- improve versioning
- improve versioning
- improved commitizen config
- v tagformat
- adding cz changelog
- cleanup
- makefile updated
- tagformat updated
- added requirements and updated makefile
- fullscreen by default
- sync among versions
- commit for tag
- changelog and cz
- controls: Controls "kb1" now accepts SPACE and ENTER in addition to M as FIRE.
- analytics: remove gameanalytics old setup.
- analytics: disclaimer and opt-in and opt-out
- analytics: first attempt to make some analytics
- analytics: Added lifecycle api to handle events
- get correct game id and minigame id and card id
- analytics: disclaimer without info
- bug in first time
- ui: disclaimer background alignment
- disclaimer: only first time
- send analytics only if explicitly consent to
- revert change
- analytics: correct hostname
- settings: rename hostname.debug into hostname.local since it has sideseffects
- analytics: endpoint for api fixed
- halloffame: we should not add champion
- typo for champion_info definition
- analytics: added different id to the event
- analytics: kind of broken yet
- analytics: added debug_mode
- analytics: version added and improvements
- analytics: handling first request
- debug and build variables
- analytics: added first simple analytics. Potential breaking changes
- save: safeget when deck/session is not a valid entity
- bump: now correctly reset on bumping any version
- worlds: flag are now displayed on completed worlds
- worlds: flag are now displayed on completed worlds
- worlds: Art and name for "oldcrown".
- worlds: Art and name for "oldcrown".
- cpu: Rocket the Crown Brain.
- cpu: Rocket the Crown Brain.
- cpu: homesick invaders cpu
- cpu: homesick invaders cpu
- demo: guard the bridge removed from future (temporarily)
- demo: guard the bridge removed from future (temporarily)
- cpu: diamond minefield brain
- cpu: diamond minefield brain
- cpu: diamond minefield basic brain
- cpu: diamond minefield basic brain
- demo: final world message
- demo: final world message
- hall_of_fame: hall of fame added to menu screen
- hall_of_fame: hall of fame added to menu screen
- cpu: diamond warfare brain
- cpu: diamond warfare brain
- ui: flag for compleated planes
- ui: flag for compleated planes
- playlists: alternative action world
- playlists: alternative action world
- minigames: diamond halves is in
- minigames: diamond halves is in
- playlists: Future World and cards improvements.
- playlists: Future World and cards improvements.
- credits: basic credits scene (not working)
- credits: basic credits scene (not working)
- minigames: improvements on Diamond Halves
- minigames: improvements on Diamond Halves
- levels: Water in Water Deathmatch (committed from a boat going from Padoa to Venice).
- levels: Water in Water Deathmatch (committed from a boat going from Padoa to Venice).
- cards: random card appearance
- cards: random card appearance
- cards: RandomCard
- cards: RandomCard
- ui: More planet arts.
- ui: More planet arts.
- playlists: Basic playlists in (content and art need more work).
- playlists: Basic playlists in (content and art need more work).
- ui: new world system up
- ui: new world system up
- minigames: super barebone diamond halves
- minigames: super barebone diamond halves
- minigames: diamond halves base
- minigames: diamond halves base
- ui: prime universe card back
- ui: prime universe card back
- minigames: Diamond Warfare in first playlist
- minigames: Diamond Warfare in first playlist
- minigames: 3 and 4 players arena for Diamond Warfare
- minigames: 3 and 4 players arena for Diamond Warfare
- vfx: visual feedback when dropping diamonds
- vfx: visual feedback when dropping diamonds
- minigames: 2 players diamond warfare
- minigames: 2 players diamond warfare
- gameplay: damage prevention time
- gameplay: damage prevention time
- locale: no need to translate minigame names
- locale: no need to translate minigame names
- celebration: the champion can write their name again
- celebration: the champion can write their name again
- homesick_invaders: added cpubrain for homesick
- homesick_invaders: added cpubrain for homesick
- credits: added localization to credits
- credits: added localization to credits
- cards: mystery cards now correctly trigger winter
- cards: mystery cards now correctly trigger winter
- levels: respawn from home in Homesick Invaders
- levels: respawn from home in Homesick Invaders
- ui: flag compleated for playlist show winner username (instead of id)
- ui: flag compleated for playlist show winner username (instead of id)
- cpu: Cpu underwater fixes.
- cpu: Cpu underwater fixes.
- input: input buffering and logic on Ship
- input: input buffering and logic on Ship
- levels: wrong position of half diamond
- levels: wrong position of half diamond
- cards: duplicate card ids are now respected
- cards: duplicate card ids are now respected
- credits: super-ultra barebones credits screen (functional)
- credits: super-ultra barebones credits screen (functional)
- credits: pippo, pluto and paperino have been credited
- credits: pippo, pluto and paperino have been credited
- arena: Support for single life when respawning from home (needed in Diamond Minefield).
- arena: Support for single life when respawning from home (needed in Diamond Minefield).
- ui: new neptune colors
- ui: new neptune colors
- playlists: diamond dive in neptune
- playlists: diamond dive in neptune
- ui: Uppercase world label.
- ui: Uppercase world label.
- gameplay: Excessive glow of cards removed.
- gameplay: Excessive glow of cards removed.
- ui: Floating world in world cup selection screen.
- minigames: Winter Claim the Banner.
- minigames: Claim the Banner logo and placement in "action" playlist.
- cpu: Claim the Banner Brain.
- levels: 3 and 4 players Claim the Banner.
- minigames: Claim the Banner for 2 players
- minigames: Claim the Banner skeleton
- scripts: create new minigame script
- scripts: basic create new minigame script
- ui: more planet names and images
- ui: planets
- ui: Back button from deck selection screen.
- cpu: Basic Hoopball brain.
- minigames: Hoopball.
- playlists: Temporary second playlists.
- scripts: new minigame level is now correctly created as a inherited scene
- localization: fixed on taglines
- localization: revert to main for PlayerSelection
- localization: fallback in characterscreen taglines
- ui: planet buttons are now functional again
- performance: Spurious WorldEnvironment node in Arena removed.
- demo: Skip playlist selection if demo is on.
- vfx: diamond collect visual feedback
- sfx: rising pitch for diamond collect sfx
- gameplay: bumpable deadship
- hotball basic stuff
- playlists: "first" playlist
- playlists: "first" playlist
- minigames: poseidon
- minigames: poseidon
- minigames: treasure dive for 2 players
- minigames: treasure dive for 2 players
- sfx: new sound files
- sfx: new sound files
- environments: water wall
- environments: water wall
- environments: DashWall is now functional.
- environments: DashWall is now functional.
- playlists: teasing of new playlists and deck selection screen completed
- playlists: teasing of new playlists and deck selection screen completed
- playlists: Teasing of new playlists.
- playlists: Teasing of new playlists.
- playlists: random playlist button
- playlists: random playlist button
- playlist: old crown playlist
- playlist: old crown playlist
- playlist: Skulls playlist is now good
- playlist: Skulls playlist is now good
- environments: Reflector Walls
- environments: Reflector Walls
- minigames: 3 and 4 players levels added to Old School ("two" playlist is complete for all player counts)
- minigames: 3 and 4 players levels added to Old School ("two" playlist is complete for all player counts)
- minigames: first attempt at board conquest II board
- minigames: first attempt at board conquest II board
- cpu: improved board conquest brain
- cpu: improved board conquest brain
- better old school arena + tweaks
- better old school arena + tweaks
- cpu: poor man's danger avoidance
- cpu: poor man's danger avoidance
- playlist: playlist "two" completed for two players and AI
- playlist: playlist "two" completed for two players and AI
- minigames: improved Old School minigame
- minigames: improved Old School minigame
- minigames: improved Snipermatch arena
- minigames: improved Snipermatch arena
- minigames: tentative additions to intro playlist
- minigames: tentative additions to intro playlist
- minigames: hide and seek with rabbits and stuff
- minigames: hide and seek with rabbits and stuff
- levels: smaller battlefield in capture the flags (2 players) + slight gameplay changes and CPU improvements
- levels: smaller battlefield in capture the flags (2 players) + slight gameplay changes and CPU improvements
- cpu: capture the flags basic brain
- cpu: capture the flags basic brain
- cpu: Lowering CPU FPS to 5 + Undertakers brain also used in Skull Collectors.
- cpu: Lowering CPU FPS to 5 + Undertakers brain also used in Skull Collectors.
- cpu: Undertakers brain.
- cpu: Undertakers brain.
- cpu: deathmatch brain
- cpu: deathmatch brain
- cpu: board conquest brain
- cpu: board conquest brain
- cpu: use game mode-specific cpu brain, if found
- cpu: use game mode-specific cpu brain, if found
- gameplay: magnetic "cannon" WIP
- gameplay: magnetic "cannon" WIP
- playlists: empire playlist done
- playlists: empire playlist done
- playlist: empire playlist
- playlist: empire playlist
- playlists: do not shuffle hand (buggy) + do not show cards
- playlists: do not shuffle hand (buggy) + do not show cards
- playlists: attempt to craft the first playlist
- playlists: attempt to craft the first playlist
- levels: support for different player spawners in variants
- levels: support for different player spawners in variants
- levels: portal race variant A
- levels: portal race variant A
- minigames: diamond warfare basic setup (2 players)
- minigames: diamond warfare basic setup (2 players)
- minigames: capture the flag (all player counts)
- minigames: capture the flag (all player counts)
- minigames: capture the flags (2 players)
- minigames: capture the flags (2 players)
- cpu+accessibility: smaller player IDs + brain enhancements
- cpu: more specialized brains + navigation "fix"
- cpu: specialized brains
- cpu: WIP navigation zones computation
- cpu: WIP take the crown test
- cpu: experiments with navigation
- cpu: test brain for cpu
- cpu: player brain done
- cpu: no brain in ship as default
- cpu: test player brain is working + refactoring
- cpu: new brain system for controls (strategy pattern)
- cards: and more mystery cards again
- cards: more mystery cards
- sfx: global sound effect manager + pew sfx bugfix
- cards: intro deck splitted from classic
- cards: starting deck option to skip the first draft
- cards: hybrid suit cards
- localization: improved localization for italian
- localization: imrpove localization
- localization: improved special character handling
- UI: BACKSPACE button binding to fullscreen removed in favor of F11.
- android: preparing for android
- demo: Do not unlock content if demo + lots of fixes.
- playlists: Playlist "ice" removed from initially unlocked starting decks.
- score: crash fixed
- score: do not show score floating messages if game is over
- locale: fallback fonts and default theme
- locale: cleanup
- persistence: in case of no unlocking file better handling a clean state
- ux: continue from hall of fame with controller buttons too
- celebration: skip all of fame in case of cpu
- celebration: skip all of fame in case of cpu
- analytics: removed analytics. Waiting for new ones
- analytics: removed analytics. Waiting for new ones
- ui: rumbling and hall of fame
- ui: rumbling and hall of fame
- gameplay: water boost reduced
- gameplay: water boost reduced
- playlists: solved error when storing deck inside the deck list item
- playlists: solved error when storing deck inside the deck list item
- small improvements
- small improvements
- minigames: updated look of capture the flags
- minigames: updated look of capture the flags
- unlock: more clean and clear
- unlock: more clean and clear
- unlock: startingDeck resource- playlist or not - have now unlocks param
- unlock: startingDeck resource- playlist or not - have now unlocks param
- unlocker: starting deck
- unlocker: starting deck
- gameloop: ClassicMystery crash solved
- gameloop: ClassicMystery crash solved
- unlocking: shift reset reset everything
- unlocking: shift reset reset everything
- playlist: typo in accessing deck
- playlist: typo in accessing deck
- playlists: if playlist let's unlock and make room for a new playlist
- playlists: if playlist let's unlock and make room for a new playlist
- persistence: close #1064 - cpu in continue sessions
- persistence: close #1064 - cpu in continue sessions
- draft: close #1063 - quit to menu skip playing card
- draft: close #1063 - quit to menu skip playing card
- playlist: unlock if you play any playlist
- playlist: unlock if you play any playlist
- playlist: Everything is fixed. Print everything
- playlist: Everything is fixed. Print everything
- playlists: empire skips first draft
- playlists: empire skips first draft
- cpu: support for more than one target
- cpu: support for more than one target
- crashes: call_deferred on bitmask setting methods (should prevent lots of crashes)
- crashes: call_deferred on bitmask setting methods (should prevent lots of crashes)
- cpu: take the crown cpu update to take death into account
- cpu: take the crown cpu update to take death into account
- minigames: skull collectors name
- minigames: skull collectors name
- playlist: if it's a playlist do not shuffle in extraction.
- playlist: if it's a playlist do not shuffle in extraction.
- graphics: orange portals
- graphics: orange portals
- gameplay: working portals in race and goal, with graphics
- gameplay: working portals in race and goal, with graphics
- gameplay: gate double scoring bug fixed
- gameplay: gate double scoring bug fixed
- gameplay: WIP portal double scoring investigation
- gameplay: WIP portal double scoring investigation
- gameplay: quicker diamond waves
- gameplay: quicker diamond waves
- minigames: id of capture the flag
- minigames: id of capture the flag
- look: Pew rotation is now good
- cards: Z-index errors in perfectionist overlays + minor chores.
- sfx: partial fix to pew not disappearing (sfx is not played sometimes though)
- geometry: simplified geometry in Goalportal zones (avoid spamming errors about isopolygon)
- persistance: restore playing levels from scene
- logger: improved logger
- levels: Switching goals in 2 players Goalportal.
- levels: Reinstated walls in Diamondsnatch at higher player counts.
- levels: More space in Deathmatch at higher player counts + wall positions fixes.
- session: a more clean way to cycle through the session life
- bugs: smashing bugs and make them more reliable
- sfx: gate
- sfx: pew
- look: hall of fame graphics and simplified pilot stats
- demo: autoselect character
- tutorials: move > fire > aim tutorials
- tutorials: option to appear more than once
- look: backgrounds are chosen according to card suit
- cards: connexx logo and final name + fix(accessibility): colorblind-safer logos
- saving from eventual crash
- celebration: improving animation on the hall of fame
- hall-of-fame: Ugly but beautiful first attempt to Celebrate winner and Hall of Fame
- demo: demo mode enable and handled (#1018)
- draft: more smooth hand management (#1019)
- accessibility: ui scaling (#895)
- unlocking: starting deck unlocking. Unstable
- draft: selection starting deck
- adding new cards to deck from pool whenever the hand is emptied
- connected to main loop
- preparation for draftarena
- demo: demo playtest flag reset for pre-release
- cards: tweaks on cards
- before-demo: last one. Setting smooth animation for hand. Session persistence for mystery card
- look: better font settings
- look: z-index error in game over screen
- gameplay: skull outline fixed
- session: now can recover from session and continue draft
- recover-session: session recover fixes also for hand-over
- emergency-buttons: emergency buttons in demo_playtest mode
- hand: parametrized card separation
- persistence: local timestamp correctly setup
- cards: crash on continue after gameover fixed
- hall-of-fame: correct placeholder
- session: back to game after hall of fame
- draft: resolved almost everything
- cycle: cards work as usual
- demo: fixed character selection according to controller
- ui: join messages in selection
- celebration: reintroduce snapshot animation leaderboard
- persistence: latest game and confirm after gameover
- selection: refactoring new mode to join the game
- demo_playtest: control locked
- cards: classic mystery card with correct subcards
- celebration: username used in all relevant places
- persistance: momentarily disable snapshot_leaderboards in order to avoid crash
- draft: now the cards are correctly extracted, with new cards ncludede
- look: better background for draft arena
- persistence: able to choose deck even if previous one is not found
- leaderboards: a few fixes for leaderboard and persinstance sessions
- gameplay: no invincibility at the beginning of diamond minefield.
- session: all the crashes will disappear
- gameplay: Better positioning of launcher zones in Goalportal.
- gameplay: More skull holes in Undertakers.
- accessibility: Improved scaling of PlayerInfoOnShip.
- accessibility: "on" tiles are now more visible.
- deck: improvements to deck
- accessibility: less camera movements in diamondsnatch
- accessibility: fixed camera in board conquest
- performance: in_camera removed from tiles
- wrong ship rotation in connex
- gameplay: second choice is seeing light
- persistence-session: viva la persistance
- session-cycle: link session over to cycle
- config: remove references to card_pool.tres
- ready (not really) to merge
- small changes to Time utils
- improvements
- cardpool: will get all elements in folder
- adding also the minigame logo
- session-winner: link cycle for session winners
- session-winner: Link to the cycle
- session-winners: almost ready. need to link
- hall-of-fame: mockup
- persistance: continue from last session. If you want
- deprecated datetime
- almost ready
- skull collector tweaks
- skull collector tweaks
- cards: improving spreading out
- cards: fan out cards
- hand: satisfying spread fanout cards
- reimport: reimported assets
- config: updated gitignore. *.import should not be ignored
- draft: need to play a bit more with angles
- draft-card: it seems we are getting somewhere
- signals: get rid of nav_to_hall_of_fame
- session-winner: complete cycle with winning session
- session-winner: adding timestamp to global
- session-winner: info on the matches as well
- hall-of-fame: better handling cycle of session winner
- session-winner: typo on instanziate session-winner
- hall-of-fame: Connect with the cycle of sessions
- disable unlocking cycle as in #1022
- hand: correctly access to card content
- cards: hand like fan. Doesn't work but it's something
- playtest: fixes from playtest
- unlocking: more smooth animation in unlocking
- unlocking: skeleton for complete unlocked deck
- transition: 1 second long transition scene
- diamondsnatch: improved and made arena lighter
- unlocking: deck scene shown on top of arena.
- memoryleak: remove orphan nodes
- intro-match: match intro and larger fade intro in match
- camera: easing in intro
- camera: intro works for large arenas (with a tween)
- transition: tweaks on transition
- transition: arena zoom at the beginning reduced
- vfx: fade to black or white for transitions
- ui: radio options for starting deck. skeleton
- camera: tweak on values
- camera: let's start from far behind
- draftcard: get_minigame with a getter
- design: diamondsnatch cleanup!
- draft: bring back to life
- draft: continue refactoring
- draft: renaming and refactoring completed
- draft: renaming
- battle: refactoring for spawners implemented
- battle: since like we have a good start to re-engineer our diamondsnatch
- battle: spawners refactoring for Diamondsnatch (specifically)
- battle: attempt to rengineer diamondsnatch spawners
- controls: you can now map anything. No string attached
- ui: close #679 let's disable the sorting bars for the time being
- ui: better outline for device id
- ui: tweaks on ux
- controls: better handling presets
- ui: checkbox pressed as transparent
- controls: presets and defaults working for joy and kb
- controls: correctly startup from existing saved mapping
- controls: strong refactor. pt1
- config: fix #921 all minigames should have IDs
- rotation of decals in skull
- map: chose card animation with arrow
- map: tweaks on animation and extraction
- map: bug fixed on the third+ cycle
- map: cycle of map completed
- map: ships should spawn if hand is getting a refilled because empty
- in draftarena we wait for player card selection
- disappear ship when tapping it
- added logic for load resources
- ui: wait all players to be ready!
- tweaks
- remapping is still complicated
- worded more explicitly
- remapping is a bit complicated
- camera enable into Options
- remapping: generalizing template and style for joypads
- one step closer to remap custom mapping
- fix on keyboard ESCAPE button
- added presets
- presets
- almost ready for deploy
- improvements
- mapping and connecting with signal from EventBus
- we are almost there
- first stage of refactoring and cleanup
- ui: needs a rewrite, unfortunately.
- ui: improvements on options
- rocket pursuing timeout observed
- gameplay: close #800 Quitting while session is in progress gives someone a star
- camera: closes #879 condition corrected for when disabled camera globally
- controls: remapping
- tweaks to scene
- controls: Some tweaks
- controls: fix ui for remapping controls and cleanup
- unlocking: map fixes for path and pathline
- close #855 camera override disabled
- accessibility: slowdown in gameover fixed
- close #855 camera override disabled
- accessibility: slowdown in gameover fixed
- close #855 camera override disabled
- camera: maparena should be fixed
- persistence: camera enable in persistence
- audio: audiolibrary fixed, making sure that fadeout will stop
- enable camera fixes in options
- fixed soundtrack fadeout once and for all
- camera: improvements on camera (#849)
- correctly enable camera
- fix point number (1). start of the match, arena is not correctly in camera
- implelemented anchor to center ... experimenting update every 5 frames
- camera: physics_process instead of process and update camera on odd frames
- camera: minzomm to 3.0 (was 2.5)
- correctly override time for first blood
- soundtrack and fadeout
- close #726, close #728 (#838)
- quicker description scene
- options better setup
- cleanup
- clean up and make everything work again
- tweaks on green nodes
- deep tidy up folders for the upcoming ui overhaul (#758)
- unlocker overhaul (#804)
- Negacrown dashing and doubling
- IMPORTANT! Physics fps increased to 120 + Bump tweaks.
- relincensing assets under CC-BY-NC-SA (#809)
- Slam-a-Gon in Godot 3.4 (it doesn't rely on callback order anymore)
- CRT shader now is working again on HUD
- better aspect ratio for Alchemical Bombing field
- royalty is taken into account by fields
- ships' royalty restored
- queen of the hive royalty restored
- slower respawn if holding crown + simpler respawn timeout design (needs testing)
- less thin glass walls in Negacrown
- more sophisticated holdables (avoid loading holdables of the same type twice, drop backwards when replaced)
- advanced figures are worth double in memory
- rockets pursue once
- death is sometimes swirly + less impulse
- better bump and less confusing death
- more aliens, slower aliens in Homesick Invaders
- TappablesManager connect / disconnect
- Start with one starry path locked.
- Tappables preview is now in sync with actual state.
- tappables overhaul - exit areas and better signal handling
- Size of Alchemical Bombing reduced for 3 and 4 players (the screen was difficult to read).
- post-playtest fixes to Slam-A-Gon and Homesick Invaders
- button demo in Options (#771)
- indestructible and regen shields
- improved deathmatch with shields
- layered shields
- intro with ships and their invincibility (#694)
- intro with ships and their invincibility
- set test scene
- unlocking a bit more complete. Now you can use map (#585)
- refactoring for global Match and session (#579)
- smooth transition especially at the beginning of the match. Close #433
- skeleton for returning to map (#569)
- randomly pass from wander to seek
- added the chance to show description in mappanel
- added laser
- added flood moons in the map
- added glow enabled by menu. Close #392 (#528)
- combat: new weapon - bullet - in goal Portal
- show arena completely and smoothly
- design: Pursuing bombs is now a flag settable from Gamemode. Close #449
- race skeleton
- race mode and scoring
- experiment with rules
- gameplay: Add modifiers according to set choice (#446)
- when the game is a tie, give a star for each player. Related to #401
- Randomize player position at start (within session not if you run from scene) close #399
- trails are created at respawn and deleted after wrap. Close #395
- when dies the trail will wrap back
- survival rules uniformed with perfect score system (#384)
- Perfect score system (#382)
- added panels in map
- Minigames levels with water and other stuff (#373)
- new map
- skeleton for map with panels
- combat: sync shockwave with explosion
- games: Ball-based games (#363)
- games: First blood game (#362)
- gameplay: Brickbreak game and limited ammo support (#361)
- performance: Improvements to graphic performance (#360)
- vfx: Visual feedback for dash (#357)
- ui: Input remapping for keyboard (#356)
- vfx: Glowing arena (#353)
- ui: improved ui on mainscreen (#338)
- design: Drones set (#345)
- ui: Attempt to reduce visual clutter (#344)
- ui: in Combat bars will have Ticks and streaks (#343)
- design: Asteroid Set (#340)
- ship: everything is absolute controls (#335)
- typo
- hotfix on thematch trying to access summary()
- get rid of rules and restore a single line description for minigames (some files still linger) - closes #768
- get rid of rules and restore a single line description for minigames (some files still linger)
- jagged shield sector when changing from plate to shield
- bumpversion and cleanup
- adding uuid to match and session
- is_loadable in holdables
- crash when playing a second session after a quit to map
- one shot connect from Arena for gameover
- leaderboard get the info from existing fields.
- tweaks
- font overhaul with bungee
- some weird changes on merge
- Camera on Map
- shake no more
- Dynamic labels on map, new assets, all-unlocked setup for testing.
- Sets are shown and acted upon according to their status.
- more generic way to get if a set is unlocked
- locked sets
- unlocking more complete.
- bit more satisfying randomness selection of minigame
- better feeling for random selection
- Resource might be different instances, so better check the get_id()
- correctly accessing to levels
- skip fix, continue standalone
- when arena is ran from editor. Continue will restart the match
- ship appearance in bars
- close #576. Avoid repetition of already unlock set
- remove debug sprite
- avoid crash and infinite waiting on multiple unlocking
- trail appears correctly. Close #572
- close #366
- close #543
- upgrade to godot3.2.4
- starting animation
- fix #523
- check better persistance for joypad (#568)
- follow camera won't go over the arena field (#557)
- remove megaspace from "fields" and fix avoid finally
- cpu ship more debug and more strategy
- keep decision
- better targetting new position
- debug enabled and better handling stuff
- committiamo così che per lo meno fanno qualcosa
- more strategic CPU
- timing the wanderer
- debug enabled
- no need to chase ship in some minigame
- better handling CPU with turn and shoot and
- card persisted
- flood and laser persistent. Close #537
- updated laser moon sprites
- Handling remapping for Right Analog. FIx #533
- better naming controls. Close #532
- put glow enable in persistence
- show arena and hide arena would now dark background as well
- close #485 Countdown disappears on gameover
- ui: close #486 - "Show arena" button now shows the arena better
- refactoring code
- combat: More visible deadship. Close #460
- paddle cast shapes (more like cast a spell)
- combat: portal in order to work for race. Close #475
- tweaks on small debug elements
- better camera handling in survival
- ui: race - show points scored close #463
- close #457 Keep negative scores
- deadship will not teleport
- ui: fix #445
- combat: Camera finally follow smoothly the players (#440)
- combat: Give correct score in case of draw with 0 points. close #439
- combat: fix camera for survival games (#436)
- selection: close #429
- map: Deduplication of minigames after selection. close #405
- map: close #388 and close #389
- ui: Close #419
- combat: Resolves #410 and fix #409
- Restart level on menu. close #387
- skip sluggish tutorial. Close #381
- Trails fix and refactoring (#386)
- combat: improved and refactoring trail
- combat: improved and refactoring trail
- merge thing
- refactoring trails
- merge with minigames
- moving things around
- Multiple handlng wells for grid shader
- ui: small timeout when set a remapping control
- design: reset levels on restart session (#365)
- ui: Padding correctly for array element
- ui: selection screen command per player
- locale: if locale is not recongised, trying to use the locale instead of the locale_name. Closes #310
- physics: new values for ship torque and angular damp, attempt to address #349 (#355)
- gameplay: on start ships didn't start close #337 (#341)