11,616 Commits over 3,622 Days - 0.13cph!
basic score submission and DailyChallengeSubmissionHandler, wip.
Changed CTRL-T build tool to target 64 bit
match outcome score breakdown
started cleaning up LocalGame
challenge score summary wip
merging wip daily challenge to main
fixes for standalone server.
added timestmap to server messages.
damage score points, score changed event, WIP placeholder score UI/prefab.
reduced MissionsAwardedPerDay back to 1
fix for RNG determinism sync in daily challenge
enabled scoring in Daily Challenge game mode def.
added placeholder daily challenge button to menu, can now start the mode.
MatchScorer scoring value tweaks.
MapDatabase can now take a RNG for picking random map.
Squd generator now takes RNG for positioning units as well as picking unit types.
daily challenge score calculation wip
ChargeCombatAction fix for charger attack not correctly handling empty terrain in some cases
run server debug / build and run server debug batch files
daily challenge WIP stuff.
merged capture mode rework branch to main
ran customisation DB tool.
portaits loaded into match history
WIP saving of player avatar renders with match history
UI changes for capture mode rework.
Refactored some mode display stuff.
More control mode rework, refactoring.
Added turn ended GIVIewer event.
control mode rework idea prototyping, reworked control1 map
fix for game events not being listened to when praciting a map from squad editor
Serverside fix for leaderboard entries disappearing in some circumstances when browsing table with the arrows
merged main to release, to include gamemodes/events and all recent changes.
disabled edit in-match edit squad menu button.
re-enabled global UI object.
version++
Exit/edit squad buttons on match outcome screen are now controlled by game mode definition.
Disabled edit squad button for tutorial mode.
Disabled exit/edit squad buttons for career mode.
cherry picked tutorial fixes
Fixed all known tutorial issues.
Updated tutorial text to match game changes.
reduced the chance of celebration anims playing
merged theme events branch to main
trigger celebrate anaim on units when they get kills (everytime, for now)
unit effects now get parented to the animation root not the unit transform, so they move with celeb anims.
set all root transforms in each UnitView.
Maps can now be event specific.
MapDatabase checks event types when building exposed map list.
Event bonus XP now awarded based on definition.
Fixed menu theme execution order.
menu theme/tileset now gets set based on the tileset defined in the event definitions.