v2023.0.4
Release Date 11/05/2023
Changes
- REMOVE acceleration and deceleration fields from the camera panning, rotation and zooming speed fields. They are now replaced by one Smooth Value field that can have a value between 0 and 1 where the lower the value is, the smoother the camera transform change is.
- FIX a bug where units with attack components are not able to automatically find an available target because they keep finding and targeting an entity that they can not find a suitable attack position for.
- FIX circular path destination generation logic so that all theoretically available destinations can be generated and tested for validity.
- FIX a bug where attacker units would not stop at their correct attack destination.
- FIX a bug where idle units do not rotate to their target rotation if it was the default identity rotation.
- FIX checking whether the main camera has its initial rotation or not.
- UPDATE main camera handling to reset the rotation immediately when the main camera is following a target as well as disabling the pivot near min height zoom state if it was enabled and resetting the zoom level back to a value where pivoting can not be enabled.
- UPDATE UnitMovement SetPosition action to stop the unit's movement if it had one and set the target position marker to the updated position of the unit.
- ADD TimeModifiedAnimator component which can be attached to an object with an animator and updates the animator state depending on the time state. The component should not be attached to the Animator component assigned as the UnitAnimatorController but rather for other animators used on entities or their children objects.
- ADD Unity Event field to each type of entity component task input invoked when the corresponding task is completed.
- ADD Parent field to the EntityHealth component's Hover Health Bar Data section. When assigned the hover health bar UI element will have the assigned field's transform value as its parent instead of the entity parent object.
API
- UPDATE TargetEntityFinderData to include the center of the search.
- ADD EntityComponentTaskLauncher and EntityComponentPendingTaskLauncher components that allow faction entities to launch direct and pending tasks respectively. These two components serve as a base component that can be extended to make your custom entity components that support launching tasks through the UI elements.
- ADD IsTargetValidOnSearch method for IEntityTargetComponent which exposes a different method to check for a target validity when the component is searching for a target. For most components, this method should point to the same result as the regular IsTargetValid method but its implementation can differ depending on the situation.
Demo
- FIX the height of the villager entity model.
- UPDATE the demo's multiplayer server tick/turn rate to a fixed 10 Hz.
- UPDATE demo game units' radius values and attack stopping distance values.
Modules
- Mirror Multiplayer
- FIX a bug where after a client leaves a multiplayer game, the server still tries to send inputs to them.
- FIX a bug that prevents all client validation message to be sent to all clients in case of a dedicated server.
- UPDATE the TurnHandler to calculate the tick rate using the Update function instead of a coroutine.
- UPDATE multiplayer health command handling to only be triggered from the authoritative master instance instead of from clients.
- ADD the option to prevent the turn time from changing during the lifetime of a multiplayer game.
- Mobile Controls
- FIX a bug in the TouchSelector component that broke direct touch entity selection and terrain taps.
- FIX tooltips on quick-action buttons in the mobile demo map scene UI.
- FIX mobile main camera rotation and zooming to only trigger only when the minimum angle/distance is passed.
- Basic NPC
- UPDATE NPC unit behaviour components to not send an attack command to its faction entities if they already have the same target.
- UPDATE NPC resource collection and building construction behaviour to mark resource collection and builder target setting operations as non-automatically issued commands.
- UPDATE NPC defense behaviour to avoid setting the defense centers again of its attack entities if they already have the correct one.