Transition display fixes & a bug fix#17
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masonmm3 merged 4 commits intoMay 17, 2026
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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.
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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 computeMatchStatedeterministically fromMatchTimerand to display remaining time usingCeilToInt. - Reworked
RebuiltShiftsshift timing to be computed from FMS timer deltas (preventing drift/skips) and added season timing fields that are pushed intoFMS. - 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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Issues Fixed with FMS/Shifts Display
To Note:
Everything changed works, should be no more bugs.