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Add spell code checker settings (FAForever#5920)
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MrRowey authored Feb 20, 2024
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416 changes: 415 additions & 1 deletion .vscode/settings.json

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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -56,7 +56,7 @@ Specifically steps (1), (2) and (5) are required to create a functioning deploym
### Lua plugin

- [FA Lua intellisense extension](https://github.com/FAForever/fa-lua-vscode-extension)
- [FA Lua intellisense langauge server](https://github.com/FAForever/fa-lua-language-server)
- [FA Lua intellisense language server](https://github.com/FAForever/fa-lua-language-server)

### Assembly patches

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2 changes: 1 addition & 1 deletion blender/howto.md
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Expand Up @@ -24,7 +24,7 @@ Change the material that the importer assigned to one of the PBR materials. It's

By default blender will just link to the existing material. Changes here would also affect the original object you got this material from. Make this material a single user by pressing the "2".

![Apply material to spesific Unit](/blender/step3.png)
![Apply material to specific Unit](/blender/step3.png)

### Apply the Unit Texture

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2 changes: 1 addition & 1 deletion changelog/3636.md
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- SMD can be paused
- New "No Walls" Unit Restriction
- Improved the Unit Restrictions menu descriptions, including localization
- Improved the Attack-Move feature (Factory Attack-Move Engineer behaviour left alone)
- Improved the Attack-Move feature (Factory Attack-Move Engineer behavior left alone)
- Made factory queue templates more accessible, the save button was hidden when the factory wasn't paused
- Show replay-ID in score
- Less UI-lag
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6 changes: 3 additions & 3 deletions changelog/3639.md
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### Game improvements

- Cartographic map previews are now being generated even for maps that do not contain colour information for them.
- Cartographic map previews are now being generated even for maps that do not contain color information for them.

### Bug fixes

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- Both players get ready flag cleared on swap
- Removed extra space around Rerun CPU benchmark button
- Made 'Random faction' skin load the chosen faction skin (Before it would always be UEF)
- Fixed a problem preventing player colours from being updated correctly
- Fixed a problem preventing player colors from being updated correctly
- Prevented CPU benchmark from running once the game starts
- General performance improvements

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- Partytime
- Santa Claus
- Sheeo
- Xinnony
- Xinonny
2 changes: 1 addition & 1 deletion changelog/3641.md
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floor with the very low mounted gun
- UEF SCU Drone can now capture, the same as the ACU ones
- Tiny changes to make Fatboy/Megalith/Spiderbot weapons symmetrical in
behaviour where they should be
behavior where they should be
- Added templates for all support factories. AI in coop missions is now able to
rebuild support factories
- Assist now prioritize building over repair
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4 changes: 2 additions & 2 deletions changelog/3652.md
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- Fixed Coop missions getting stuck at completion
- Added missing Seraphim objective icons
- Shields now overkill damage correctly based on their type
- Fixed nukes overkilling bubble shield base structure when out of range and shield up
- Fixed nukes over killing bubble shield base structure when out of range and shield up
- Fixed Continental taking damage from AOE when it has the shield up
- Fixed regen buffs from different sources not stacking properly. This should mean every possible interaction between veterancy, upgrades, and the Seraphim Regen Aura field all play nice
- Fixed Underwater Vision not being initialized on unit completion
- Fixed Engineers not properly reclaiming the target of an assisted, then stopped, Engineer
- Fixed UEF Drones being untargetable by Interceptors
- Fixed UEF Drones being un-targetable by Interceptors
- Fixed UEF Drone collision detection, making it much easier for ground-based AA to hit them
- Fixed UEF AI unit templates in coop mode
- Fixed an exploit with being able to upgrade restricted enhancements
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10 changes: 5 additions & 5 deletions changelog/3658.md
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- The map previews now show the rating for each player slot currently assigned, and AI Names
- You can now set up your games via the map previews. Click on two players to swap them. Click an empty spot to occupy it.
- Fixed map preview highlights not going away when you exit the player switch drop-down menu in certain ways
- The colour of your rating text now changes colour, getting darker with higher deviation. This should make identifying smurf accounts easier.
- The color of your rating text now changes color, getting darker with higher deviation. This should make identifying smurf accounts easier.
- Added new spawn options: Fixed, Random, Optimal Balance, Flexible Balance
- Added message "Player kicked by host" to chat

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- Fixed torpedoes colliding with missiles and destroying them
- Paragon no longer does low damage to buildings and ACUs
- Fixed Size 4 buildings such as T2 PD and Flak getting a Rate-Of-Fire adjacency buff from PGens
- Fixed bug in AI Engineer behaviour which let to an engine crash
- Fixed bug in AI Engineer behavior which let to an engine crash
- Fixed templates not working if a unit added by a mod was the first built in the selection used to form the template
- Fixed Selen radar not enabling on build
- Fixed possible desync trigger in AI games
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- Health increased 130 → 260
- Damage increased 8 → 16
- Removed AA/AG toggle. The weapon will now auto-toggle between modes
depending on what is in range, prioritising AA.
depending on what is in range, prioritizing AA.
- Aeon
- Health increased 200 → 360
- Speed decreased 3 → 2.8
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- Increased build power 120 → 150
- Cybran T3 MAA
- Removed AA/AG toggle. The weapon will now auto-toggle between modes
depending on what is in range, prioritising AA
depending on what is in range, prioritizing AA
- Cybran T2 Cruiser
- Removed AA/AG toggle. The weapon will now auto-toggle between modes
depending on what is in range, prioritising AA
depending on what is in range, prioritizing AA
- Decreased AG toggle weapon damage 60 → 40
- Increased AG toggle weapon rate of fire 0.5 → 1
- Decreased AG toggle weapon rockets per salvo 6 → 3
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2 changes: 1 addition & 1 deletion changelog/3660.md
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### Other

- Removed obsolete strategic icons and corrected file paths inside Hotstats module
- Fixed custom FAF player colours conflicting with Steam launcher
- Fixed custom FAF player colors conflicting with Steam launcher
- Added German translation to FAF

### Contributors
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4 changes: 2 additions & 2 deletions changelog/3676.md
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### Other

- Fixed wall segements giving full veterancy points. They give 0.1 per segment now to prevent abuse
- Changed the colours for the Hotbuild labels to make them clearer. Ctrl-SHORTCUT is now blue, and Alt-SHORTCUT is green
- Fixed wall segments giving full veterancy points. They give 0.1 per segment now to prevent abuse
- Changed the colors for the Hotbuild labels to make them clearer. Ctrl-SHORTCUT is now blue, and Alt-SHORTCUT is green
- Introduced UI elements for Attack-Move. Now shows a special cursor on pressing Alt, and has a new UI button which emulates the Alt-RMB command as closely as possible
- Stretched orders UI by 1 slot to make room for Attack-Move and other future additions or modded orders

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2 changes: 1 addition & 1 deletion changelog/3680.md
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- Fixed keys being able to be bound to two actions at once
- Keybinding UI will now auto-assign shift-bindings to match a newly bound action, if the shift-bind is not in use
- Fixed hotbuild labels in the construction UI not updating when they are re-assigned
- Lots of text around the UI will now change colour to reflect your faction skin again
- Lots of text around the UI will now change color to reflect your faction skin again
- New Feature: Helpful tips and tricks will now show briefly on the loading screen
- Fixed language changes not always taking effect on game restart properly
- Removed nonfunctional language change hotloader
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2 changes: 1 addition & 1 deletion changelog/3681.md
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### Other

- Reverted the changes to lobby text showing faction colours due to community feedback. This feature will reappear as an option in the future.
- Reverted the changes to lobby text showing faction colors due to community feedback. This feature will reappear as an option in the future.

### Contributors

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2 changes: 1 addition & 1 deletion changelog/3684.md
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- Hydrocarbon
- Cybran Regen decreased 6 → 5
- Mass Storage
- Cybran Regen drecreased 4 → 3
- Cybran Regen decreased 4 → 3
- Seraphim ACU Second Gun Upgrade
- Mass cost increased 3500 → 4800
- Energy cost decreased 300000 → 270000
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4 changes: 2 additions & 2 deletions changelog/3686.md
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- Selecting your ACU will show any upgrades it has completed for each slot above the UI in the bottom left corner
- There is an in-game customisation menu UI. It can be accessed via the main menu, or with a key bind. Default binding is CTRL-ALT-F1
- Full customisation of all Notify messages is enabled, including resetting to default
- All message types are broadcast at all times. The menu allows you to customise which messages you see, using toggle buttons at the top of the customiser.
- All message types are broadcast at all times. The menu allows you to customise which messages you see, using toggle buttons at the top of the customise.
- Colour of Notify messages can be changed inside the chat window
- Upgrade Queuing
- ACU Upgrades can now be queued up the same as any other construction project
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- Fixed hotbuild key label for support factory upgrades being on the wrong icon
- Fixed zoom pop key action not functioning
- Fixed reclaim overlay sometimes showing reclaim out of the playable areas
- Put silo count/capactity label at the top of the button to avoid it being obscured by the hotkey label
- Put silo count/capacity label at the top of the button to avoid it being obscured by the hotkey label
- Added an option to disable hotkey labels
- Fixed factory templates not displaying icons for mod units
- Fixed missing UI elements in replays or when the Use Factional UI Skin option is disabled
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2 changes: 1 addition & 1 deletion changelog/3688.md
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- Veterancy
- Until now the veterancy system worked in such a way that the tech level of the units killed determined how many veterancy points a unit was given, and only the unit that got the killing blow would get the veterancy point(s).
- With this patch we are moving from that tech based system to a mass based system. That means your units will get veterancy based on the mass of the unit that is killed. Your unit also doesn't need to get the killing blow to get veterancy. Once a unit dies all the units which damaged it will get veterancy points based on how much damage they did to that unit. There are also multipliers to adjust how much veterancy certain classes of units will require to vet up. We will watch closely for cases where veterancy may move to fast or too slow in certain fights and make any adjustments neccessary in upcoming patches.
- With this patch we are moving from that tech based system to a mass based system. That means your units will get veterancy based on the mass of the unit that is killed. Your unit also doesn't need to get the killing blow to get veterancy. Once a unit dies all the units which damaged it will get veterancy points based on how much damage they did to that unit. There are also multipliers to adjust how much veterancy certain classes of units will require to vet up. We will watch closely for cases where veterancy may move to fast or too slow in certain fights and make any adjustments necessary in upcoming patches.
- The mass value of the ACU has been reduced to 2000 to avoid getting insane veterancy by killing an ACU
- The amount of veterancy points that the ACU gains from higher tech units is reduced to avoid vetting too fast by overcharging mass heavy land units.
- Experimental units only need to kill 50% of their own worth in mass to gain one veterancy rank.
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2 changes: 1 addition & 1 deletion changelog/3696.md
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- Build Time: 3600 → 4000
- Health: 450 → 500
- Speed: 3 → 2.85
- Sizex: 0.8 → 0.95
- SizeX: 0.8 → 0.95
- SizeY: 1.15 → 1.35
- SizeZ: 0.6 → 0.8
- Firing Randomness while moving: 0.5 → 0.3
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2 changes: 1 addition & 1 deletion changelog/3697.md
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- Make game load props folder
- Make game send message when the simulation ends
- Added an option allowing AI to take over a player when disconnection occurs
- Added russian, german and french translation to adaptative map options
- Added russian, german and french translation to adaptive map options

### Contributors

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2 changes: 1 addition & 1 deletion changelog/3704.md
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- Buildtime: 958 → 540
- T2 Radar
- Energy Maintenance: 200 → 150
- Airstaging
- Air Staging
- Tech level: 2 → 1
- Repair Mass cost: 0.5 → 0
- Repair Energy cost: 5 → 30
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2 changes: 1 addition & 1 deletion changelog/3705.md
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Expand Up @@ -15,7 +15,7 @@
- Fixed free shield assist bug
- Enable transport rates to be set vs blueprint
- Added Exit button to the endscreen
- Optimized unitcount for VictoryConditions
- Optimized unit count for VictoryConditions
- Check for dead status before killing beams
- Improved targeting of torpedo bomber and subs
- Integration of the Supreme Props mod
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2 changes: 1 addition & 1 deletion changelog/3710.md
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Expand Up @@ -9,7 +9,7 @@
- Allowed SCU to have their own strategic icons
- Fixed "select land unit on screen" selecting factories
- Allowed dead players to see the whole map only after the team lost
- Fixed factorie's construction beam still working when they are paused
- Fixed factories construction beam still working when they are paused
- Added an option in lobby for optimal mirrored balance
- Fixed megalith/monkeylord wreck going under the ground when killed while being built
- Fixed ACU's gun fire fx
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4 changes: 2 additions & 2 deletions changelog/3712.md
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Expand Up @@ -9,11 +9,11 @@
- Clean up improving the simulation
- Removed drag build from radars/sonars/stealth field and soothsayer
- Fixed the targeting of structures with beam weapons
- Addded Chinese translation and improved russian translation
- Added Chinese translation and improved russian translation
- Score windows closing on pressing F2
- Added ability to spawn unit with veterancy using cheat
- Added ability to spawn multiple units while holding shift
- Fixed ACU playing twice the contruction visual fx when building
- Fixed ACU playing twice the construction visual fx when building
- Fixed UEF construction beams animation
- Improved the frigate sink animation rate
- Fixed the UI of UEF navy
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4 changes: 2 additions & 2 deletions changelog/3715.md
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Expand Up @@ -21,14 +21,14 @@
- Fixed bigger strat icons
- Fixed the eye of Rhianne giving permanent vision underwater
- Fixed explosion decals spawn when structure dies
- Fixed chat and minimap repositionning when resizing the game
- Fixed chat and minimap repositioning when resizing the game
- Fixed explosion killing trees
- Fixed explosion decals spawn with arty/bomber projectiles
- Fixed mermaid torpedo hitbox
- Fixed game slowdown on long AI games
- Fixed wrong game rating reward
- Fixed lag watching replay at fast speed and improved ingame performances
- Fixed wreckages\' hitbox positionning
- Fixed wreckages\' hitbox positioning

### Other

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2 changes: 1 addition & 1 deletion changelog/3718.md
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- The crash damage of T3 air units has been increased and made more consistent.
- Fixed the vision effects of Lobos and Seraphim air scouts
- Game Patch
- hide ressources on game preview for generated hidden maps
- hide resources on game preview for generated hidden maps
- allow AI to build assist factories

### Contributors
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6 changes: 3 additions & 3 deletions changelog/3721.md
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- Removed unused code which aimed to rock boats
- Optimized the access to the current layer of a unit
- Optimized trashbag
- Benchmark tool for developper allowing to evaluate easily code impact on performances
- Benchmark tool for developers allowing to evaluate easily code impact on performances

### AI

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- Improved and more visible weather
- Added new props for maps
- Display beetle as cloacked for the owner
- Display beetle as cloaked for the owner
- Removed duplicates of adjacency visual effects
- Added field engineer icon to Cybran/Seraphim/Aeon, so it display in case they possess one.
- Updated loading tips
- Prevented observers from pinging
- Prevented sending resources to enemies
- Fixed tooltip to support experimental transporter
- Improved code style consistency
- Fixed chrono dampner and RAS description
- Fixed chrono damper and RAS description
- Removed Aquatic tag from T3 UEF maa
- Fixed the visual of several cybran unit's weapon
- Added old patchnotes changes until the version 3636
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2 changes: 1 addition & 1 deletion changelog/3726.md
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- (#3565) Reverts changes to the buff mechanic
This introduced a minimal value to each buff, where as some
buffs are negative such as adjacency bonusses. This change
buffs are negative such as adjacency bonuses. This change
was intended for solely the Seraphim Regeneration field, where
as it affected all buffs.

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4 changes: 2 additions & 2 deletions changelog/3728.md
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Ythotha: when complete 50% or more

- (#3440, #3604) Removes the dummy drone from the unit restriction list
This drone was often misintepreted as an easy way to unrate a game. In contrast to what the name suggests it does have a function: to help gift units when a player dies and full share is on. The drone can no longer be restricted and instead there is a dedicated lobby option to unrate the game.
This drone was often misinterpreted as an easy way to unrate a game. In contrast to what the name suggests it does have a function: to help gift units when a player dies and full share is on. The drone can no longer be restricted and instead there is a dedicated lobby option to unrate the game.

- (#3525) Fix the unpathable skirts of the Seraphim Quantum Gateway
- (#3582) Fix Aeon aim bones being underground when building
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- (#3557, #3617) Fix and improve performance on Seraphim build animations
The old version had complicated logic and various computations that were not required. The new version is better for performance and a lot more smooth with regards to the build animation.

- (#3582) Prevent unneccessary allocations during the Aeon build animation
- (#3582) Prevent unnecessary allocations during the Aeon build animation
- (#3587, #3589) Optimize most common called unit functions
- (#3595, #3590, #3588, #3617) Optimize weapons

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10 changes: 5 additions & 5 deletions changelog/3732.md
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- Introduction of experimental graphics (#3775)
Allows you to increase the LOD of entities and the LOD and resolution of
shadows. This can be enabled separetely in the graphics options of the game. Is
shadows. This can be enabled separately in the graphics options of the game. Is
applied after restarting the game.

Please read the tooltip carefully.
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- Enable `wld_RunWithTheWind` from the command line (#3653)
Useful when you have Ai vs Ai games

- Allow Galacitic Colossus to retarget if the current target is unreachable (#3695)
- Allow Galactic Colossus to retarget if the current target is unreachable (#3695)

- Fix some styling issues with the lobby (#3777)

- Attempts to fix the self-awareness of the ready button in the lobby (#3791, #3792)
Reduces the occurences of the ready button not being in sync with the
Reduces the occurrences of the ready button not being in sync with the
host and other users in the lobby.

### Performance
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- Improve performance of shield interactions (#3681, #3699)
Significantly improves the performance when a lot of shield interactions are happening
simultaniously. This is the case when shields get tickled to death, such as by a Mantis
simultaneously. This is the case when shields get tickled to death, such as by a Mantis
or by a bomber.

One particular use case that is significantly faster is when you have fire at Janus fly over
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automated class culling and adjust the implementation of states to reduce the memory footprint
of the game.

- Improve performance of exhaus effects (#3743)
- Improve performance of exhaust effects (#3743)
Significant reduction of table allocations.

This was a well-described starters issue - you can find more of these issues on the repository.
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