11,480 Commits over 3,561 Days - 0.13cph!
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.
current event gets set at startup for client/server.
customisation items can now be locked to an event, will only appear in browser if the event is running or you've unlocked the item previously.
set halloween item event types.
created default and halloween event definitions.
customisation item definitions now have a theme event type.
sorted all item defs into folders based on theme event type.
quick fixes for new mode bugs until I rework some stuff a bit tomorrow
cherry picked the match invite blocking option I committed to the wrong branch earlier.
Added an option to block frienst list match requests.
merged gamemodes branch to main
Tile fall warning sound now stops on match finish/quit mode.
merged todays fixes to release branch for steam build
fix for local matches not always getting cleared down correctly when pulled out of a match (ie watching a replay or practicing and getting pulled into a online game from matchmaking). This was causing the weird issues a couple of people experienced in todays playtest.
removed a temporary 6 month hack
pressing escape will now close and clear chat input window if it's open
fix for match history entries trying to set a match mode text when there was no map definition found.
merged to release for steam
replay controls prefab update.
scene.
implemeted replay "faster" button - bumps speed to the next 1x step increment
added Replay.Play(CommandQueue) that fills a command queue with all of a replay's commands.
removed unused enum from Replay.
removed debug printing on replay load.
reduced the delay after highlighting the enemy unit that is about to act from 1.5 to 1 second.
most stuff now checks settings from the current game mode definition, rather than specific mode checks.
added mode definitions for all 5 modes.
started refactoring and adding support for a cleaner game mode system.
Squad.GenerateRandom now also takes a RNG so we can make deterministic generated squads
added SetMaps console command to set server map rotation with map ids
added jump pads to car3, dm2 maps
added Defines.MissionsAwardedPerDay, set it to 3 for good testing variety.
set allo mission currency reward values.
added igniter damage mission.
Set all item descriptions and costs.
jump pad launch/land placeholder audio
Added Beta 6 what's new definition.
Igniter now does 1-2 dmg.
Updated igniter attack description to state how many turns the effect lasts.
Tile burn damage effect now has a min-max range instead of just a single value. Taken from attacker's attack def.