4,941 Commits over 1,795 Days - 0.11cph!
Lots of Cmd and handling changes
tons more Cmd/Messenger/Network refactoring.
more logging stuff.
fixed (?) GameLogger file violation errors, caused by bad init order
Removed some redundant Messenger code
refactored player platform code and fixed it's bug with consecutive games and event listener
Moved some maps to out of rotation folder so there's only 3 active. 1 control and 2 DM
Renamed Slasher unit, configs and assets to Flipper
Remade default squads
set correct block values for Flipper now that the model has a visible orientation
"What's New" entry data file
Version++
Remade default squads with new squad version
Deathmatch mode now flagged as available
Fixed player platform glows
added a 1.5 seconds delay to end of attack chain if it's the last command point
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
Fix for searching panel disappearing when starting an AI game
AI should no longer consider 0 dmg attack targets
Fixed grabber and charger not playing attack sound
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
more BGQ game interrupt fixes
version++
adding what's new screen
squad editor tweak
Tile highlighter fix for when BGQ interrupts a game
Version++
adding back move stat on the unit panel
updating icon font
ValidActionsAvailable now takes a teamID to check.
AI no longer sits and waits until the end of their turn when they have more command points available than actions
updating rtext mesh pro and UI extentions
fixing all the bug that came with that...
...and now on the proper branch
added a feedback button to global UI that brings up the F7 feedback form
Searching for an online game now auto starts an AI match if there's no one else queueing. Added checkbox to menu screen, to disable this, but defaults to ticked,
Added a new greyed out version of the normal-mode cursor, switch to greyed out cursor during opponent's turns
Moved attack tile highlighting logic out of AttackState and into a function of TileHighlighter that takes a Unit param
Static class for calculating match outcome Elo ratings (expeted and resulting)
Elo test script
Added eloRating to PlayerRecord protobuf
PlayerRecord entries are now created with default Elo.StartRating value