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v0.5.1

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@fenio fenio released this 01 Jul 22:19
· 8 commits to master since this release
b509458

Patch release: campaign & singleplayer polish, multiplayer fixes, and two latent crashes removed.

Fixed

  • Hang after the match summary — the game now returns to the menu instead of hanging when a match ends (#244). This hang could also leave a zombie process holding port 2137, which made the next launch start with empty menus (no maps in Play Campaign).
  • Empty menus when the port is taken (#254) — the server no longer retries a failed port bind silently forever: it logs the reason to zod_diag.log (with a hint to kill the stale process or use ZOD_PORT), and the client shows a "game server not responding" warning instead of blank lists.
  • Units no longer start stacked in a pile (#181) — the world runs for a moment after a map loads so squads walk into their standard formation, then the start screen comes up, like in the original game. Singleplayer only.
  • Multiplayer: two joiners can no longer end up on the same fort team, and game-speed no longer leaks from one match into the next (#249, #250); players can't bot-ify a human or disable campaign enemies (#242, #245); orchestrator "started" status parse fix.
  • Two latent crashes found while cleaning up all 43 compiler warnings (#203): dead string::npos checks in the player-command parser (out-of-range substr on an all-spaces token) and diagnostics printing a size through %s.

Added

  • Player name — editable in Options, persisted, defaults to your OS login (#246).

Internal

  • Zero-warning build; CodeQL high alerts fixed (#203, #253).