Just so you can all digest here in the CQC forum.
CQC:
- Don't start the CQC backfill matchmaking check timer if we're not in a CQC game yet
- If someone joins a CQC match when the current game has less than 1 minute left, then have them wait on the lobby screen for the next match instead of joining a game about to end
- Added scaling to the schematic models in the empire fighter cockpit
- Fix a possible timing issue where the replication of CQC objects could come out of order, this would cause the splash at the end of a game to show an incorrect result, but the score summary screen which appears later would be correct
- Make sure we don’t mark a CQC game as about to end when it’s in the loading state
- Make sure we keep hold of the spawn point claim in CQC until either we move off the spawn point or we get destroyed, so we don't allow a spawn in the same location
- Fixed issue of not being able to focus on party elements in UI
- Fix an issue with accepting an invite from a player that has since disconnected from you
- Cancel pending lobby invites when we enter matchmaking - players can't join lobbies that are in the middle of matchmaking, so the invite should be invalidated at this point
- Adjusted how teams are set up in CQC games so make them more balanced
- Save the CQC loadouts when you leave the ship select and loadout edit screens, instead of just when we quit the game
- Fix for CQC disconnect bug caused by incorrectly aligned timeouts
- Moved the animating doors on the asteroids map so there isn't a gap that the player can fly through
- Added an extra check to the Matchmaking Lobby to try and catch an odd case of someone not quitting the game after the match has ended
- Make sure we set the CQC user presence string when we start loading into the CQC menu, otherwise it will say we are in open play when we are on the loading screen
- If we detect a CQC game is imbalanced (i.e. only 1 person in deathmatch or a 3v1 in team games) the it will start a 30 second countdown to end the game early. This countdown will be cancelled if someone else joins and balances the game out a bit
- We now give players notifications for when someone joins/leaves/disconnects from the same CQC match that they are in
- Fix drive placement/damagability on empire fighter drives
- Drop 'CMDR' from gamertag when showing score summary as there's not enough room and everyone is a commander on that screen
- If we receive a session error and we are the host to a squad, them make sure to remove the squad from matchmaking to avoid errors of being in the wrong state
- After respawning after dying in a proving ground, make sure the respawn menu is closed
- Fix for the CQC score screen staying up between matches if you have it open when the match ends
- CQC ShieldBooster multiplier too small, bumped from 4% to 10%.
- Fix an issue when trying to start a game with more players that in supports
- Fix an issue with team sorting, it was possible for the team sorting to happen when we didn't have all the players data, so it couldn't split into teams correctly
CQC:
- Don't start the CQC backfill matchmaking check timer if we're not in a CQC game yet
- If someone joins a CQC match when the current game has less than 1 minute left, then have them wait on the lobby screen for the next match instead of joining a game about to end
- Added scaling to the schematic models in the empire fighter cockpit
- Fix a possible timing issue where the replication of CQC objects could come out of order, this would cause the splash at the end of a game to show an incorrect result, but the score summary screen which appears later would be correct
- Make sure we don’t mark a CQC game as about to end when it’s in the loading state
- Make sure we keep hold of the spawn point claim in CQC until either we move off the spawn point or we get destroyed, so we don't allow a spawn in the same location
- Fixed issue of not being able to focus on party elements in UI
- Fix an issue with accepting an invite from a player that has since disconnected from you
- Cancel pending lobby invites when we enter matchmaking - players can't join lobbies that are in the middle of matchmaking, so the invite should be invalidated at this point
- Adjusted how teams are set up in CQC games so make them more balanced
- Save the CQC loadouts when you leave the ship select and loadout edit screens, instead of just when we quit the game
- Fix for CQC disconnect bug caused by incorrectly aligned timeouts
- Moved the animating doors on the asteroids map so there isn't a gap that the player can fly through
- Added an extra check to the Matchmaking Lobby to try and catch an odd case of someone not quitting the game after the match has ended
- Make sure we set the CQC user presence string when we start loading into the CQC menu, otherwise it will say we are in open play when we are on the loading screen
- If we detect a CQC game is imbalanced (i.e. only 1 person in deathmatch or a 3v1 in team games) the it will start a 30 second countdown to end the game early. This countdown will be cancelled if someone else joins and balances the game out a bit
- We now give players notifications for when someone joins/leaves/disconnects from the same CQC match that they are in
- Fix drive placement/damagability on empire fighter drives
- Drop 'CMDR' from gamertag when showing score summary as there's not enough room and everyone is a commander on that screen
- If we receive a session error and we are the host to a squad, them make sure to remove the squad from matchmaking to avoid errors of being in the wrong state
- After respawning after dying in a proving ground, make sure the respawn menu is closed
- Fix for the CQC score screen staying up between matches if you have it open when the match ends
- CQC ShieldBooster multiplier too small, bumped from 4% to 10%.
- Fix an issue when trying to start a game with more players that in supports
- Fix an issue with team sorting, it was possible for the team sorting to happen when we didn't have all the players data, so it couldn't split into teams correctly