BallOrcs Battle: the shared core moves in, and the Hollow learns where land is
A quieter fortnight for the war game, mostly about plumbing and fit and finish.
In plain words
A quieter fortnight for the war game, mostly about plumbing and fit and finish. The biggest change is that the RTS now shares a toolbox with the platformer: common phone-screen handling lives in one place both games use. A bug is gone where the "Hollow" (a hazard zone in the game) could cover ground that land units cannot even stand on. The skirmish menu no longer collapses to nothing, and in a match the controls are shown. On phones the interface keeps clear of notches and rounded corners, buttons are big enough for fingers, and the ability bar wraps. There is a new map with hills and ridges to fight over. Behind the scenes, building and releasing got sturdier.
Under the hood
- Hollow fix (#35): the Hollow now covers only ground that land can stand on.
- BallOrcs-Core (#50): adopted as a submodule, pinned and verified.
- UI: zero-size skirmish menu and HUD root layout fixed by anchors, with controls shown in a match. The HUD gained phone safe-area handling, touch-size menu buttons and a wrapping ability bar (#49).
- Map (#58):
ranked_ridges_25, a varied-terrain map. - Build/CI: a toolchain container can no longer outlive its job, and
in_container's docker flags are found by the image argument alone in its test. The weekly release now tags the pipeline's own builds instead of recompiling. The last-resort D3D12 network fetch has a timeout, andgodot-androidbakes in Android SDK Build-Tools 36.1, Platform 36 and Platform-Tools.versions.lockrecords GitLab CE 19.4.1-ce.0.
None of this is a claim about a numbered rendering or multiplayer phase.