11,480 Commits over 3,561 Days - 0.13cph!
GameClient now tracks LocalTeam
match outcome toast events, listeners, blah blah
daily challenge toast events, UIGlobalPanel listener
added MMFRequestEventArgs.
added MMFReceived event.
UIGlobalPanel listents for local internet game client MMFReceived event and shows the panel.
Added MMF declined event, msghandler triggers it, UIGLobalPanel listens to local internet client.
Tile hover handler now fires event, moved tile highlight trigger to BaseInput event listener.
moved CommandQueue from GIViewer static to GameClient instances.
Client cmds now have a reference to the client executing it.
moved a few static variables out of GameClient base to member variables of GameClientInternet, updated msg handler refs.
clean up proxy class and refs
server will only broadcast player connected message to all clients when server population is less than a server define
dispose of auth token when we're done with it.
basic spreading of client bot updates across frames.
bot connect button now creates and connects 500 clients instead of 10
increased max server client connections from 1k to 5k
msg handler fix and connect with delay
Removed all static events, variables and methods from GameClientInternet and refactored all references so that we can use multiple instances of it going forward.
Added a temporary InternetClientProxy static class that redirects everything to a GameClientInternet instance, because everything expects a valid reference at startup.
added option to unparent instantiated effects, super rough wip trophy rotation (can be enabled per item, defaults to off)
Added InstantiateAnimEvent
Addded CustomisationitemView.Preview()
Added an editor preview action for CustomisationItemView.
Separated confetti cannon particle effects into a prefab.
Confetti cannon now creates the effect from an animation event.
Set confetti cannon cooldown and enabled delayed destroy on the effect.
board no longer gets serialized to/from protobuf and sent when creating games, gets loaded by the client from the map database instead. It was done this way originally incase we ever wanted to support resuming a game mid-game, but this is no longer a concern.
Reworked CustomisationItemView to used UnityEvent, hooked up the various game events to the item listeners.
item cooldown defaults to false.
Can now specify an optional cooldown duration for interactable customisation items (Defaults to on and 30 secs)
CustomisationItemView now sends the Clicked message when clicked.
try catch replay drag drop files
can now drag and drop external replay files onto the menu to view them
getting latest for other branch
removed cmdHistory stuff as it wasn't even used.
cherry picked map caching from server profiling branch
MapDatabase now caches board map data the first time a map is loaded, reuses it from the cache the next time the map is loaded.
Server precaches all maps on bootup.
profiling branch, added some profiling/timing code to a bunch of stuff
global chat and match chat broadcasting are now behind defines, added server commands to toggle each - server can always send chat messages.
server toast broadasts are now behind inidividual defines - math otucomes/league promotions/daily challenges.
added server command to globally enable/disable them all as a group.
split server specific defines out into new ServerDefines
log daily challenge submissions
What's New entry/screenshot.
fix for no results being returned if you haven't yet registered a score in the daily challenge leaderboards.
increased points per kill.
daily challenge leaderboard SQL query fix?
disable daily challenge button when not connected to a server
don't show exit button or submit score on daily challenge outcome screen until the score breakdown has finished.
show curent map name and intro text on daily challenge menu panel.