Add a built in replay-stat viewer#486
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better system for handling how we insert moments, handle text and more
Remove Debug Prints
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1 merge conflict :) |
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ONE MORE DAY, I PROMISE ONE MORE DAY. I DUNNO why am I putting in SO MUCH EFFORT AND TIME into REPLAY TOOLS of all things |
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It is my 100% NOTOSSDEKASAIHASSEI gurantee that THIS. WILL. BE. goOD. THIS. WILL. BE. MAINTAINABLE. THIS. WILL. BE. USEFUL |
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RING RING RING! All merge conflicts are NOW RESOLVED. Once again all merge conflicts are NOW RESOLVED. Replay Stats still working as intended giving expected results... HOWEVER, returning from ingame to a stat that adds extra buttons currently causes a null reference exception due to trying to reference buttons that have no yet loaded |
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Dumbass this PR is still set to work in progress Dumbass |
that's because I want to make sure that it is easy to maintain and that there are no exceptions that can happen before opening it UP for merges. I don't want to make code that no one can understand and is a pain in the ass to add to or UPdate. |
also adds 1 to the position index in the description in big collectable spawns since those are zero indexed
Added the ability for time points to set the camera to specific positions
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thx for more merge conflicts bestie!!!!!! |
Combos now are counted as long as the victim does not touch the ground. This is done due to the fact that events cannot run during the quantum frame
Removes unnessacary rebuilds and the very expensive Canvas.ForceUPdateCanvases()
This means that we no longer have inconsistent stats. Thanks ipod
They're unused at this point and overshadowed by better methods.
adds a powerUP filter opton for PowerUP info
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oof, these merge conflicts GOnna be a little harder to resolve... |
As the title says, closes the stats menu when pressing next replay, adds powerUP information for powerUP spawns
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So I've resolved merge conflicts, again... It actually was surprisingly simple |
fix map misalignment on replay list (dunno how it happened)
Makes unique text for "kills" and "damagedealt" as well as making them a bit more interesting.
hide the target list if there are only two players in the match for KnockbackDealt, Kills and DamageDealt
Fixes replay cache to acutally work, the method is by skipping caching the first 5 seconds of the simulation when doing the stats simulation. Time Point SetTime method has been moved to the base function which uses the ShowLength and ShowEndTime properties
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I think I've resolved all issues for the replay stats viewer.
Clicking on an entry starts the replay at that frame, with the camera also adjusted. So if you click on a "Combo Received" the camera will select that player after the replay is loaded. Clicking on a Big Collectable spawn will have the replay start in freecam with the camera at the star spawn position. Additionally, time points don't start the replay at exactly when they start, in the case of a death the replay will start when the player took knockback or was combo'd so y'all who need some clips can eassily record. There are no merge conflicts however I want to do a more complicated replay with more than two players before saying it's A-OK to merge. |
As the name implies, this adds a built in replay stats viewer that allows you to see events of what happened during a match and click on buttons to skip to that part specifically.
Currently we need to fix critical issue when starting replay at specific point (where an out of bounds exception happens when moving replay spot), code is also something I am working hard on to make it easy to maintain and read.