openra: 20140608-1~getdeb1

  * New upstream version
    Fixed unloading passengers moving unnecessarily far from their transport.
    Fixed the unload cursor sometimes being displayed for transports even
    when they were unable to unload.
    Fixed units staying selected and contributing to control groups when
    becoming cloaked or hidden in fog.
    Fixed the game sometimes crashing when deploying and activating the guard
    cursor at the same time.
    Fixed unit build time calculation (accounts for the current power state,
    not the power state when it was queued).
    Fixed a crash when connecting to a server with an unavailable map.
    Fixed walls not updating when neighboring sections were sold or
    destroyed.
    Fixed a bug where a player could queue production of multiple
    build-limited units. [#5188]
    Fixed a number of bugs related to the tech tree. [#5233]
    Fixed a crash when dead units are unloaded from a transport. [#5324]
    Fixed a crash when aircraft are ordered to a different airfield /
    helipad. [#5390]
    Fixed a crash when starting to repair a building at the same time that it
    dies. [#5523]
    Fixed a glitch that prevented units on bridges from being targetable.
    [#5381]
    Fixed units retaliating against the support-power structures after being
    damaged by a support power. [#5329]
    Fixed Nuclear missile travel time to be independent of map size.
    Fixed units being unable to guard planes or helicopters.
    Fixed own/allied units blocking production exits.
    Fixed performance issues with units pathing to naval transports.
    Fixed unit moving to transports that have moved.
    Fixed an exploit where you could add control groups on enemy units.
    Added placeable beacons that highlight an area to allies and spectators
    (Hotkey: `F9`). [#4682, #4930, #5093]
    Added automatic beacons to support powers. [#4815, #4920, #4930, #4959]
    Added radar notifications for units or buildings under attack, and for
    beacon events.
    Added AttackMove and Guard abilities to Aircraft and Helicopters.
    Added cheat button to grow map resources.
    Adjusted default pause hotkey from `F9` (now used for beacons) to `F8`.
    Adjusted husks to be damageable (use force-fire to destroy them), and
    appear darkened (burnt) to distinguish them.
    Adjusted Support powers to reveal their target area (only) when they
    strike.
    Adjusted helicopters to automatically take off and move to their
    rallypoint after being repaired or rearmed. [#5250]
    Fixed chat synchronization in replays.
    Fixed unclickable area on the right edge of the production palette.
    Fixed single resources being invisible and unharvestable. [#5571]
    Added the Abort Mission Confirmation dialog to avoid miss-clicks. [#5180]
    Added `Ctrl+T` shortcut for selection of all units matching the types of
    the currently selected ones across the screen and map.
    Added a hotkey toggle for pixel doubling (default `.`) [#5142]
    Added an error dialog if the server connection is lost.
    Added a combined shroud view of every player to the replay viewer and
    spectator mode.
    Added playback speed controls to replays.
    Added a new cursor type for attacking targets that are out of range.
    Added a warning dialog when force starting a match.
    Added support for console commands. Type `/help` in the chat list to see
    a list. [#5253]
    Improved the observer/replay view selector with teams, factions, player
    colors, and hotkeys.
    Improved chat scrolling behavior. [#5191]
    Adjusted the READY overlay to blink when a building is ready to place.
    [#5178]
    Adjusted unit order lines to display when a unit is selected.
    Removed health bars and selection boxes from walls.
    The UI logic has been unified between TD and RA/D2K, allowing all mods to
    provide the same options.
    Fixed an issue where names would reset in the lobby. [#5115]
    Fixed a bug where a bot could be automatically added to maps that don't
    support them. [#5143]
    Added a new mod selection window, which now appears on the first game
    start.
    Added a Singleplayer menu that provides direct access to the missions and
    skirmishes vs bots.
    Added an Extras menu for miscellaneous extras to reduce clutter from the
    primary menu.
    Added a community news panel. [#5279]
    Added a preference for the (mousewheel / trackpad) scroll-panel scroll
    speed. [#5297]
    Added filters and file management to the replay browser. [#5215]
    Added animations to the color-picker preview image.
    Added a check for unsupported maps to the lobby. [#5353]
    Added the ability for admins to disable spectators from joining a
    multiplayer game.
    Added support for custom map previews in the lobby.  Map authors can
    include a map.png inside their oramap package.
    Improved support for installing custom maps via the lobby.
    Improved spawn point selection in the lobby. [#5192]
    Improved chat scrolling behavior. [#5307]
    Improved the MP server browser to fetch unknown map details from the
    OpenRA content site.
    Improved the asset browser file list to sort names in alphabetical order.
    Moved the MP create game and direct connect buttons to the server browser
    window.
    Fixed the repair indicator positioning. [#5512]
    Added the Atreides grenadier from the 1.06 patch.
    Added randomized tiles for Sand and Rock terrain.
    Added shroud by default (can be disabled via the lobby settings).
    Added shrapnel when buildings are destroyed.
    Added active animations for all structures. [#5119, #5124, #5134, #5138,
    #5373, #5376, #5393]
    Added the BLOXXMAS terrain tiles from the 1.06 patch.
    Added concrete plates and building weathering.
    Adjusted Saboteur to allow demolition of vehicles, but not walls.
    Adjusted Engineers to allow capturing of unit husks (which are repaired
    to 25% health).
    Improved turret rendering to integrate visually with walls.
    Removed the build radius restrictions.
    Corrected Fremen's tooltip [#5488]
    Fixed Chronoshift to properly kill infantry cargo (fixed unbuildable
    tanya glitch).
    Fixed transparency glitches in the sniper icon.
    Fixed Spies having an enemy team-color health bar when disguised as a
    friendly unit.
    Fixed an issue where husks were hidden under the refinery bib. [#5306]
    Fixed ore mine artwork in the interior tileset. [#5316]
    Fixed spies not being removed from the minimap after they infiltrate a
    structure.
    Fixed Gem Mines having an incorrect land footprint.
    Fixed Gap generators spinning when disabled or low-power. [#5138]
    Fixed Shock Trooper tooltip having the incorrect unit name. [#5020]
    Fixed chronoshifted units not returning if the origin cell was blocked.
    Added player colors to Engineers.
    Added more player color to the bottom edge of SAM sites. [#4909]
    Added dirt patches ("mini-bibs") under bib-less buildings.
    Added door open/closing animations to the naval transport.
    Added splash effect when aircraft crash into water. [#5346]
    Added additional terrain-specific artwork for the Allied Barracks and the
    Missile Silo.
    Added Phase Transport, an Allied high-tech infantry transport which can
    cloak. [#4855]
    Added cloak detection to Attack Dogs, Snipers, Mobile Radar Jammers, Camo
    Pillboxes, Phase Transports, Radar Domes, and Spy Planes. [#4855]
    Added Hijacker, a Soviet infantry unit with a vehicle hijacking ability.
    Added maps: Blitzkrieg, Burlesca, Seaside 2, Singles and Synergy;
    balanced Doubles and Man to Man. [#5420]
    Added new mission: Intervention. [#5483]
    Adjusted Tanya to allow demolition of bridges and vehicles, but not
    walls.
    Adjusted Mechanics to allow capturing of unit husks (which are repaired
    to 25% health).
    Adjusted Allied and Soviet factions to both build general-purpose mines,
    instead of AT and AP mines respectively. [#4827]
    Adjusted balancing of Mobile Flak (renamed from Flak truck), Mobile Radar
    Jammer, Mammoth Tank, Chrono Tank, AA Gun, SAM Site. [#4407, #4766,
    #4810, #4855, #4960, #5020, #5070, #5086, #5219]
    Adjusted AI names "Easy AI" to "Rush AI", "Hard AI" to "Turtle AI", and
    "Island Map AI" to "Naval AI". [#4613]
    Improved chinook rotor animation. [#4805]
    Improved explosions for several vehicles. [#5091]
    Improved infantry death sounds. [#5236, #5242]
    Improved the corners of the dialog borders.
    Improved attack-move mouse cursor.
    Improved Chrono tank ordering: tanks can be teleported in groups by
    holding SHIFT or ALT while issuing a move order.
    Removed maps: Battle Lake, Crossing the River, Doughnut Hole, Ice Woods,
    Island Hoppers (KOTH), Mad Scramble, Nishnekolymsk, Strip Mine, Free
    Coasts.
    Removed redundant AI types: "Test AI", "High-Tech AI", "Long-Range AI",
    "Tank AI". [#4613]
    Removed the hardcoded missions. These will be later reimplemented using
    lua.
    Replaced the previous shellmaps with a new lua-scripted version.
    Fixed various glitches in the tilesets with passable cliffs and rocks.
    [#5289]
    Fixed helicopter reload behavior. [#5345]
    Fixed MCV not crushing infantry. [#5212]
    Fixed Chinook being unable to land on Tiberium, and improved rotor
    animation. [#4805]
    Fixed dinosaurs not being able to collect crates.
    Fixed Obelisk of Light charge animation and sound effects. [#4699, #4803]
    Fixed the cursors used for sabotaging and capturing buildings/units (they
    were swapped).
    Fixed tech structures counting towards victory/loss. [#5146]
    Fixed Comm. Center and Advanced Comm. Center radar dishes spinning during
    low power. [#5138]
    Improved infantry death sounds. [#5236, #5242]
    Improved tree footprints to allow unit movement through forests.
    Improved or replaced several mouse cursors.
    Adjusted Commando to allow demolition of bridges, but not walls.
    Adjusted Commando to no longer shoot (ineffectively) at vehicles or
    buildings. [#5063]
    Adjusted balance of most other units and structures to reduce the
    effectiveness of static defences, and more clearly define unit roles.
    [#4526, #4724, #5132, #5186, #5194, #5212, #5246, #5254, #5286, #5413]
    Adjusted Engineers to allow capturing of unit husks (which are repaired
    to 25% health).
    Renamed "Easy AI" to "Cabal", "Normal AI" to "Watson", and "Hard AI" to
    "HAL 9001". [#4613]
    Added dirt patches ("mini-bibs") under bib-less buildings.
    Added new maps: Letters from Lexington, Pirates and Empires, White Acres,
    Year 501, Pressure, Profit Over People [#5275, #5407]
    Added new missions: Nod01, Nod03a, Nod03b, GDI01, GDI02, GDI03, GDI04a
    GDI04b, GDI04c[#4397, #4402, #4408, #4428, #4386, #4399, #4499, #4899,
    #5462]
    Fixed the long first-startup delay on OSX. [#5244]
    Added a [new lua
    interface](https://github.com/OpenRA/OpenRA/wiki/New-Lua-Interface) for
    scripted maps.  The previous interface is now deprecated. [#5190]
    Added, changed, or removed a number of traits (see the [full traits
    list](https://github.com/OpenRA/OpenRA/wiki/Traits) for the full list).
    Added custom palette overrides to many traits. [#5125, #5137, #5185,
    #5217, #5218, #5238, #5329, #5392]
    Added an IEffectiveOwner interface for traits/logic that temporarily
    alter an actor's apparent owner.
    Added a command-line parameter `Launch.Replay=$FILEPATH` to launch the
    game directly into a replay.
    Added support for tech levels as included in the original games. [#5280]
    Added support for rectangular cells with forced perspective by specifying
    a custom TileSize in mod.yaml
    Added initial support for the tmp(TS) tile format.
    Added load-time performance measurements to perf.log. [#5184]
    Changed platform integration to use SDL 2 everywhere (previously only
    supported under OSX), and remove SDL 1.2 / Cg. [#5226]
    Changed the underlying project layout, merging OpenRA.FileFormats.dll
    into OpenRA.Game.exe and reorganizing namespaces.
    Changed many traits properties to use world coordinates. OpenRA.Utility
    includes a command for automating the unit conversions (see [upgrading
    mods to a new release]
    (https://github.com/OpenRA/OpenRA/wiki/Upgrading-mods-to-a-new-release)).

    Improved caching of mod and map rules for significantly reduced load
    times. [#5234]
    Improved the internal map management and preview generation code.
    Changed OpenGL and OpenAL bindings from Tao to SDL-CS. [#5248]
    Changed the server Message of the day to share a default motd.txt gets
    that is created in the user directory.
    Fixed aircraft not replying with a voice when ordered to stop. [#5453]
    Fixed the editor flood fill tool on similar grass/snow/desert tiles.
    Fixed broken random tiles in Red Alert's snow tileset [#5447]
    Fixed a river template in Red Alert not expanding to 3x3 [#5447]
    Added support for file globs to `OpenRA.Utility --shp` under windows.
    [#5266]
    Added an `--upgrade-mod` feature to upgrade the yaml of mods to the
    latest specifications (see [upgrading mods to a new release]
    (https://github.com/OpenRA/OpenRA/wiki/Upgrading-mods-to-a-new-release)).

    Moved legacy INI/MPR map import to OpenRA.Utility
    Fixed broken FreeType 2 dependency for Fedora RPM.
    Added HTML documentation to the Windows installer.
    Added a counterpart to the Makefile for Windows users.  Run make.cmd to
    see options for compiling the source code.
    Changed `make clean` to remove intermediate files created by MonoDevelop.
    [#5089, #5128]
    Removed portable install option from Windows installer as the game left
    without write access breaks content download and error log generation.