Graphics Update
Changelog
multiplayer
- Improved the appearance of most units.
- Fixed issue where the human player defaulted to player 1 instead of noone.
- Unit selection is now more efficient.
- Fixed an issue with one of the scout VO lines being played too frequently.
- HUD now displays current shield/max shield, same as HP display.
- Changed some variables that were needlessly present in all units to global variables.
- Unit selection code is now handled in a single step by the game controller, improving efficiency and multiplayer compatability.
- Refactored targeting grid system to be compatible with an engine update.
- Reworked intro video to be compatible with (presumably a bug introduced by) an engine update.
- Buildings and battlestations now play vo sounds when box selected; units now play vo sounds when hotkey selected.
- Stored resource counts in endgame stats now properly account for resources lost when cargo barges are destroyed. Counts are likely still inaccurate though.
- It is now potentially possible to target enemy units via the minimap (though imprecise).
multiplayer
- Removed redundant network packets when creating client units.
- Player color now applied correctly to all client units.
- Fixed crash caused by clients not properly being told who the host is.
- Added code to update unit HP and shields.
- Client units now draw HP and shield bars.
- Fixed bug preventing the host from closing the lobby properly when exiting the match.
- Unit icons now display for client when fully zoomed out.
- Worked on logic for client unit control. Still not functional.