6,819 Commits over 2,586 Days - 0.11cph!
fixed career stat UI panel miss alignment
relink avatar accessory icon
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.
updated mortar celeb export
Maps can now be event specific.
MapDatabase checks event types when building exposed map list.
ui career tweak for screen resolution
added team logo on the career outcome window
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
fixe what's new raycaster click thru problem
fixed shader error with unit in the career logo editor
cherry picked the match invite blocking option I committed to the wrong branch earlier.
Added an option to block frienst list match requests.
Add the leaderboard SQL queries
merged gamemodes branch to main
Tile fall warning sound now stops on match finish/quit mode.
UI update to support more screen ratio (still need to tweak some window anchor)
Player records are now saved to a pgsql database when running standalone server (might be buggy)
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.
tweak Replay UI frame alignement, added background to xp bar
fix shshi 2 hat material assigning the wrong material
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.
Webrcon works a little bit now
Progress on getting standalone server to use pgsql, also adding webrcon support (also added commands cause they were completely missing)
started refactoring and adding support for a cleaner game mode system.
fix what's new /mission sorting issue
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