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All Changes compared to WCS GameHeart 1.25/Americas
Changes
Battle Report:
added Battle Reports based on nice__username's Observer Plus (powered by Shopify) extension mod
damage includes damage on all units and structures of the enemy
resource damage includes all resources lost (death, cancel, salvage)
current limitations:
damage does not track friendly fire, yet
Upgrade Notifications:
icon can now be clicked to select the facility researching it
now dynamically change to reflect alliance colors
are now enabled in games with 1-4 players
labels will resize to make their text fit
Workers lost Notifications:
are now enabled when there are 2-4 players
now dynamically change to reflect alliance colors
now display the first worker lost when it was within range 50 of a main building to only ignore scouts
Graphs:
added Resources Lost differential graph on Hotkey Numpad3
added Resources Gathered comparative graph on Hotkey Numpad4
Army, Resources Lost and Gathered graphs are now using the most recent value instead of averaging the last 6 seconds
Minimap:
player camera positions are now shown on minimap in 1vs1
World:
neutral units are selectable through the fog
Leaderpanel:
new Production Tab implementation:
observer UIs need to opt-in to display it
new information in the icons:
Chrono Boost
Contaminated
the order of slots is now deterministic instead of random
clicking the slot selects only one unit. Which one is changed every few milliseconds as the engine does not support more than one unit
removed Reaper's KD8 Charges from the structures and production tab
combined Reactors, Tech Labs and rich Refineries/Assimilators/Extractors into single buttons instead of creating duplicates
Labels in 3D world:
added label to unpowered Protoss structures
added label to contaminated structures where Contaminate can have an effect
General:
moved default observed player from 14 to 15 (Hostile). This allows 14 player FFAs
disabled skin sets as esports does not want this feature
Features for Observer Interfaces:
saves the player slot number of each player to the PlayerId score
this assists observer interfaces in figuring out which Player Id is the left/right player in 1vs1 matches
saves the player status in the PlayerStatus score
this assists observer interfaces in figuring out if a player is still playing, left in victory/defeat/tie
animation event "TextUpdated" is fired when worker killed counter's text is updated => Observer UIs can animate
added player score that provides a player's starting position belonging to the initial 1=left or 2=right team for observer interfaces
Bug Fixes
SC2:
Units Lost Resources:
Overlords with Ventral Sacs and Overseers made from them will report its actual resource worth on death
this was 25/25 too low
Archons will report their actual resource worth on death instead of assuming the Archon was created by one HT and one DT
WCS GameHeart:
fixed Dark Shrine not showing upgrades in research on a tag
fixed potential bug when worker is killed at the same time as that player's notification timer expires resulting in a hidden notification and subsequently resulting in a wrong displayed count when the next one is killed
fixed not respecting facility slot limit which breaks the entire upgrade notification system, if upgrades in research exceed 100
fixed a bug when UI upgrade notification slots are exceeded (> 50) and the upgrade is cancelled/finished in that slot
fixed a Reactor being destroyed causing a blue unit icon when the player is supply blocked
fixed white production labels being able to appear briefly on screen at the map start
Worker Killed Notification counts larger than 99 will now shrink to fit instead of showing an ellipsis
fixed the last upgrade notification slot never being used
fixed having more than 50 upgrades causing further upgrades to not be displayed. Now the limit is 100 as previously intended
graph shortcuts are now disabled when not playing a 1vs1 instead of showing an empty graph dialog
Optimizations
fixed performance issues of Battlecruiser script triggers created by Blizzard
the game will now use less CPU when issuing commands and when units execute abilities (global improvement for all units)
the BC's behavior did not change
production label check filters missiles faster (trigger runs 30% faster on average)
optimized production label's UI code to use less resources and not save unused entries into the data table
this will make the script slow down less over time
improved upgrade notification update thread to not scan used slots multiple times
re-ordered unit type checks based on likelihood
reduced minimum loop iterations when updating upgrade notifications
trigger events are now only registered, if the feature is enabled and can function
remove some upgrade notification text styles from trigger script as it was set in UI already
production tags do not contain more slots than the unit require (e.g. Nexus has at most 1 production slot)
minor trigger action de-duplication
eliminated duplicated calculations
eliminated unnecessary variable allocations
eliminated duplicated function calls with additional variables
less code is executed for disabled features
removed superfluous upgrade name overrides
more general trigger optimizations based on the trigger debugger's execution duration
all failed conditions will now appear in failed executions instead of only the initial checks (triggers return 0)