- Codebase: Added Gold check for auctions (2)
- FMOD sfx for cursor hover action over items
First pass audio additions for critter sounds added to the project and in fmod events in this push, ready for implementation.
Fixed issue with late players joining the game.
Fixed issue with late players joining the game.
Updates from main
- Implemented new pvp base art.
- Made structures deactivate on game end, rather than being destroyed.
- Fixed issue with players being spawned too far away from their base.
- Small change to make pvp tower circle fade out when it dies.
- Implemented new pvp base art.
- Made structures deactivate on game end, rather than being destroyed.
- Fixed issue with players being spawned too far away from their base.
- Small change to make pvp tower circle fade out when it dies.
- Fixed an issue where a late player joining would be assigned a team again, when they were already assigned one upon joining.
- Removed redundant function PvpGame.getTeamForPlayer().
- Reset scale of targeting indicator before tweening its scale, to prevent large scaling when the server is struggling.
- Fixed an issue where a late player joining would be assigned a team again, when they were already assigned one upon joining.
- Removed redundant function PvpGame.getTeamForPlayer().
- Reset scale of targeting indicator before tweening its scale, to prevent large scaling when the server is struggling.
commit initial setup for land battle status and shop name hovering / integrated scoreboard assets and updated status sprite sheet to read/write
added debug canvas for bot ship behavior review / AI improvements, seamonsters now aggro, seamonsters no longer gets stuck when chasing enemies too far from territory
updated waypoint logs using debug canvas
Dropping "Server Max Receives Per Tick" from 10,000 to 1,000
added screen logger version update
integrated new icons for scoreboard / updated default value to 0
autogenerated resource data
added new pathfinding logs for sea entity
added battle end logs and listing down battle id to see cause of after combat freeze
Reducing "Client Max Receives Per Tick" from 1000 to 200
Task #3401 - Need tooltips for F1-F3 stance buttons like the other abilities
Made the prefab 15 pixels wider so the name "Defensive Stance" will fit
Reducing "Server Max Message Size" from 10240000 to 1024000
initial setup for pathfinding recalculation for bot ships
added log to determine last function that triggered path find and what is the result of vicinity search
Making the client Telepathy settings match the Server Telepathy settings
Adding some debug logs for client connections
Debug log when sending LogInUserMessage
Log the port that we start up the client on
Make sure the "FailedToConnect" listener only gets added once
Added fps statistics on clients for stress testing [3424]
added new logs and debugging tools for bots in live builds to confirm pathfinding issue of ship bots
updated debug panel
updated struct logging for bot ship
fixed null reference struct of clietn botship
log updates
added admin command that freezes ship movement for log review purposes
admin command updates
Make sure message handlers only get registered once
fixed commit issues
minor log updates
added sea structure logs for client side, for debugging purpose
- Adding castSoundEffectDelay variable for abilities
Making sure message handlers get removed; adding more debug logging
Cleaning up the client disconnection handler
Prevent errors in sea entity - empty list
seamonster bot log updates
sorted logs for client side display
added dynamic message that observes pathfinding move to and patroling
reduced syncvar variables for debugging
fix sea struct null reference
fixed debug canvas issue
setup debug game object spawner / logged distance between unit and structure
- Addressing "#3443 - Silver icon is too large"
- Prevent runtime errors
- Addressing "#3450 - No announcement text after my kill"
- Addressing "#3446 - powerups cover up silver GUI"
- Addressing "#3472 - silver serpents retained between games"
- UI tweaks and Code refactor
- Addressing "#3443 - Silver icon is too large"
- Addressing "#3450 - No announcement text after my kill"
- Addressing "#3446 - powerups cover up silver GUI"
- Addressing "#3472 - silver serpents retained between games"
- UI tweaks and Code refactor
- Codebase: Minor variable rename
area script graph scan update test
removed spam logs
Only call StopClient() when necessary; more debug logging
#3438 - Left clicking on enemies during battle showed the player popup panel
Increase client delay when redirecting from one server port to another
#3477 Added server shutdown functionality
Updates from main
Reverting increased client delay during redirects; adding more debug logs
Removed the invoke repeating that rebuilds the connected accounts, instead added the account at login [3424]
- Fixed pvp tower leaving aiming reticle.
- Disabled re-scanning of grid graph.
cleaned up sea entity script and removed debuggers after finding the issue with bot pathfinding
Cleaned and improved the management of the connected account data in the server network [3424]
updated boss combat collider scale
Added delay before redirecting users so that the online accounts data has time to be updated in the server network [3424]
Cannonballs that hit sea structures will now show a land explosion.
updated pvp score panel prefab and assets
fixed end battle trigger order
re added missing code blocks in ship entity icon to fix minimap bug, rect transform condition was discarded
Removed logs when adding and removing accounts from the connected accounts in the server [3424]
PlayTest Patch Notes Build#1310
Update notes via Steam Community
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