diff --git a/core/assets/bundles/bundle.properties b/core/assets/bundles/bundle.properties index 8b3e4f1361..c93bd91fed 100644 --- a/core/assets/bundles/bundle.properties +++ b/core/assets/bundles/bundle.properties @@ -793,7 +793,6 @@ stat.buildspeed = Build Speed stat.minespeed = Mine Speed stat.minetier = Mine Tier stat.payloadcapacity = Payload Capacity -stat.commandlimit = Command Limit stat.abilities = Abilities stat.canboost = Can Boost stat.flying = Flying @@ -970,10 +969,6 @@ category.general.name = General category.view.name = View category.multiplayer.name = Multiplayer category.blocks.name = Block Select -command.attack = Attack -command.rally = Rally -command.retreat = Retreat -command.idle = Idle placement.blockselectkeys = \n[lightgray]Key: [{0}, keybind.respawn.name = Respawn keybind.control.name = Control Unit @@ -1016,7 +1011,6 @@ keybind.break_block.name = Break Block keybind.deselect.name = Deselect keybind.pickupCargo.name = Pickup Cargo keybind.dropCargo.name = Drop Cargo -keybind.command.name = Command keybind.shoot.name = Shoot keybind.zoom.name = Zoom keybind.menu.name = Menu @@ -1081,7 +1075,6 @@ rules.deconstructrefundmultiplier = Deconstruct Refund Multiplier rules.waitForWaveToEnd = Waves Wait for Enemies rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles) rules.unitammo = Units Require Ammo -rules.unitcommand = RTS Unit Command (Erekir Units Only) rules.enemyteam = Enemy Team rules.playerteam = Player Team rules.title.waves = Waves @@ -1380,7 +1373,6 @@ block.foreshadow.name = Foreshadow block.container.name = Container block.launch-pad.name = Launch Pad block.segment.name = Segment -block.command-center.name = Command Center block.ground-factory.name = Ground Factory block.air-factory.name = Air Factory block.naval-factory.name = Naval Factory @@ -1455,8 +1447,6 @@ hint.schematicSelect = Hold [accent][[F][] and drag to select blocks to copy and hint.conveyorPathfind = Hold [accent][[L-Ctrl][] while dragging conveyors to automatically generate a path. hint.conveyorPathfind.mobile = Enable \ue844 [accent]diagonal mode[] and drag conveyors to automatically generate a path. hint.boost = Hold [accent][[L-Shift][] to fly over obstacles with your current unit.\n\nOnly a few ground units have boosters. -hint.command = Press [accent][[G][] to command nearby units of [accent]similar type[] into formation.\n\nTo command ground units, you must first control another ground unit. -hint.command.mobile = [accent][[Double-tap][] your unit to command nearby units into formation. hint.payloadPickup = Press [accent][[[] to pick up small blocks or units. hint.payloadPickup.mobile = [accent]Tap and hold[] a small block or unit to pick it up. hint.payloadDrop = Press [accent]][] to drop a payload. @@ -1628,7 +1618,6 @@ block.disassembler.description = Separates slag into trace amounts of exotic min block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate. block.payload-conveyor.description = Moves large payloads, such as units from factories. Magnetic. Usable in zero-G environments. block.payload-router.description = Splits input payloads into 3 output directions. Functions as a sorter when a filter is set. Magnetic. Usable in zero-G environments. -block.command-center.description = Controls unit behavior with several different commands. block.ground-factory.description = Produces ground units. Output units can be used directly, or moved into reconstructors for upgrading. block.air-factory.description = Produces air units. Output units can be used directly, or moved into reconstructors for upgrading. block.naval-factory.description = Produces naval units. Output units can be used directly, or moved into reconstructors for upgrading. @@ -1725,8 +1714,7 @@ lenum.enabled = Whether the block is enabled. laccess.color = Illuminator color. laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself. laccess.dead = Whether a unit/building is dead or no longer valid. -laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\n[accent]@ctrlFormation[] if unit is in formation\nOtherwise, 0. -laccess.commanded = [red]Deprecated. Will be removed![]\nUse [accent]controlled[] instead. +laccess.controlled = Returns:\n[accent]@ctrlProcessor[] if unit controller is processor\n[accent]@ctrlPlayer[] if unit/building controller is player\nOtherwise, 0. laccess.progress = Action progress, 0 to 1.\nReturns production, turret reload or construction progress. lacess.speed = Top speed of a unit, in tiles/sec. @@ -1797,7 +1785,6 @@ lenum.storage = Storage building, e.g. Vault. lenum.generator = Buildings that generate power. lenum.factory = Buildings that transform resources. lenum.repair = Repair points. -lenum.rally = Command center. lenum.battery = Any battery. lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled. lenum.reactor = Impact/Thorium reactor. diff --git a/core/src/mindustry/entities/comp/BoundedComp.java b/core/src/mindustry/entities/comp/BoundedComp.java index 79996d0adc..11a99c7e82 100644 --- a/core/src/mindustry/entities/comp/BoundedComp.java +++ b/core/src/mindustry/entities/comp/BoundedComp.java @@ -20,7 +20,7 @@ abstract class BoundedComp implements Velc, Posc, Healthc, Flyingc{ float bot = 0f, left = 0f, top = world.unitHeight(), right = world.unitWidth(); //TODO hidden map rules only apply to player teams? should they? - if(state.rules.borderDarkness && !team.isAI()){ + if(state.rules.limitMapArea && !team.isAI()){ bot = state.rules.limitY * tilesize; left = state.rules.limitX * tilesize; top = state.rules.limitHeight * tilesize + bot; diff --git a/core/src/mindustry/world/meta/BlockFlag.java b/core/src/mindustry/world/meta/BlockFlag.java index a19e57c824..628c29fe70 100644 --- a/core/src/mindustry/world/meta/BlockFlag.java +++ b/core/src/mindustry/world/meta/BlockFlag.java @@ -31,5 +31,5 @@ public enum BlockFlag{ public final static BlockFlag[] all = values(); /** Values for logic only. Filters out some internal flags. */ - public final static BlockFlag[] allLogic = {core, storage, generator, turret, factory, repair, rally, battery, reactor}; + public final static BlockFlag[] allLogic = {core, storage, generator, turret, factory, repair, battery, reactor}; }