Music, Widgets, Balance, Graphics, Maps, Bugs, Interface, AI
February 1, 2024

January's various changes summarized!

There's been a fair bunch of recent changes that I thought could use summarizing in here :) Order mostly reverse-chronological, just looking at [the recent commits on the master branch of the main repo](https://github.com/beyond-all-reason/Beyond-All-Reason/commits/master/). This, thus, excludes work happening elsewhere.

author
Perfi
Last updated:
February 1, 2024

January's various changes summarized!

There’s been a fair bunch of recent changes that I thought could use summarizing in here :)

Order mostly reverse-chronological, just looking at the recent commits on the master branch of the main repo. This, thus, excludes work happening elsewhere.

  • Beherith is hard at work optimizing widgets, so that they take less memory, waste less CPU time, and are snappier in general! This is heavily supported by the Tracy profiling framework.
  • Swordelf2 fixed Attack Range GL4 for hounds and other state-toggling units, it won’t break on gauss cannon mode anymore
  • rlcevg fixed BARbAI for the new engine, and it should no longer explode.
  • Beherith improved sensor rings - they’ll be more visible on water and won’t appear through terrain anymore. Radar preview accuracy also got a bump.
  • Drivver prevented Pincers and Beavers from getting stuck in vehicle labs!
  • Floris took away hats from some people.
  • Balance: Zecrus & Hornet (I didn’t ask who did which part)…
    • gave the Turtle a small AA gun
    • sped up Armada and Cortex T1 submarines
    • reduced the Armada frigate’s cost and increased it for the Cortex one
  • Snoop improved the bottom left DPS display - it now accounts for the 50% damage reduction for lasers, and displays EMP damage separately. Hobo Joe then applied some refactoring that’s been overdue for a while for that widget.
  • Fireball changed how uncertainty is displayed - it’s not weirdly scaled anymore, directly corresponding to what you can see on the server website. Ratings in the player list are also colored according to uncertainty. Neat!
  • Jazcash is vastly improving how issues and PRs are made and labeled on GitHub.
  • The widget handler will no longer explode past 1.2 GB memory usage.
  • Citrine did a bunch of work for systems not supporting GL4. This also helps headless mode a lot.
  • EnderRobo and Zecrus gave Legion, wait, a NEW T3 TANK?! I missed that myself! Try the Keres today!
  • Psyborg8 is in a tight race with Beherith on who can shave off more loading time. In this kind of race, there are only winners.
  • Marek went through every single line ending in the repository and made them Unix style. Now that’s attention to detail! ;)
  • AmbulatoryCortex made Pit of Azar.
  • AmbulatoryCortex removed Pit of Azar, pending some further changes.
  • We have a bunch of new music from Nathan Sharples (Crashing Down)
  • Beherith is refactoring build priority, so it, IIRC, takes less resources.
  • Floris made a few optimizations via conditional caching! Turns out Legion factions unit icons aren’t necessary in every game… yet :)
  • Wait, there’s ANOTHER NEW T2 LEGION TANK BY EnderRobo?! And it can turn into a boat?! Try the Triton today in your local Legion match!
  • Balance, this was a while ago but went unmentioned:
    • T2 vehicle artillery now more expensive.
    • Supporter can now see further.
    • Skater and Herring both have a 1000-range radar now, to help players make better decisions on naval engagements.
  • Hornet fixed Demon meditation. That’s it, that’s the commit. The Demon is, of course, available in the Release Candidates unit pack and will not be reaching enlightenment any time soon.
  • Hihoman23 discovered that the naval T1 torpedo launchers come in a pop-up variant that can pretty much only be made by the T1 amphibious vehicle cons. They’re pop-up in the sense that they start submerged and float up to the sea surface on being finished. And, if I remember the resolution of that correctly, they work again!
  • Fr4nsson improved checks for options such as “no air” or “no water”. Turns it if there’s no air units, there’s also little reason to make anti-air turrets.
  • Zecrus added a lategame rebalance test modoption. To quote: The modoption is designed to increase the amount of time that late T2 strategies remain viable by reducing the strength of T2 defences and increasing the cost of early T3 units. The cost of Calamity and Ragnarok is increased to give the T3 stage more time.
  • Hornet gave Termites scoliosis a slanted hitbox, allowing them to fire over each other. Other release candidate units and Legion were also adjusted.
  • ScottMcNaught improved pathing and prioritizing for Raptors wanting to eat all your economy. As usual, decoy fusion reactors were forgotten and fixed in a later PR.

And that’s it, that’s January in BAR! Please give all the developers your love and appreciation :)

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