* Surrendering is now possible even in maps that do not use
ConquestVictoryConditions.
* The Surrender button is greyed out instead of hidden when it cannot be
used.
Note: 3rd party KotH maps will need to be modified to work correctly
with this change. Previously, StrategicVictoryConditions was a
supplement to ConquestVictoryConditions. After this change, each works
by itself. So KotH maps will need to remove the ConquestVictoryConditions
trait from the player definitions, or both victory conditions will have
to be satisfied to win the game.
List of changes:
* Better and more filters with new layout, for both mods.
* Rename/Delete/Detele all functionality.
* Simplified ReplayMetadata class considerably by introducing a new
GameInformation data object. The new GameInformation class contains
more information than previously available so the new solution is not
compatible with old replays, meaning it can't read old replays.
* Better and cleaner game information gathering in order to be written
at the end of the replay file.
* Revert changes to ReplayConnection, no longer necessary.
* Better exception message on missing sprites and fonts.
* New "SpawnOccupant" class that holds all the information needed by the
MapPreviewWidget to visualize a spawn point. It was using Session.Client
before and it was necessary to separate it to be able to show information
not available at lobby time.
* Fix keyboard focus UI bug when closing a window would not remove focus.
The replay files are just streams all network communication so to
get any info out of them it is necessary to play back the stream
until the wanted information is reached.
This introduces a new metadata block placed at the end of the
replay files and logic to read the new block, or fall back to
playing back the stream for older files.
The replay browser is also updated to use the metadata information
instead of reading the replay stream directly.
This introduces a hash on Shroud which ShroudRenderer
can observe, removing the need to explicitly twiddle
a dirty flag between objects.
Shroud disabling is now done via RenderPlayer, so
enabling the cheat or winning/losing will now give
vis equivalent to an observer.
- Each player has their own shroud and their visibility does not extend outside of the shroud.
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
outsourced into notifications.yaml
triggered with PlayNotification(...)
(v2: less redundant code for PlayVoice/Notifications)
added harvester under attack and battlecontrol terminated