "than that in other missions." -msgstr "" -"修复了处于 `Area Guard` 任务中的单位消灭目标后重新获取目标所用时间明显长于其他任务的问题。" +msgstr "修复了处于 `Area Guard` 任务中的单位消灭目标后重新获取目标所用时间明显长于其他任务的问题。" + +msgid "" +"Purely visual animations and particles are no longer included in frame " +"CRC generation and are thus exempt from any sync checks between players " +"in multiplayer games." +msgstr "纯视觉效果的动画和粒子不再包含在帧 CRC 生成中并因此不会受多人游戏中玩家间同步检查的限制。" msgid "Fixes / interactions with other extensions" msgstr "修复或与其他扩展的交互" @@ -1889,6 +1894,19 @@ msgid "" "conversion." msgstr "修复了单位的 `BombSight` 在类型转换时不会被正确更新的问题。" +msgid "" +"`EVA.Tag` already supports being set for specific countries, and " +"`EVAIndex` is no longer reset after load game." +msgstr "`EVA.Tag` 已经支持在国家层面设置并且 `EVAIndex` 不再在读档后重置。" + +msgid "" +"`DisableWeapons.Duration` now makes `Gattling=yes` rate tick down and " +"stops the sounds from playing, no longer interferes with target " +"acquisition and works together with Phobos' " +"`OpenTopped.CheckTransportDisableWeapons`." +msgstr "" +"现在 `DisableWeapons.Duration` 会使 `Gattling=yes` 的速率降低并停止播放音效,不再干扰目标获取并且可以和 Phobos 的 `OpenTopped.CheckTransportDisableWeapons` 共用。" + msgid "Newly added global settings" msgstr "新增的全局设定" @@ -3534,6 +3552,16 @@ msgid "" "enable this behaviour again." msgstr "注意这会覆盖允许溅射武器选择非盟友对象的默认检查。使用 `CanTargetHouses=enemies` 可手动重新启用此行为。" +msgid "" +"`Shrapnel.IgnoreHitBuildings` can be used to override default behaviour " +"where shrapnels can snap onto building targets multiple times if the " +"building occupies more than one cell. Defaults to `[CombatDamage]` -> " +"`Shrapnel.IgnoreHitBuildings` which defaults to false. Note that this " +"wont prevent random cells within the building's `Foundation` from being " +"targeted if there are not enough objects around to satisfy " +"`ShrapnelCount`." +msgstr "" + msgid "Technos" msgstr "科技类型" @@ -4716,6 +4744,12 @@ msgid "" "one time." msgstr "若该值小于等于 0 则表示一次倒完,就像《红色警戒2》中原本的行为" +msgid "Customize `HarvesterLoadRate`" +msgstr "自定义 `HarvesterLoadRate`" + +msgid "Now `HarvesterLoadRate` can be customized on each unit." +msgstr "现在 `HarvesterLoadRate` 可以在每个单位上自定义了。" + msgid "Customize type selection for IFV" msgstr "自定义 IFV 的类型选择" @@ -5550,6 +5584,18 @@ msgstr "" "docs/new/buildings/prismforwarding.html) 或那些 `AirburstWeapon` 所创建的 EBolt " "效果。" +msgid "Laser Z-adjust" +msgstr "激光 Z 深校正" + +msgid "" +"It is now possible to change the Z-adjust for weapon laser drawing via " +"`LaserZAdjust` per weapon, defaults to `[AudioVisual] -> LaserZAdjust`. " +"Note that this is not available on prism support weapons." +msgstr "" +"现在可以在每个武器上通过 `LaserZAdjust` 更改武器激光绘制的 Z 深校正值,默认为 `[AudioVisual] -> " +"LaserZAdjust`。注意这不适用于 [光棱塔递光武器](https://ares-developers.github.io/Ares-" +"docs/new/buildings/prismforwarding.html)。" + msgid "Single-color lasers" msgstr "单色激光" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index a050fd456a..4ff3d55479 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2026-05-02 10:26+0800\n" +"POT-Creation-Date: 2026-05-09 03:29+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1872,8 +1872,26 @@ msgstr "" "`IsLocomotor=true` 的武器攻击时其乘客能否开火(by Noble_Fish)" msgid "Framework for dynamic sight (by TaranDahl)" +msgstr "动态视野框架(by TaranDahl)" + +msgid "" +"[Customize `HarvesterLoadRate`](Fixed-or-Improved-Logics.md#customize-" +"harvesterloadrate) (by Noble_Fish)" msgstr "" -"动态视野框架(by TaranDahl)" +"[自定义 `HarvesterLoadRate`](Fixed-or-Improved-Logics.md#customize-" +"harvesterloadrate)(by Noble_Fish)" + +msgid "" +"[Toggle to prevent `ShrapnelWeapon` from targeting buildings multiple " +"times](Fixed-or-Improved-Logics.md#shrapnel-enhancements) (by Starkku)" +msgstr "" +"[避免 `ShrapnelWeapon` 多次瞄准同一建筑的开关](Fixed-or-Improved-Logics.md#shrapnel-" +"enhancements)(by Starkku)" + +msgid "" +"[Laser drawing Z-adjust customization](Fixed-or-Improved-" +"Logics.md#laser-z-adjust) (by Starkku)" +msgstr "[自定义激光绘制的 Z 深校正值](Fixed-or-Improved-Logics.md#laser-z-adjust)(by Starkku)" msgid "Vanilla fixes:" msgstr "原版问题修复:" @@ -2299,6 +2317,21 @@ msgid "" "than that in other missions (by TaranDahl)" msgstr "修复了处于 `Area Guard` 任务中的单位消灭目标后重新获取目标所用时间明显长于其他任务的问题(by TaranDahl)" +msgid "" +"Purely visual animations and particles excluded from sync checks (by " +"Starkku)" +msgstr "从同步检查中排除纯视觉效果的动画和粒子(by Starkku)" + +msgid "" +"Fixed AI team recruitment inconsistency causing underfilled teams (by " +"handama)" +msgstr "修复了 AI 小队招募数量与生产计划不一致导致不足以建立小队的问题(by handama)" + +msgid "" +"Fixed the issue where tint color RGB mode conversion was incorrect (by " +"Shatyuka)" +msgstr "修复了染色颜色的 RGB 模式转换不正确的问题(by Shatyuka)" + msgid "Phobos fixes:" msgstr "Phobos 过往版本问题修复:" @@ -2499,13 +2532,32 @@ msgid "" "`DeploysInto`/`UndeploysInto`) not to immediately recalculate stats or " "tint (by Starkku)" msgstr "" -"修复了一个导致(例如在 `DeploysInto`/`UndeploysInto` 时)转移的 AE 不会立即重新计算属性或染色的 Bug(by Starkku)" +"修复了一个导致(例如在 `DeploysInto`/`UndeploysInto` 时)转移的 AE 不会立即重新计算属性或染色的 Bug(by " +"Starkku)" msgid "" "Fixed a bug where updating the `OpenTopped` attribute during convert did " "not update the coordinates of passengers (by NetsuNegi)" +msgstr "修复了类型转换会更新 `OpenTopped` 属性却不更新乘客坐标的 Bug(by NetsuNegi)" + +msgid "" +"Fixed `Shrapnel.AffectsBuildings=true` shrapnel weapons being able to hit" +" the building itself, potentially multiple times, if it had foundation " +"larger than 1x1 (by Starkku)" +msgstr "" +"修复了 `Shrapnel.AffectsBuildings=true` 在建筑占地面积大于 1x1 时溅射武器可能多次命中该建筑自身的问题(by" +" Starkku)" + +msgid "" +"Fixed the bug where the `.SubjectToGround` of the Trajectory type did not" +" consider bridges (by Noble_Fish)" +msgstr "修复了新类型弹道的 `.SubjectToGround` 未考虑桥梁的 Bug(by Noble_Fish)" + +msgid "" +"AttachEffect `DisableWeapons=true` now makes `Gattling=yes` rate tick " +"down and stops the sounds from playing (by Starkku)" msgstr "" -"修复了类型转换会更新 `OpenTopped` 属性却不更新乘客坐标的 Bug(by NetsuNegi)" +"现有有 `DisableWeapons=true` 的 AE 会使 `Gattling=yes` 的速率降低并停止播放音效(by Starkku)" msgid "Fixes / interactions with other extensions:" msgstr "其他扩展引擎相关的修复/交互:" @@ -2612,6 +2664,19 @@ msgid "" "conversion (by TaranDahl)" msgstr "修复了单位的 `BombSight` 在类型转换时不会被正确更新的问题(by TaranDahl)" +msgid "" +"`EVA.Tag` already supports being set for specific countries, and " +"`EVAIndex` is no longer reset after load game (by FlyStar)" +msgstr "`EVA.Tag` 已经支持在国家层面设置并且 `EVAIndex` 不再在读档后重置(by FlyStar)" + +msgid "" +"`DisableWeapons.Duration` now makes `Gattling=yes` rate tick down and " +"stops the sounds from playing, no longer interferes with target " +"acquisition and works together with Phobos' " +"`OpenTopped.CheckTransportDisableWeapons` (by Starkku)" +msgstr "" +"现在 `DisableWeapons.Duration` 会使 `Gattling=yes` 的速率降低并停止播放音效,不再干扰目标获取并且可以和 Phobos 的 `OpenTopped.CheckTransportDisableWeapons` 共用(by Starkku)" + msgid "0.4.0.3" msgstr "0.4.0.3"