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Transition display fixes & a bug fix#17

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masonmm3 merged 4 commits into
masonmm3:Experimentalfrom
darksplice:Transition-Display-Fixes-&-a-Bug-Fix
May 17, 2026
Merged

Transition display fixes & a bug fix#17
masonmm3 merged 4 commits into
masonmm3:Experimentalfrom
darksplice:Transition-Display-Fixes-&-a-Bug-Fix

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@darksplice
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Issues Fixed with FMS/Shifts Display

  1. The main match clock was off by 1 second at the start and at the auto-to-transition.
  2. The shift clock and the main clock could drift apart
  3. Shifts could skip past a boundary (like jumping from 1/6 to 3/6).

To Note:

  • Branched off Experimental like you said.
  • FMS.cs defaultsl 150/15/20 so it stays season-generic. (I made sure)

Everything changed works, should be no more bugs.

Old state was overwriting the match state every
frame, made RebuiltShifts reset and skip ahead.

Also switched the main clock display to CeilToInt to fix 1 second drift at start

Defaults stay at the original 150/15/20, is season generic
Shift time is now pulled from FMS.MatchTimer instead
of being tracked separately, fixing drift issues.
Copilot AI review requested due to automatic review settings April 23, 2026 01:44
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Pull request overview

This PR aims to fix timing/transition display issues by making the match state and displayed time derive more consistently from the FMS match timer, and by reworking shift progression so the shift clock stays aligned with the main clock.

Changes:

  • Reworked FMS.Update() to compute MatchState deterministically from MatchTimer and to display remaining time using CeilToInt.
  • Reworked RebuiltShifts shift timing to be computed from FMS timer deltas (preventing drift/skips) and added season timing fields that are pushed into FMS.
  • Adjusted shift initialization and transition handling to align shift countdown with teleop start.

Reviewed changes

Copilot reviewed 2 out of 2 changed files in this pull request and generated 4 comments.

File Description
Assets/Scripts/Field/SeasonSpecific/RebuiltShifts.cs Adds season timing injection into FMS and rewrites shift progression to be driven by FMS timer deltas.
Assets/Scripts/Field/FMS.cs Reorders/cleans up match state computation and updates the timer display to represent “time remaining” more accurately.

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Comment thread Assets/Scripts/Field/SeasonSpecific/RebuiltShifts.cs
Comment thread Assets/Scripts/Field/SeasonSpecific/RebuiltShifts.cs
Comment thread Assets/Scripts/Field/SeasonSpecific/RebuiltShifts.cs
Comment thread Assets/Scripts/Field/FMS.cs
@masonmm3 masonmm3 merged commit f04d84a into masonmm3:Experimental May 17, 2026
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3 participants