3,355 Commits over 972 Days - 0.14cph!
more BGQ game interrupt fixes
version++
Tile parenting/positioning fix for BGQ games being interrupted by a matchmaking game
Server logging now shows team name next to connection ID for disconnects
Fixed grabber and charger not playing attack sound
AI should no longer consider 0 dmg attack targets
Fix for searching panel disappearing when starting an AI game
Increased round timers from 60 to 90 secs.
Disabled unity analytics which seemed to have enabled itself so I can hopefully load unity more than once every 10 attempts
added a 1.5 seconds delay to end of attack chain if it's the last command point
Fixed player platform glows
Deathmatch mode now flagged as available
Version++
Remade default squads with new squad version
"What's New" entry data file
set correct block values for Flipper now that the model has a visible orientation
Renamed Slasher unit, configs and assets to Flipper
Remade default squads
Moved some maps to out of rotation folder so there's only 3 active. 1 control and 2 DM
refactored player platform code and fixed it's bug with consecutive games and event listener
Removed some redundant Messenger code
tons more Cmd/Messenger/Network refactoring.
more logging stuff.
fixed (?) GameLogger file violation errors, caused by bad init order
Lots of Cmd and handling changes
host turn timeout handling reworked
changed format of game log header
GameLogger now includes the match start date and time when it builds the log filename
game viewer state changes now get logged
Added new GameLogger class and moved new logging stuff to it
GameInstance has a GameLogger
logging, disable end turn button when clicked
log colour tags stripped in batchmode
Changed the order of some CmdNextTurn actions
Disabled auto start of AI game while I track down cmd verficiation issues
menu UI now listens for OnJoinedMatched event and kicks off a AI match automatically if the checkbox is enabled
Host matchmaking now sends a new message to client when they're queued (ie there was no other waiting player so the game wasn't immediately started).
Added OnJoinedMatchMaking client event.
Reworked some BGQ to use the new event
added code tooltip toggle for menu buttons, disabled.
added a Toggle panel to menu for auto starting AI games when matchmaking (doesn't start the game yet)
Branched cus I've fucked it
Deleted old command queue debug log UI
Deleted UICmdQueueDebug.CS
NetworkManager wip refactoring for BGQ
Refactored out and deleted NetworkClient
more BGQ
wip global background queueing
Charger can no longer self target