Over the last few weeks, a bunch of smaller changes piled up. Therefore, this change log is a summary of these changes, some of which were already deployed some time ago.
You can find them as new option when adding a condition to registration roles.
Cross Server Role Sync
We have added a new feature that allows you to synchronize selected roles between two servers. This is useful if you want to mirror a role on two servers, making sure that if a user has a role on server A, they will also get in on server B.
Read our new documentation article to learn more: Cross Server Role Sync
Permission Override: Removed Manage server access switch
We have removed the option to allow users with Manage server permissions full access to the dashboard.
The setting has been replaced with a more powerful permission override system which can be accessed on the settings page. It allows you to precisely configure which roles should have access to exactly which pages of the dashboard.
To replicate the old behavior, add an overide setting for your manage server enabled role, and allow access to all pages.
Customs: Priority queue
The feature known to you as "Preferred roles" when hosting custom games has been changed to behave as real priority roles.
If you configure priority roles, users having these roles will get the code first, while all other users have to wait. To be precise, they have to wait until all priority players got the code, or until a certain amount of time passed since dispatch, whichever is earlier.
You can (and should) configure this timeout. There is a new field next to the priority role field in your custom presets where you can fill in a number of seconds. The default value of 0 means that non-priority players start getting codes at the same time as priority players. This is the same as the old behavior to avoid breaking your current workflow.
To make use of the feature, will in a value greater than zero. We recommend a timeout for non-priority players of 30 seconds, so your priority players are 30 seconds ahead in the process. This way, they have a good chance of getting into the first lobby.
Tournaments: Manual role assignment
We've changed the add-role-by-placement feature to make auto-assigning these roles 30 minutes after the tourney end optional. If you don't want to have Yunite to auto-assign these roles, but prepare your placement-to-role beforehand, you can turn the auto-assign switch of in your tournament settings.
To assign roles manually, you can click the new Apply roles ... button on your tournament dashboard. It will present you a popup with your previously configured placement-to-role mapping. You can keep or modify it, and then start role assignments manually. That way, you are in 100% control when and which roles will be assigned to your tournament participants
Tournaments: Disable ties
You can set up your tournament to break ties of teams with the same amount of points instead of displaying it on the same rank. Yunite will break ties in this order: Score, Wins, Average Eliminations, Average Placement, Coinflip.
Tournaments: Hide landing spots
You can now configure Yunite to hide landing spot indicators on the map if you consider this to be an unfair information source in multi-round tournaments.
Registration: Ignore roles setting
All registration roles have a new settings field called Ignored roles. Any users having one of these role will not be affected by the registration role, and Yunite behaves as if the rule for this registration role has not been configured at all for users having one of the roles in the Ignored roles field.