{"push_id":592363827,"size":20,"distinct_size":20,"ref":"refs/heads/master","head":"1dd2a06651d32743ecea579316e8fe025f7da9ce","before":"9f29c476648faceef8d02e7cfe6b7f1210af4cfa","commits":[{"sha":"b271c700e96cd00cf8944ea1515eadb325e8cf51","author":{"email":"681e2237e15495bfacc209ed47bfb18c5b210316@gmail.com","name":"SupSuper"},"message":"Added texture definitions to RuleGlobe.\nChanged terrain logic for crash/landing sites.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/b271c700e96cd00cf8944ea1515eadb325e8cf51"},{"sha":"559895cf2cd8c7f675fed2d2171a4168ac00990a","author":{"email":"681e2237e15495bfacc209ed47bfb18c5b210316@gmail.com","name":"SupSuper"},"message":"Merged zone and city data.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/559895cf2cd8c7f675fed2d2171a4168ac00990a"},{"sha":"804eb9280a065685e2e6502f23b67ec01b34ad9c","author":{"email":"681e2237e15495bfacc209ed47bfb18c5b210316@gmail.com","name":"SupSuper"},"message":"Unhardcoding stuff to AlienDeployment rules.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/804eb9280a065685e2e6502f23b67ec01b34ad9c"},{"sha":"59a567b73987121de51d056d9fbe1609ac7e6edf","author":{"email":"681e2237e15495bfacc209ed47bfb18c5b210316@gmail.com","name":"SupSuper"},"message":"Unhardcoding mission stuff.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/59a567b73987121de51d056d9fbe1609ac7e6edf"},{"sha":"98a0fa30d19b4c1e94eaca41cb33ddda620491c7","author":{"email":"681e2237e15495bfacc209ed47bfb18c5b210316@gmail.com","name":"SupSuper"},"message":"Added mission weights.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/98a0fa30d19b4c1e94eaca41cb33ddda620491c7"},{"sha":"8312364f7ea7b445a8ec3d03c30ef1d58b82d963","author":{"email":"681e2237e15495bfacc209ed47bfb18c5b210316@gmail.com","name":"SupSuper"},"message":"Cleaning up loose ends.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/8312364f7ea7b445a8ec3d03c30ef1d58b82d963"},{"sha":"02f1153f6a49a51b36491595d94de64edf0b661d","author":{"email":"681e2237e15495bfacc209ed47bfb18c5b210316@gmail.com","name":"SupSuper"},"message":"git add, you have foiled me again","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/02f1153f6a49a51b36491595d94de64edf0b661d"},{"sha":"125379c4be498da92bb81226011ca046034ee683","author":{"email":"681e2237e15495bfacc209ed47bfb18c5b210316@gmail.com","name":"SupSuper"},"message":"New battle fixes.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/125379c4be498da92bb81226011ca046034ee683"},{"sha":"3972d59c1a4753bad8ba1196ba6978357226ce79","author":{"email":"681e2237e15495bfacc209ed47bfb18c5b210316@gmail.com","name":"SupSuper"},"message":"More New Battle fixes.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/3972d59c1a4753bad8ba1196ba6978357226ce79"},{"sha":"2f1617177e2abf152ef34832a18d9f6975fc5dd7","author":{"email":"142d8419233b6c995c6806a221d0c1dc6e6ac7a2@gmail.com","name":"Bryan P. Whalen"},"message":"- Post-rebase cleanup.\n\n- Highlight TUs in red on the shot selection menu if insufficient.\n- Highlight Acc in red if the weapon has insufficient ammo.\n- Display auto shot count as ##%x<Count>.\n\n- Display wounded days with status.\n\n- Handle thrown items in ammo count check.\n- Remove user preferences.\n\n- Highlight TUs in red on the shot selection menu if insufficient.\n- Highlight Acc in red if the weapon has insufficient ammo.\n- Display auto shot count as ##%x<Count>.\n\nConflicts:\n\tsrc/Battlescape/ActionMenuState.cpp\n\n- Handle thrown items in ammo count check.\n- Remove user preferences.\n\n- Display sell price info on manufacturing screens.\n- Shrink actions list in battlescape.\n- Added numeric hotkeys to activate actions.\n- Display the selected action briefly after selection.\n\n- Rearranged base info window.\n- Added soldiers, stores and quarters info to base info.\n- Added current stores to manufacture start screen.\n\n- Fixed ammo count checking for non-shooting actions.\n- Added a colorable message display for non-warning text.\n- Improved damage display.\n- Report wounds added from BattleUnit::damage.\n\n- Added a floating combat log to display events.\n\n- Implemented a Quick Reload action.\n- Added an option to base reload TU cost off inventory slot and magazine weight.\n\n- Finished quick reload option.  Handles existing magazine now.\n\nFiring a gun while berserk now requires that the gun actually has a snapshot\n\n- Applied new reload logic to AIs.\n\n- Added white cross-marks on the unit health bar to indicate wounds.\n\n- Apply maximize info screen option to various Geoscape screens.\n\n- Added extra check to prevent quick reload action from being available on non-firearms.\n\n- Flash the aim cursor red/yellow if you do not have enough TU to continue firing.\n\n- Added Stores/Quarters information to Purchase screen.\n\n- BattlescapeGenerator::explodePowerSources() was eventually making a call to displayDamage() and crashing if an alien was hurt by the explosion.\n- Added a development build configuration for speed compilation and testing.\n\n- Slight reorganization to displayDamage conditions.\n\n- Added proper translations and strings for combat log and reload features.\n\n- Highlight TUs in red on the shot selection menu if insufficient.\n- Highlight Acc in red if the weapon has insufficient ammo.\n- Display auto shot count as ##%x<Count>.\n\n- Display wounded days with status.\n\n- Handle thrown items in ammo count check.\n- Remove user preferences.\n\n- Highlight TUs in red on the shot selection menu if insufficient.\n- Highlight Acc in red if the weapon has insufficient ammo.\n- Display auto shot count as ##%x<Count>.\n\n- Display wounded days with status.\n\n- Handle thrown items in ammo count check.\n- Remove user preferences.\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\n- Display sell price info on manufacturing screens.\n- Shrink actions list in battlescape.\n- Added numeric hotkeys to activate actions.\n- Display the selected action briefly after selection.\n\n- Rearranged base info window.\n- Added soldiers, stores and quarters info to base info.\n- Added current stores to manufacture start screen.\n\n- Fixed ammo count checking for non-shooting actions.\n- Added a colorable message display for non-warning text.\n- Improved damage display.\n- Report wounds added from BattleUnit::damage.\n\n- Added a floating combat log to display events.\n\n- Implemented a Quick Reload action.\n- Added an option to base reload TU cost off inventory slot and magazine weight.\n\n- Finished quick reload option.  Handles existing magazine now.\n\nFiring a gun while berserk now requires that the gun actually has a snapshot\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\n- Applied new reload logic to AIs.\n\n- Added white cross-marks on the unit health bar to indicate wounds.\n\n- Apply maximize info screen option to various Geoscape screens.\n\n- Added extra check to prevent quick reload action from being available on non-firearms.\n\n- Flash the aim cursor red/yellow if you do not have enough TU to continue firing.\n\n- Added Stores/Quarters information to Purchase screen.\n\n- BattlescapeGenerator::explodePowerSources() was eventually making a call to displayDamage() and crashing if an alien was hurt by the explosion.\n- Added a development build configuration for speed compilation and testing.\n\n- Slight reorganization to displayDamage conditions.\n\nPost-rebase re-merging.\n\n- Added new translations to en-GB language set.\n\n- Fixed combat log crashing when full.\n- Fixed quick reload ignoring lack of TUs.\n\n- Added logic to further adjust the Unload TU cost based on the magazine weight with the Adjust Reload Costs option.\n  - Quick Reload will now cost Magazine Weight + Hand->Ground cost.\n  - Normal Unload will now cost Magazine Weight + Hand->Hand cost.\n\n- Fixed a leftover Combat Log long duration test change in.\n\n- Implemented first level Roles menu for accessing basic role functions.\n\n- First pass at implementing a full Role system for managing unit equipment templates.\n\n- Added a simpler mechanism for the Maximize Info Screens option that also prevents multiple maximized screens from confusing the scale because of constructor/destructor order.\n\n- Adjusted base cost for adjusted ammo reload option.\n\n- Made role icon bob like the original selected unit arrow.\n\n- Completed role ruleset configuration and en-US strings.\n- Added \"none\", \"Sniper\", and \"Rifleman\" icons, and placeholder files for the rest.\n\n- Added medic and grenadier icons.\n- Cropped sniper simple icon.\n\n- Added Assault, Grenadier, Medic icons.\n- Redesigned Sniper icon.\n\n- Fixed Roles not being available in New Battle mode.\n- Fixed an incorrect enumeration usage.\n- Fixed the sniper role icon palette.\n\n- Re-enabled selected unit bobbing for role icons.\n- New mini icon for sniper role.\n- Shrunk medic small icon.\n\n- Made shotgun-type weapons simultaneously fire their rounds without using simplified insta-hit logic.\n\n- Fixed State think timer being changed mid-flight on shotgun projectiles.\n\n- Tweaked multi-projectile logic.\n\n- Changed shotgun projectile logic to apply accuracy to an initial shot, then base further spread off of accuracyShotgunSpread on the weapon (if available).\n\n- Finished first draft for demo, heavy, psionic, rocketeer, scout, and specialist role icons.\n\n- Adjusted several role icons, and fixed some palettes.\n\n- Fixed some issues with trajectory calculation on shotgun attacks.\n\n- Further fixes to shotgun projectile mode.\n- Store calculated impact on the projectile object rather than a single member variable in ProjectileFlyBState.\n\n- Tweaked several role icons to apply a slightly more embossed effect.\n\n- Shotgun pellet spread now follows a somewhat more realistic normal distribution\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\n- Fixed shotgun pellet applyAccuracy change to pull the pellet count from the ammo item.\n\n- Improved shot action display to include shotgun shot count.\n- Tweaked shotgun pellet impact explosion behavior for simultaneous hits.\n\n- Fixed a bug where _currentAction.result was not cleared after giving a warning for failing a quick reload. This resulted in repeatedly being warned after most actions following it.\n- Temporarily changed createNewProjectile so that throwing items can't have shotgun pellets. This was causing crashes when attempting to throw, for example, a cluster rocket.\n\n- Rewrote projectile rendering to use a single pre-pass to generate future drawable objects before looping across visible tiles.\n- Capture shotgun attribute at ProjectileFlyBState constructor for use in applyAccuracy later, to prevent issues when running out of ammo.\n- Further tweaks to auto/shotgun attacks in shot action menu display.\n\n- Further shotgun pellet logic rewriting to reduce lost or repeated explosions.\n\n- Display estimated accuracy even without UFOExtender accuracy mode.\n- Fixed an issue where the initial shotgun tracer round was fired with shotgun mode, causing it to ignore standard accuracy rules.\n\n- Added kneelModifier to RuleItem so that weapons may define exactly what accuracy multiplier they get for kneeling.\n\n- Fixed LoS check being skipped on normal shots.\n\n- Display grenade primed indicator on battlescape.\n\n- Combat log adjustments.\n- Fixed bad translation string for Reloaded combat log display.\n\n- Early attempt - explosions occur synchronously.\n\n- Async explosion logic round 1.\n\n- Final round of async shot/explosion logic.\n\n- Cleanup/fix branch.\n\n- Fixed target voxel deviation for shotgun-type weapons on auto fire.\n\n- Do not change state interval in ExplosionBState when being run as a sub-state.\n\n- Added blastDropoff to item ruleset, which controls how quickly an explosion loses damage as it spreads outward\n- Modified explosion-related functions so that the visual size and sound of an explosion is determined by blast radius instead of power\n\n- Allow mousewheel scrolling through oversized ground inventories.\n\n- Fixed incorrect max on mouse wheel inventory scrolling.\n\n- Fix inventory not being re-rendered for some actions.\n\n- Combat log improvements for non-damage or stun damage attacks.\n- Further tweaks to mousewheel inventory scrolling.\n\n- Slight tweak to RoleIconNone.\n\n- Added reactionsModifier as a setting to RuleItem\n\n- Implemented per-weapon AI range handling.\n\nNew item rules:\naiRangeClose, aiRangeMid, aiRangeLong, aiRangeMax\naiAttackPriorityClose, aiAttackPriorityMid, aiAttackPriorityLong, aiAttackPriorityMax.\n\n- Adjusted reserved TU fallback logic to handle weapons with non-standard shot configurations.\n- Force AI to use normal TU reserve logic instead of custom percentages.\n\n- Fix firing animation getting stuck.\n\n- Fixed an issue causing crashes with the modified explosion graphics/sound code\n\n- Implemented Overwatch ability.\n\n- Grant hostile units the weapon kneel modifier if it is above the base 115.\n\n- Commented alien unit kneel special case.\n\n- Fixed death message spam for multi-hit weapons.\n- Fixed canMakeReactionShot not checking required TUs on snapshot.\n\n- Adjusted Overwatch cost to be a minimum of 90% of the unit's TU.\n- Added a simple display for overwatch to indicate the target region.\n\n- Clear Overwatch state on new turn.\n\n- Add Role to Soldier Info screen.\n- Apply \"one in a million\" AI fix.\n\n- Fixed InventoryState not popping the maximized state properly.\n- Added an Inventory button to the soldier info screen.\n\n- Post-rebase cleanup.\n- Modified SavedGame loading of role configuration to eliminate SavedGame constructor conflicts.\n- Applied custom string changes to en-GB.yml.\n\n- Show all spotted units in spotted list, not just those spotted by the current unit.\n\n- Added tracer logic to display line of fire when targeting.\n- Fixed roles not being loaded in time for use in New Battle games.\n\n- Fixed logic issue causing the trajectory calculation to fail with any compilation optimizations turned on.\n- Fixed an issue where the trajectory trace was being created for non-visible higher Z level tiles and all rendered at once when the higher Z level became visible.\n\n- Added a drawing hack to draw throwing arcs above the currently drawn map Z-level.\n\n- Implemented an Instant grenade fuse option.\n\n- Fixed Stun/Hit melee action showing ammo-related errors.\n\n- Fixed rounding error on reaction fire distance calculation.  Lying documentation!!!!!!\n- Added smoke-driven accuracy falloff.\n\n- Fix Psionic attacks not display in log.\n- Fix instaprime grenades not saving to EquipmentLayoutItem.\n\n- Sort Interceptor list by distance to target.\n\n- Fixes to psionics caused by modified Explosion logic.\n\n- Inventory stats display changes.\n\n- Display basic craft stats on Craft Info state.\n\n- Added negative health and unit bleedout functionality.\n\n- Fixed a logic error that broke health healing when healing a fatal wound.\n\n- Show all red on medikit view if the target unit is bleeding out.\n\n- Fix fatal wounds going negative.\n\n- Separated ExplosionBState animation interval from the main state loop using a separate timer.\n\n- Medikit info display improvements.\n- Set health to 10% when being stabilized from bleeding to death.\n- Display more damage info in the combat log in debug mode.\n\n- Changed bleedout mechanic to be wound-based.\n- Changed stabilization heals from medikits to be overcharged wound heals, but zero health restoration.\n- Improved medikit info display.\n\n- Improved interception distance sorting to use the craft's in-flight position when possible.\n\n- Allow overwatch to carry over between turns.\n- Fix some language file entries for accuracy displays.\n\n- Changed the firing trajectory system to use an aimcone-style system instead of the existing hit-or-wild-miss system.\n\n- Fixed STABLIZED typo.\n- Changed wounded recovery time to be percentage based rather than absolute value based.\n- Fixed overwatch being able to fire infinite times.\n- Added visual indicator to highlight units on overwatch.\n- Reduced LOS penalty on grenades to 75% maximum.\n- Allow fatal wound bleeding to cause bleedout extra wounds.\n- Fixed autoshot causing crashes if initiating fire with only 1 ammo left.\n\nOpenXCOM+!!!\n\n- Prevent psi attack targeting from using intellect to select a previously spotted target.\n- Added a new fog of war-style field of view display mechanic.\n\n- Attempt to prevent alien spotting incorrectly?\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\n- Fixed weapon accuracy mods not being applied.\n\n- Rebased.\n\n- Implemented enforced squadsight logic for alien psi targeting.\n\n- Added a bleeding out icon to dying soldiers on the battlefield.\n\n- Added missing bleeding icon.\n- Modified movement reaction fire triggers to only cause spotting to protect from the spotted unit rather than all enemies for normal reaction fire, not overwatch.\n- Prevent weapon reaction modifiers from being used when on the defensive.\n- Fixed bleedout icons not drawing when a live unit was on the tile.\n\n- Fix post-rebase merge issue.\n\n- Added an overall bleeding out indicator next to the spotted enemies list.\n\n- Allow tanks to click open doors.\n- Display the overall bleedout indicator regardless of selected unit.\n\n- The initial tracer round fired by shotguns should now use the new trajectory system.\n\n- Display distance to target along with accuracy percentage.\n\n- Prevent a crash when capturing the last alien on the map with Mind Control.\n\n- Preliminary work to allow grenades as ammo items.\n\n- Fixed an issue with grenades as ammo.\n\n- Allow racial research to display race type and basic damage percent in combat log.\n- Allow unit interrogation to display full unit name and hp/damage in combat log.\n\n- Display hovered unit name on the map.\n\n- Minor BattleItem tweaks.\n\n- Clear base as retaliation target on successful defense.\n\n- Add Role Icon to unit tooltip.\n\n- Initial implementation of \"channeled\" mind control.\n\n- Implemented backlash damage for mind controlled units.\n\n- Prevent mind controlled units from entering panic or berserk modes.\n- Fix an issue with unit deaths causing projectile slowdown due to chained explosions.\n- Increased backlash damage for mind controllers.\n\n- Tweaked backlash damage formula to be percentage based on the controller's HP.\n- Fixed a couple issues with mind control.\n\n- Increased backlash psychic damage to 40%-60%.\n- Reduced psychic stun damage to 25%-50%.\n\n- Implemented an ammo mechanic for psi amps.\n- Allow AI units to attempt to counter-mindcontrol.\n- Display an indicator over the controlling or controlled unit.\n\n- Fixed an issue with weapons that do not require ammo.\n- Fixed psi amp not auto loading or allowing reload options.\n- Fixed ongoing action not being properly initialized in all constructors.\n\n- Implemented Clairvoyance and Mind Blast psionic powers.\n\n- Mind Blast tweaks.\n\n- Fixed known enemy units not being cleared between turns.\n\n- Fixed psi amp ammo not being recoverable.\n- Fixed an issue with basescape unit inventory access corrupting saves with the temporary battlescape game.\n- Fixed bleedout status not being saved causing units to regain bleedout 10 wounds.\n\n- Display role on craft soldier list.\n- Attempt to prevent mind blast from being able to hit a secondary target.\n\n- Include Xusilak's X-COM Overhaul mod files.\n\n- Plasma machine gun sprite update.\n\n- Further plasma blaster tweaks.\n\n- InventoryState tweaks to support new interface rule layout stuff.\n\n- Increased panic cost to 4.\n\n- Allow number key shortcuts for dogfight dialogs.\n- Fixed a crash caused by a surface being added twice to the battlescape state.\n- Reduced panic cost to 1.\n\n- Post-rebase cleanup.\n\n- Highlight TUs in red on the shot selection menu if insufficient.\n- Highlight Acc in red if the weapon has insufficient ammo.\n- Display auto shot count as ##%x<Count>.\n\n- Display wounded days with status.\n\n- Handle thrown items in ammo count check.\n- Remove user preferences.\n\n- Highlight TUs in red on the shot selection menu if insufficient.\n- Highlight Acc in red if the weapon has insufficient ammo.\n- Display auto shot count as ##%x<Count>.\n\nConflicts:\n\tsrc/Battlescape/ActionMenuState.cpp\n\n- Handle thrown items in ammo count check.\n- Remove user preferences.\n\n- Display sell price info on manufacturing screens.\n- Shrink actions list in battlescape.\n- Added numeric hotkeys to activate actions.\n- Display the selected action briefly after selection.\n\n- Rearranged base info window.\n- Added soldiers, stores and quarters info to base info.\n- Added current stores to manufacture start screen.\n\n- Fixed ammo count checking for non-shooting actions.\n- Added a colorable message display for non-warning text.\n- Improved damage display.\n- Report wounds added from BattleUnit::damage.\n\n- Added a floating combat log to display events.\n\n- Implemented a Quick Reload action.\n- Added an option to base reload TU cost off inventory slot and magazine weight.\n\n- Finished quick reload option.  Handles existing magazine now.\n\nFiring a gun while berserk now requires that the gun actually has a snapshot\n\n- Applied new reload logic to AIs.\n\n- Added white cross-marks on the unit health bar to indicate wounds.\n\n- Apply maximize info screen option to various Geoscape screens.\n\n- Added extra check to prevent quick reload action from being available on non-firearms.\n\n- Flash the aim cursor red/yellow if you do not have enough TU to continue firing.\n\n- Added Stores/Quarters information to Purchase screen.\n\n- BattlescapeGenerator::explodePowerSources() was eventually making a call to displayDamage() and crashing if an alien was hurt by the explosion.\n- Added a development build configuration for speed compilation and testing.\n\n- Slight reorganization to displayDamage conditions.\n\n- Added proper translations and strings for combat log and reload features.\n\n- Highlight TUs in red on the shot selection menu if insufficient.\n- Highlight Acc in red if the weapon has insufficient ammo.\n- Display auto shot count as ##%x<Count>.\n\n- Display wounded days with status.\n\n- Handle thrown items in ammo count check.\n- Remove user preferences.\n\n- Highlight TUs in red on the shot selection menu if insufficient.\n- Highlight Acc in red if the weapon has insufficient ammo.\n- Display auto shot count as ##%x<Count>.\n\n- Display wounded days with status.\n\n- Handle thrown items in ammo count check.\n- Remove user preferences.\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\n- Display sell price info on manufacturing screens.\n- Shrink actions list in battlescape.\n- Added numeric hotkeys to activate actions.\n- Display the selected action briefly after selection.\n\n- Rearranged base info window.\n- Added soldiers, stores and quarters info to base info.\n- Added current stores to manufacture start screen.\n\n- Fixed ammo count checking for non-shooting actions.\n- Added a colorable message display for non-warning text.\n- Improved damage display.\n- Report wounds added from BattleUnit::damage.\n\n- Added a floating combat log to display events.\n\n- Implemented a Quick Reload action.\n- Added an option to base reload TU cost off inventory slot and magazine weight.\n\n- Finished quick reload option.  Handles existing magazine now.\n\nFiring a gun while berserk now requires that the gun actually has a snapshot\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\n- Applied new reload logic to AIs.\n\n- Added white cross-marks on the unit health bar to indicate wounds.\n\n- Apply maximize info screen option to various Geoscape screens.\n\n- Added extra check to prevent quick reload action from being available on non-firearms.\n\n- Flash the aim cursor red/yellow if you do not have enough TU to continue firing.\n\n- Added Stores/Quarters information to Purchase screen.\n\n- BattlescapeGenerator::explodePowerSources() was eventually making a call to displayDamage() and crashing if an alien was hurt by the explosion.\n- Added a development build configuration for speed compilation and testing.\n\n- Slight reorganization to displayDamage conditions.\n\nPost-rebase re-merging.\n\n- Added new translations to en-GB language set.\n\n- Fixed combat log crashing when full.\n- Fixed quick reload ignoring lack of TUs.\n\n- Added logic to further adjust the Unload TU cost based on the magazine weight with the Adjust Reload Costs option.\n  - Quick Reload will now cost Magazine Weight + Hand->Ground cost.\n  - Normal Unload will now cost Magazine Weight + Hand->Hand cost.\n\n- Fixed a leftover Combat Log long duration test change in.\n\n- Implemented first level Roles menu for accessing basic role functions.\n\n- First pass at implementing a full Role system for managing unit equipment templates.\n\n- Added a simpler mechanism for the Maximize Info Screens option that also prevents multiple maximized screens from confusing the scale because of constructor/destructor order.\n\n- Adjusted base cost for adjusted ammo reload option.\n\n- Made role icon bob like the original selected unit arrow.\n\n- Completed role ruleset configuration and en-US strings.\n- Added \"none\", \"Sniper\", and \"Rifleman\" icons, and placeholder files for the rest.\n\n- Added medic and grenadier icons.\n- Cropped sniper simple icon.\n\n- Added Assault, Grenadier, Medic icons.\n- Redesigned Sniper icon.\n\n- Fixed Roles not being available in New Battle mode.\n- Fixed an incorrect enumeration usage.\n- Fixed the sniper role icon palette.\n\n- Re-enabled selected unit bobbing for role icons.\n- New mini icon for sniper role.\n- Shrunk medic small icon.\n\n- Made shotgun-type weapons simultaneously fire their rounds without using simplified insta-hit logic.\n\n- Fixed State think timer being changed mid-flight on shotgun projectiles.\n\n- Tweaked multi-projectile logic.\n\n- Changed shotgun projectile logic to apply accuracy to an initial shot, then base further spread off of accuracyShotgunSpread on the weapon (if available).\n\n- Finished first draft for demo, heavy, psionic, rocketeer, scout, and specialist role icons.\n\n- Adjusted several role icons, and fixed some palettes.\n\n- Fixed some issues with trajectory calculation on shotgun attacks.\n\n- Further fixes to shotgun projectile mode.\n- Store calculated impact on the projectile object rather than a single member variable in ProjectileFlyBState.\n\n- Tweaked several role icons to apply a slightly more embossed effect.\n\n- Shotgun pellet spread now follows a somewhat more realistic normal distribution\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\n- Fixed shotgun pellet applyAccuracy change to pull the pellet count from the ammo item.\n\n- Improved shot action display to include shotgun shot count.\n- Tweaked shotgun pellet impact explosion behavior for simultaneous hits.\n\n- Fixed a bug where _currentAction.result was not cleared after giving a warning for failing a quick reload. This resulted in repeatedly being warned after most actions following it.\n- Temporarily changed createNewProjectile so that throwing items can't have shotgun pellets. This was causing crashes when attempting to throw, for example, a cluster rocket.\n\n- Rewrote projectile rendering to use a single pre-pass to generate future drawable objects before looping across visible tiles.\n- Capture shotgun attribute at ProjectileFlyBState constructor for use in applyAccuracy later, to prevent issues when running out of ammo.\n- Further tweaks to auto/shotgun attacks in shot action menu display.\n\n- Further shotgun pellet logic rewriting to reduce lost or repeated explosions.\n\n- Display estimated accuracy even without UFOExtender accuracy mode.\n- Fixed an issue where the initial shotgun tracer round was fired with shotgun mode, causing it to ignore standard accuracy rules.\n\n- Added kneelModifier to RuleItem so that weapons may define exactly what accuracy multiplier they get for kneeling.\n\n- Fixed LoS check being skipped on normal shots.\n\n- Display grenade primed indicator on battlescape.\n\n- Combat log adjustments.\n- Fixed bad translation string for Reloaded combat log display.\n\n- Early attempt - explosions occur synchronously.\n\n- Async explosion logic round 1.\n\n- Final round of async shot/explosion logic.\n\n- Cleanup/fix branch.\n\n- Fixed target voxel deviation for shotgun-type weapons on auto fire.\n\n- Do not change state interval in ExplosionBState when being run as a sub-state.\n\n- Added blastDropoff to item ruleset, which controls how quickly an explosion loses damage as it spreads outward\n- Modified explosion-related functions so that the visual size and sound of an explosion is determined by blast radius instead of power\n\n- Allow mousewheel scrolling through oversized ground inventories.\n\n- Fixed incorrect max on mouse wheel inventory scrolling.\n\n- Fix inventory not being re-rendered for some actions.\n\n- Combat log improvements for non-damage or stun damage attacks.\n- Further tweaks to mousewheel inventory scrolling.\n\n- Slight tweak to RoleIconNone.\n\n- Added reactionsModifier as a setting to RuleItem\n\n- Implemented per-weapon AI range handling.\n\nNew item rules:\naiRangeClose, aiRangeMid, aiRangeLong, aiRangeMax\naiAttackPriorityClose, aiAttackPriorityMid, aiAttackPriorityLong, aiAttackPriorityMax.\n\n- Adjusted reserved TU fallback logic to handle weapons with non-standard shot configurations.\n- Force AI to use normal TU reserve logic instead of custom percentages.\n\n- Fix firing animation getting stuck.\n\n- Fixed an issue causing crashes with the modified explosion graphics/sound code\n\n- Implemented Overwatch ability.\n\n- Grant hostile units the weapon kneel modifier if it is above the base 115.\n\n- Commented alien unit kneel special case.\n\n- Fixed death message spam for multi-hit weapons.\n- Fixed canMakeReactionShot not checking required TUs on snapshot.\n\n- Adjusted Overwatch cost to be a minimum of 90% of the unit's TU.\n- Added a simple display for overwatch to indicate the target region.\n\n- Clear Overwatch state on new turn.\n\n- Add Role to Soldier Info screen.\n- Apply \"one in a million\" AI fix.\n\n- Fixed InventoryState not popping the maximized state properly.\n- Added an Inventory button to the soldier info screen.\n\n- Post-rebase cleanup.\n- Modified SavedGame loading of role configuration to eliminate SavedGame constructor conflicts.\n- Applied custom string changes to en-GB.yml.\n\n- Show all spotted units in spotted list, not just those spotted by the current unit.\n\n- Added tracer logic to display line of fire when targeting.\n- Fixed roles not being loaded in time for use in New Battle games.\n\n- Fixed logic issue causing the trajectory calculation to fail with any compilation optimizations turned on.\n- Fixed an issue where the trajectory trace was being created for non-visible higher Z level tiles and all rendered at once when the higher Z level became visible.\n\n- Added a drawing hack to draw throwing arcs above the currently drawn map Z-level.\n\n- Implemented an Instant grenade fuse option.\n\n- Fixed Stun/Hit melee action showing ammo-related errors.\n\n- Fixed rounding error on reaction fire distance calculation.  Lying documentation!!!!!!\n- Added smoke-driven accuracy falloff.\n\n- Fix Psionic attacks not display in log.\n- Fix instaprime grenades not saving to EquipmentLayoutItem.\n\n- Sort Interceptor list by distance to target.\n\n- Fixes to psionics caused by modified Explosion logic.\n\n- Inventory stats display changes.\n\n- Display basic craft stats on Craft Info state.\n\n- Added negative health and unit bleedout functionality.\n\n- Fixed a logic error that broke health healing when healing a fatal wound.\n\n- Show all red on medikit view if the target unit is bleeding out.\n\n- Fix fatal wounds going negative.\n\n- Separated ExplosionBState animation interval from the main state loop using a separate timer.\n\n- Medikit info display improvements.\n- Set health to 10% when being stabilized from bleeding to death.\n- Display more damage info in the combat log in debug mode.\n\n- Changed bleedout mechanic to be wound-based.\n- Changed stabilization heals from medikits to be overcharged wound heals, but zero health restoration.\n- Improved medikit info display.\n\n- Improved interception distance sorting to use the craft's in-flight position when possible.\n\n- Allow overwatch to carry over between turns.\n- Fix some language file entries for accuracy displays.\n\n- Changed the firing trajectory system to use an aimcone-style system instead of the existing hit-or-wild-miss system.\n\n- Fixed STABLIZED typo.\n- Changed wounded recovery time to be percentage based rather than absolute value based.\n- Fixed overwatch being able to fire infinite times.\n- Added visual indicator to highlight units on overwatch.\n- Reduced LOS penalty on grenades to 75% maximum.\n- Allow fatal wound bleeding to cause bleedout extra wounds.\n- Fixed autoshot causing crashes if initiating fire with only 1 ammo left.\n\nOpenXCOM+!!!\n\n- Prevent psi attack targeting from using intellect to select a previously spotted target.\n- Added a new fog of war-style field of view display mechanic.\n\n- Attempt to prevent alien spotting incorrectly?\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\n- Fixed weapon accuracy mods not being applied.\n\n- Rebased.\n\n- Implemented enforced squadsight logic for alien psi targeting.\n\n- Added a bleeding out icon to dying soldiers on the battlefield.\n\n- Added missing bleeding icon.\n- Modified movement reaction fire triggers to only cause spotting to protect from the spotted unit rather than all enemies for normal reaction fire, not overwatch.\n- Prevent weapon reaction modifiers from being used when on the defensive.\n- Fixed bleedout icons not drawing when a live unit was on the tile.\n\n- Fix post-rebase merge issue.\n\n- Added an overall bleeding out indicator next to the spotted enemies list.\n\n- Allow tanks to click open doors.\n- Display the overall bleedout indicator regardless of selected unit.\n\n- The initial tracer round fired by shotguns should now use the new trajectory system.\n\n- Display distance to target along with accuracy percentage.\n\n- Prevent a crash when capturing the last alien on the map with Mind Control.\n\n- Preliminary work to allow grenades as ammo items.\n\n- Fixed an issue with grenades as ammo.\n\n- Allow racial research to display race type and basic damage percent in combat log.\n- Allow unit interrogation to display full unit name and hp/damage in combat log.\n\n- Display hovered unit name on the map.\n\n- Minor BattleItem tweaks.\n\n- Clear base as retaliation target on successful defense.\n\n- Add Role Icon to unit tooltip.\n\n- Initial implementation of \"channeled\" mind control.\n\n- Implemented backlash damage for mind controlled units.\n\n- Prevent mind controlled units from entering panic or berserk modes.\n- Fix an issue with unit deaths causing projectile slowdown due to chained explosions.\n- Increased backlash damage for mind controllers.\n\n- Tweaked backlash damage formula to be percentage based on the controller's HP.\n- Fixed a couple issues with mind control.\n\n- Increased backlash psychic damage to 40%-60%.\n- Reduced psychic stun damage to 25%-50%.\n\n- Implemented an ammo mechanic for psi amps.\n- Allow AI units to attempt to counter-mindcontrol.\n- Display an indicator over the controlling or controlled unit.\n\n- Fixed an issue with weapons that do not require ammo.\n- Fixed psi amp not auto loading or allowing reload options.\n- Fixed ongoing action not being properly initialized in all constructors.\n\n- Implemented Clairvoyance and Mind Blast psionic powers.\n\n- Mind Blast tweaks.\n\n- Fixed known enemy units not being cleared between turns.\n\n- Fixed psi amp ammo not being recoverable.\n- Fixed an issue with basescape unit inventory access corrupting saves with the temporary battlescape game.\n- Fixed bleedout status not being saved causing units to regain bleedout 10 wounds.\n\n- Display role on craft soldier list.\n- Attempt to prevent mind blast from being able to hit a secondary target.\n\n- Include Xusilak's X-COM Overhaul mod files.\n\nindex on master: d662cec - Include Xusilak's X-COM Overhaul mod files.\n\nOn master: panic stuff\n\nMerge commit 'b9580da3ccc1a11d486ed80468ff53cfca1fd4ab'\n\nConflicts:\n\tbin/data/Resources/XusilakOverhaul/Items/PlasmaBlaster/PlasmaBlasterBig.gif\n\tbin/data/Ruleset/Xcom1Ruleset.rul\n\tbin/data/Ruleset/Xusilak's X-COM Overhaul.rul\n\tsrc/Battlescape/BattlescapeState.cpp\n\tsrc/Battlescape/Inventory.cpp\n\tsrc/Battlescape/InventoryState.cpp\n\tsrc/Battlescape/Map.cpp\n\tsrc/Battlescape/MedikitState.cpp\n\tsrc/Battlescape/Projectile.cpp\n\tsrc/Battlescape/TileEngine.cpp\n\tsrc/Interface/Bar.cpp\n\tsrc/Interface/Bar.h\n\tsrc/OpenXcom.2010.vcxproj.filters\n\n- Aliens now have 85 base bravery.\n\n- Added soldier list option to pre-combat inventory screen.\n- Fixed an issue with scrolling to the bottom of a TextList when the number of items was less than the possible visible number.\n- Added a short name for roles for display on lists.\n\n- Added two handed modifier option for weapons to explicitly set accuracy when dual wielding.\n- Random code tweaks.\n\n- Force float division for two handed modifier.\n\n- Added dualwielding accuracy modifiers to heavy weapons.\n- Slightly increased minigun accuracy.\n\n- Miniguns fire 20 shots instead of 16.\n\n- Improved mind control indicator.\n\n- Added clipsize setting to stun rod.\n- Tweaked BattleItem constructor.\n\n- Fix rebase issues.\n\n- Fix surface double-add crash issue in BattlescapeState.\n\n- Fixed a double added surface in the medkit state.\n- Fixed an issue with hovering over mind controlled player units.\n\n- Fix mouseover unit bug.\n\n- Rebase and sound fixes.\n\n- More projectile sound fixing.\n\n- Fixed rebase issues.\n\n- Restored some missing language strings.\n- Fixed up some remaining rebase issues on getStats changes.\n\n- Initial work on modular vehicles.\n\n- Reworked modular vehicles into separate soldier types as chassis.\n- Added battleClipSize item ruleset option to allow ammo to be purchased individually and loaded into magazines at battle time.\n- Added stats ruleset option to all items.\n- Allow all items to affect unit stats.\n\n- Implemented generic items being able to have stat modifiers.\n- Allow inventory slots to optionally apply stats from items in them.\n- Reworked modular vehicles to have soldier configurations represent the base chassis.\n\n- Implemented an inventory layout ruleset to allow different units to have separate inventory structures.\n\n- Fixed non-soldier unit stat calculation.\n- Handle non-HAND inventory slots for weapon quick slots.\n- Use vehicle type as rank string for vehicle soldiers.\n- Prevent quick assigning armor for vehicles.\n\n- Fixed up ammo recovery issues with battle clip size option.\n- Prevent vehicles from gaining experience/promotions.\n\n- Tweaked vehicle inventory layout for demonstration.\n\n- Fixed a missing entry in the standard inventory layout.\n- Added frontArmor, sideArmor, rearArmor, underArmor options to all items.\n- Added Armor inventory slot type.\n\n- Restored vcxproj user settings file.\n\nConflicts:\n\tsrc/Basescape/BasescapeState.cpp\n\tsrc/Basescape/CraftArmorState.cpp\n\tsrc/Basescape/CraftInfoState.cpp\n\tsrc/Basescape/CraftSoldiersState.cpp\n\tsrc/Basescape/CraftSoldiersState.h\n\tsrc/Basescape/ManageAlienContainmentState.cpp\n\tsrc/Basescape/ManufactureInfoState.cpp\n\tsrc/Basescape/ManufactureStartState.cpp\n\tsrc/Basescape/PurchaseState.cpp\n\tsrc/Basescape/SoldierInfoState.cpp\n\tsrc/Battlescape/BattlescapeState.cpp\n\tsrc/Battlescape/InventoryState.cpp\n\tsrc/Geoscape/DogfightState.cpp\n\tsrc/Geoscape/InterceptState.cpp\n\n- Post-rebase cleanup.\n\n- Initial work on item inventory slot restriction.\n\n- Display TU cost of moving items in inventory.\n- Highlight valid target slots for items when moving.\n- Reverted project file to VS 2010 version.\n\n- Added example Tank background image.\n- Added sided armor slots.\n- Added armor slots to vehicle inventory.\n- Changed item movement criteria to allow individual slots to prevent item swapping in combat instead of being locked for vehicles.\n\n- Improved tank background image.\n\n- Rebased UI changes.\n\n- Added battleType option to inventory slots for filtering valid items.\n- Removed ARMOR inventory type.\n- Added example vehicle engines.\n- Changed example vehicle starting stats.\n- Disable TU recovery penalties for overweight vehicle units.\n- Added BT_EQUIPMENT item battle type.\n- Ensure special stats (stamina, health, time units) are property updated by inventory edits.\n\n- Vehicle equipment tweaks.\n- Clear inventory armor display for normal soldiers.\n\n- Removed some lazy usage of auto.\n- Added RuleVideo files to project.\n\n- Improved display of damage in combat log.\n- Display more info about stun damage in combat log.\n\n- Move armor damage logic outside criteria that damage was taken.\n- Apply 10% damage to armor if incoming base damage is over 50% of armor.\n- Apply 20% damage to armor if damage is actually done.\n- More example vehicle equipment work.\n\n- Vehicle gear tweaks.\n- Allow field surgery unit research to halve wound recovery time.\n\n- Redesigned engine bays for accessory room and removed misc item section from vehicles.\n\n- Reworked reload logic for vehicles.\n- Remove reload TU cost for vehicles.\n- Tweaked inventory stats display, put unit HP back in display.\n- Allow more inventory stats to update properly when dragging items.\n\n- Unified reload cost calculation into BattleUnit class.\n\n- Adjusted inventory screen.  Removed built-in icons from background image.\n- Implemented Dual Fire action that allows units to fire both equipped weapons simultaneously.\n\n- Allow loading more rulesets from subdirectories.\n- Migrate XXCOMO into a ruleset subdirectory.\n- Clean up reaction fire changes with overwatch code.\n- Integrate leftover ruleset changes with new split files.\n\n- Added tooltip mode to inventory.\n- Added sample Vehicles ruleset for overhaul.\n- Fixed poor logic in fitItem function for attempting to auto-place items in inventory.\n- Fixed some uninitialized variables.\n\n- Fixed issue with blaster launcher not exploding on impact.\n- Attempted to fix issue where units could get stuck offset in map rendering.\n- Further improvements to inventory item tooltip stats.\n\n- Changed soldier energy recovery to be 1/3 stamina.\n- Changed vehicle soldier energy recovery to be 100% stamina.\n- Changed wound energy recovery reduction to be 10% of recovery per torso wound.\n- Added sample vehicle machine gun, rocket laucher, and cannon.\n\n- Fixed swapped inventory for hover/medium tanks.\n\n- Vehicle weapons ruleset\n\n- Minor vehicle weapons update\n\n- Added reload cost to inventory reload display.\n- Added ammo count to inventory display.\n- Further attempts to fix units getting stuck in firing position.\n\n- Fixed up artillery cannon ruleset problems.\n- Made Ruleset accessible via static function on Game object.\n- Fixed error in Heavy Tank inventory layout.\n- Removed Original XCom load button from savegame list.\n- Improved many places that hardcoded left/right hand slots.  Centralized weapon slot logic to BattleUnit.\n\n- Vehicles can reload weapons at no TU cost (fixing a reload cost bug in the process)\n- Partial implementation of free weapon unloading for vehicles\n- Changed the armor damage formula to scale more smoothly and be more punishing with heavy hits\n\n- Fix a failure in projectile state if a unit did not have sufficient TUs to fire.\n\n- Improved reload/ammo management for vehicles.\n- Added logic to prevent swapping items between slots that do not have costs configured.\n- Added an explicit cost for Ground->Ammo Rack swap.\n\n- Added a missing language entry for combat item swap.\n- Updated vehicle ruleset from spreadsheet with new data filled in.\n- Adjusted positioning of ammo and stack indicators on inventory.\n\n- Used HWP graphics from http://openxcom.org/forum/index.php?topic=2738.0 to add differentiated looks to each vehicle type.\n\n- Always display TU movement costs on inventory view, even out of combat.\n- Added Blue variant sprites for HWPs.\n- Fixed several ruleset errors for vehicle weapons.\n- Fixed dualfire bug that caused primary weapon to determine impacts for all projectiles fired.\n- Fixed bug preventing moving an item around intra-slot.\n- Tweaked TU recovery calculation.\n\n- Added soldier name.\n\n- Inventory management fixes.\n- Fix vehicle stats not updating properly on load.\n\n- Reworked inventory management, moved item management functions to BattleUnit for common usage.\n\n- Further improvements to stat display in inventory view.\n\n- Vehicle ruleset update.\n- Allow zero HP units.\n- Tweaked ammo tooltip position.\n\n- Added VS2013 project files.\n\n- Added mind control icon.\n- Added first draft sprites for vehicle equipment (except engines).\n- Fixed up dual fire logic, allow use with aimed shot weapons.\n- More inventory fixes.\n\n- Implemented production rule category STR_VEHICLE.\n\n- Fixed a crash when unloading items on the ground.\n- Updated Vehicle ruleset.\n\n- Tweaked display of purchase stuff for soldiers.\n- Vehicle ruleset update.\n\n- Reduce blast radius on HWP heavy cannon.\n\n- Implemented HWP laser weapons\n- Reduced HWP weapon general store sizes\n- Buy, manufacture, and sell costs on a variety of HWP things\n- Lots of HWP research stuff\n- Reduced HWP weapon reaction modifiers to allow HWPs to have high reaction stats for evading reaction fire but not causing reaction fire\n- Increased HWP reaction stats\n- Reduced HWP machine gun accuracy\n\n- Added HWP laser sprites.\n- Tweaked HWP cannon sprites.\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\n- Applied sprites to HWP laser weapons.\n\n- Fix reload cost calculation.\n- Ensure TUs are displayed for valid item moves.\n\n- Removed duplicate hover tank and heavy tank research entries\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\n- Removed _VHC suffix from armor plates.\n- Fixed a dualfire bug that used the secondary weapon's action type for both weapons.\n\n- Fixed HWP Missile Launcher shotgun spread\n- Fixed soldier Rocket Launcher shotgun spread\n- HWP Artillery Cluster Shell added\n- HWP Artillery and Heavy Cannon ammo is no longer buyable\n- HEAT and Plasma missiles/rockets have marginally appropriate impact sounds and animations\n- Added strings for HWP categories in manufacturing\n- Moved HWP weapons lower on the purchase list\n- Artillery cannon size fixed\n\n- No buyable cluster missiles. Sorry.\n\n- Added Artillery cluster round graphic.\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\n- Increased minigun weapon accuracy\n- Removed duplicate baseAccuracy entry from the Plasma Blaster\n- Greatly increased production time for all vehicle component manufacturing\n- Added HWP plasma weapons\n- Renamed \"Cluster\" missiles and rockets to \"Fusion Cluster\"\n- Advanced HWP missiles can now be manufactured\n- Fixed reactions modifier on HWP Machine Gun\n- Fixed HWP Heavy Laser Cannon\n- Added (x##) counts to HWP machine gun and minigun ammo items to make it obvious they come in a group, unlike other HWP ammo\n\n- Fixed an uninitialized boolean error on BattleAction.dualFiring that caused normal units to fire with significantly reduced accuracy.\n\n- Massive overhaul of costSell values\n- HWP Heavy Cannon Ammo can now be produced after researching HWP Heavy Cannons\n- Fixed HWP plasma weapon production category\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\nConflicts:\n\tbin/data/Ruleset/Xusilak's X-COM Overhaul/VehicleWeapons.rul\n\n- Fixed mod load issue that caused directory-based mods to not be listed.\n- Added first draft sprites for plasma HWP weapons.\n- Further vehicle/weapon tweaks.\n\n- Fixed overwatch improperly checking for TUs.\n\n- Fixed overwatch not activating.\n- Fixed overwatch actions not being refunded if multiple are triggered.\n- Added short role name to combat log for units.\n\n- Improved data on medikit view.\n\n- Added in-world display for motion detector readings.\n\n- Added various fusion and fission ammo items\n- Removed cluster missiles\n\n- Attempt to prevent ammo mismatched count stacking.\n\n- Added sprites for fission and fusion artillery shells.\n\n- Tweaked fusion shell graphics.\n- Applied new shell graphics to fission/fusion config.\n\n- Tweak cluster shell graphics.\n- Fix up project file for recent main OpenXcom branch changes.\n\n- Remove vehicles from psi training list.\n\n- Fixed bug in calculateLine that caused trajectory miscalculation.\n\n- Added Fusion Explosive\n\n- Updated alien missions for the new ruleset fields\n- Added HWP Smart Launcher\n- Increased some research and manufacturing costs here and there\n\n- calculateLine tweaks.\n\n- Fixed a bug that caused craft to be stuck in battlescape mode when the soldier inventory was opened from the soldier list.\n- Added fusion explosive sprites.\n\n- Fixed blastDropoff field for weapon items\n- Psi Orbs now use battleClipSize instead of clipSize\n- Psi Orbs cost significantly less money per shot\n- Ammo items now display the amount of ammo they contain per purchase/manufacture on X-COM base screens\n- Renamed all 'clip' items to 'ammo' items to remove ambiguity with the ammo count display change\n- HWP Light Cannon and HWP Light Plasma Cannon now use clipSize instead of battleClipSize\n- Fixed Plasma Burst Ammo manufacturing\n\n- Actually fixed Plasma Burst Ammo manufacturing\n\n- Removed (x50) from Cannon Rounds name\n\n- Fixed crash when selling vehicles.\n- Tweaked several HWP weapon graphics for alignment.\n- Modified ammo count display to use translated string.\n\n- Moved large beam projectiles to heavy laser/plasma.\n- Created new medium projectiles for laser and plasma sniper rifles.\n\n- Fix vehicles not \"dying\" after missions.\n\n- Appended \"Rifle\" to the name of the Heavy Laser and Heavy Plasma weapons.\n- Slightly altered a few item descriptions.\n- Light armor plates have increased armor, putting them at an armor/weight ratio 50% higher than heavy armor plates.\n- Light HWP cannons are significantly more accurate, functioning close to the level of a sniper rifle.\n\n- Added statModifier section to item and armor rules.  Value is percent modification to associated stat.\n\n- Updated vehicle cannon projectile sprites.\n- Removed stun damage split on mind blast.  Damage still needs to be adjusted.\n- Cap Dual Fire at 95% TUs.\n\n- Removed general mind control backlash damage.\n- Apply -2 psi strength to controller when a mind controlled unit dies.\n- Added a 20-40 psionic damage hit when a mind controlled unit dies.\n- Scale clairvoyance radius based on psi strength + skill.\n- Apply a morale penalty when receiving psionic damage.\n- Prevent use of clairvoyance with < 100 psionic strength + skill.\n\n- Updated psychic damage to be % based.\n\n- Improve display of stat modifiers in inventory.\n- Adjusted mind blast values.\n\n- Changed some Power Suit and Flying Suit stat bonuses into stat modifiers\n\n- Allow psychic damage to be reduced by armor.\n- Created graphics for Fusion explosives, missiles, rockets, HWP smart launcher and smart fusion bomb.\n\n- Fix soldier info state not displaying stats as affected by stat modifiers.\n\n- Tweaked smart fusion bomb graphic.\n\n- Always display base stores info on sell state.\n\n- Improve corpse information in inventory screen.\n\n- Tweaked HWP smart launcher graphic.\n\n- Recolored fusion weaponry.\n- Test vehicle rule updates.\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\n- Added purple bit to smart launcher.\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\n- Converted advanced movement Run option into a Sprint option at 200% energy cost, 50% TU cost.\n- Added 25% soldier accuracy penalty to firing at a sprinting target.\n- Draw preview path in Blue for sprinting actions.\n- Sprint movement will not be stopped on spotting targets or reaction fire.\n\n- Hover Tanks get two armor slots per side\n- Various balance changes to vehicles\n\n- Removed obsolete items and old-style vehicles\n\n- Attempt to fix findTurretType for consistency.\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\n- Added an exhaustion penalty to accuracy when under 50% energy.\n- Add 4x each vehicle type to the New Battle mode.\n\n- Increased Artillery Smoke Shell blast radius\n\n- Include soldier status in Debriefing.\n- Allow reaction fire to stop a sprinting unit.\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\n- Fixed sprint vs. reaction fire issue.\n- Added a combat log for mind control backlash.\n\n- New plasma machine gun and minigun graphics.\n\n- Placeholder engine item images.\n\n- Fixed bad ruleset generator data for Vehicle addons.\n\n- Ruleset updates.\n- Fix incorrect upper bound for damage types array on armor.\n\n- Split soldier info on debriefing screen into a separate view.\n\n- Fix armor rule issue that caused innate armor types to appear in armor selection list.\n\n- Recolored fusion artillery rounds.\n- Recolored casing on HWP smart fusion bomb.\n- Fixed incorrect bigobj sprite for H-class engines.\n- Fixed sprinting logic issue that caused close range sprinting to not activate sprint mode.\n- Fixed arced shot calculations with shotgun mode.\n- Changed needsAmmo function to detect if the item has any valid ammo.\n\n- Disable available quarters error on manufacturing vehicles.\n\n- Display a hovering icon over armed proximity grenades on the ground.\n\n- Scout Cars and Hover Tanks now have an innate TU boost of 20% and 30% respectively\n- Hover Tanks can mount two weapons now\n- Sprinting now reduces your reactions to zero, but reduces enemy accuracy by 30%\n- Greatly reduced stamina bonuses from flying suit and power armor\n- Light Reinforcement addons are much lighter\n- Clairvoyance scaling altered such that 100 psi score = 0 radius, 110 = 1, 130 = 2, 160 = 3, 200 = 4, 250 = 5, 310 = 6\n- Transfer Items screen now lists space used at local base and destination base\n\n- Fixed issue where autofired projectiles preserved their trajectory when obstacles were broken.\n\n- Added missing string for transfers window.\n\n- Updated en-US.yml for the new transfer state display\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom\n\nConflicts:\n\tsrc/Menu/NewBattleState.cpp\n\tsrc/OpenXcom.2010.vcxproj.filters\n\tsrc/Ruleset/Ruleset.cpp","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/2f1617177e2abf152ef34832a18d9f6975fc5dd7"},{"sha":"50836b997feb3b738212e5ede977b283aa0cc78b","author":{"email":"99161c59ae0911d63fab244c6b0da80debde99f6@gmail.com","name":"Xusilak"},"message":"- Items ruleset data has been moved into Items.rul.\n- An overhaul of weapon damage was conducted. In general, weapon damage now increases by 33% of tier 1 for tier 2, and another 33% of tier 1 for tier 3. This has caused a substantial reduction in tier 2 and tier 3 weapon damage.\n- X-COM soldier and vehicle armor reduced by ~40% across the board to compensate for the drop in plasma weapon damage.\n- X-COM soldier and vehicle health reduced by ~25% for the same reason.\n- Laser accuracy bonus was reduced somewhat.\n- Sniper rifles are somewhat more accurate.\n- Artillery shells have been significantly improved.\n- HWP Smart Fusion Bombs have a wider blast radius and lower blast drop-off.\n- Various other weapon changes.\n- Appropriate armor (the amount of explosive damage it takes to destroy them) values have been added for most items.\n- Some listorder entries were filled in.\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/50836b997feb3b738212e5ede977b283aa0cc78b"},{"sha":"d994fc268d8a88adb3e433ee63aeae5ed6c4c852","author":{"email":"99161c59ae0911d63fab244c6b0da80debde99f6@gmail.com","name":"Xusilak"},"message":"- Sprinting units get 20% of reactions, instead of 0%.\n- Moved soldier health change to a new ruleset file.\n\nMerge branch 'master' of https://github.com/Darineth/OpenXcom","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/d994fc268d8a88adb3e433ee63aeae5ed6c4c852"},{"sha":"6ecb73ff68aaea3a656444a7a8412f0f7b75b855","author":{"email":"142d8419233b6c995c6806a221d0c1dc6e6ac7a2@gmail.com","name":"Bryan P. Whalen"},"message":"- Reduce bleedout buffer to 50% of max hp.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/6ecb73ff68aaea3a656444a7a8412f0f7b75b855"},{"sha":"315a2f1a045dc884c0c162b819dca8bad69ed85d","author":{"email":"142d8419233b6c995c6806a221d0c1dc6e6ac7a2@gmail.com","name":"Bryan P. Whalen"},"message":"- Cleanup bleedout check.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/315a2f1a045dc884c0c162b819dca8bad69ed85d"},{"sha":"ebd0e648d5014a35b006ed85b86cbab511e991f8","author":{"email":"142d8419233b6c995c6806a221d0c1dc6e6ac7a2@gmail.com","name":"Bryan P. Whalen"},"message":"- Rewrote sprint logic to be tied to new MovementAction setting.\n- Added Sneak movement action (CTRL+ALT).  Grants 100% reaction score for defensive purposes while moving.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/ebd0e648d5014a35b006ed85b86cbab511e991f8"},{"sha":"ca4d9ce353fc15d8a10bda72369b7ffca2fcc40c","author":{"email":"142d8419233b6c995c6806a221d0c1dc6e6ac7a2@gmail.com","name":"Bryan P. Whalen"},"message":"- New reaction score mechanics for defense and offense.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/ca4d9ce353fc15d8a10bda72369b7ffca2fcc40c"},{"sha":"939c4c8361508d1ee2c35258c81d71bd156dba3a","author":{"email":"142d8419233b6c995c6806a221d0c1dc6e6ac7a2@gmail.com","name":"Bryan P. Whalen"},"message":"- Reworked some reaction fire code.  Split score checking functions in to getReactionScore and getEvasionScore.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/939c4c8361508d1ee2c35258c81d71bd156dba3a"},{"sha":"ab21ae5cdb19e011eea14dda7e6b7a839e1b3d67","author":{"email":"142d8419233b6c995c6806a221d0c1dc6e6ac7a2@gmail.com","name":"Bryan P. Whalen"},"message":"- Tweaked beam projectiles.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/ab21ae5cdb19e011eea14dda7e6b7a839e1b3d67"},{"sha":"c10467248e123172790eb3d47421da46abb88027","author":{"email":"142d8419233b6c995c6806a221d0c1dc6e6ac7a2@gmail.com","name":"Bryan P. Whalen"},"message":"- Fixed a missing item overlap check that allowed items to stack in inventory slots.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/c10467248e123172790eb3d47421da46abb88027"},{"sha":"1dd2a06651d32743ecea579316e8fe025f7da9ce","author":{"email":"142d8419233b6c995c6806a221d0c1dc6e6ac7a2@gmail.com","name":"Bryan P. Whalen"},"message":"- Added Terrain.cpp/h to VS2013 project.","distinct":true,"url":"https://api.github.com/repos/Darineth/OpenXcom/commits/1dd2a06651d32743ecea579316e8fe025f7da9ce"}]}