Added the MapLoadedTrigger, TimeTrialStartedTrigger, and TimeTrialFinishedTrigger.
Added SMG Damage, Double Barrel Damage, and Knockback Multiplier to the match setting
overrides.
Added many new components to the whitelist.
v1.1.1
9/2/2023
Added Time Trials to custom maps.
Upgrade Cabinets can now be parented.
v1.1.0
8/31/2023
You can now build and test a map without a thumbnail.
Added a maximum size of 200mb to custom maps.
You can now set spawnpoints for infected players.
Triggers now show what their target is, making it easier to build TargetActivator
setups.
Added the PlayerDiedTrigger and PlayerGotKillTrigger.
Added player trigger filtering to Activators.
The editor will no longer let you test a map if you haven't built it yet.
The editor now does workshop upload checks for the thumbnail and screenshots itself.
v1.0.1
8/30/2023
You can now create a new map using the Redmatch 2 > New Map option.
Maps now require a PostProcessingVolume.
Match setting overrides will no longer carry on to future maps.
The editor now automatically installs the required packages.
Fixed some errors with maps not loading in-game. IDK if all of them are fixed because
some are hard to reproduce.
Stay Triggers have frame independence now via a rolling timer.
You can now unsubscribe or view the workshop page for custom maps in-game by right
clicking the map button.
You will no longer automatically subscribe to custom maps when loading a match with one.
Instead the game will temporarily download it and delete it after. This prevents
excessive file bloating over time.
Replaced the Relative Force toggle with 4 options for a Relative Force Mode: World,
Self, Target, and Orbital, which allow you to apply force based on different coordinate
systems.
Relative Force now respects the player's vertical look rotation.
Local custom maps will now start at 60 minutes by default.
Added hot-reloading. If the game is open and you build the map with F4, it will reload
in-game.
Press F6 inside Redmatch 2 while on a local custom map to reload it.
Renamed the "Authority Requirement" setting to "Execute On" and changed "Anyone" to
"Everyone" to try to make it less confusing.
The editor now pings objects that have errors during an error check.
v1.0.0
8/25/2023
Created a new Demo Map to better showcase all the new features.
IDs now automatically assign.
The TriggerActivator has been separated into Triggers and Activators. You reference the
Activators using Triggers. The Activator itself does not contain any networking logic.
Think of it as a bridge between Triggers and actions taken on Syncer components.
Added more actions including dealing damage to HealthSyncers and setting Animator
parameters, which allows dynamic Animator logic.
Added DamageableTrigger, EnterTrigger, ExitTrigger, StayTrigger, GameEndedTrigger, and
RoundStartedTrigger.
Added HealthSyncer, RigidbodySyncer, and GameObjectSyncer.
Added FilledImageValueDisplay and TextValueDisplay.
The scene will no longer reset the window layout if you try to build and get an error.
Layers will now automatically be set up when you import the SDK.
Added a "Ground" tool for spawnpoints which aligns them to the ground.
Added sweet icons to all the components.
Added the CameraFacingBillboard utility script.
You can no longer teleport/spawn players at weird angles.
Inactive Upgrade Cabinets will no longer spawn.
Added consistency to error popups and console messages.
When using Build and Test, the map will no longer launch if there are build errors.
Added an error checking feature because wozzA wanted it.
Added new shortcuts for Check For Errors (F3), Build Map (F4), and Build and Test Map
(F5).
Whitelisted additional components.
v0.1.0
8/17/2023
Added the TriggerActivator.
Removed the DamageTrigger as the same functionality is now possible with the
TriggerActivator.
Fixed a bug where you couldn't have more than 1 Upgrade Cabinet.
Added Text as a usable component.
The Map folder now deletes itself before building to avoid unwanted contamination from
misnaming.
The editor now asks for confirmation to save your scene before building to prevent the
loss of unsaved changes.