3,355 Commits over 972 Days - 0.14cph!
reduced the chance of celebration anims playing
merged theme events branch to main
trigger celebrate anaim on units when they get kills (everytime, for now)
unit effects now get parented to the animation root not the unit transform, so they move with celeb anims.
set all root transforms in each UnitView.
quick fixes for new mode bugs until I rework some stuff a bit tomorrow
cherry picked the match invite blocking option I committed to the wrong branch earlier.
merged gamemodes branch to main
Tile fall warning sound now stops on match finish/quit mode.
fix for local matches not always getting cleared down correctly when pulled out of a match (ie watching a replay or practicing and getting pulled into a online game from matchmaking). This was causing the weird issues a couple of people experienced in todays playtest.
removed a temporary 6 month hack
pressing escape will now close and clear chat input window if it's open
fix for match history entries trying to set a match mode text when there was no map definition found.
replay controls prefab update.
scene.
implemeted replay "faster" button - bumps speed to the next 1x step increment
removed unused enum from Replay.
removed debug printing on replay load.
reduced the delay after highlighting the enemy unit that is about to act from 1.5 to 1 second.
Squad.GenerateRandom now also takes a RNG so we can make deterministic generated squads
added SetMaps console command to set server map rotation with map ids
added jump pads to car3, dm2 maps
added Defines.MissionsAwardedPerDay, set it to 3 for good testing variety.
set allo mission currency reward values.
added igniter damage mission.
Set all item descriptions and costs.
jump pad launch/land placeholder audio
Added Beta 6 what's new definition.
Igniter now does 1-2 dmg.
Updated igniter attack description to state how many turns the effect lasts.
Tile burn damage effect now has a min-max range instead of just a single value. Taken from attacker's attack def.
TileViews now get linked to their TileTopperViews of present.
Jump pad anims on use.
force-close mission panel when leaving the menu, incase someone is browsing the missions and get matchmaked.
Replays are now enabled for practice matches.
Don't record replay replays :)
force timescale back to 1 on replay exit
replay control UI hides on match finish.
fixed killfeed not appearing.
Disabled emoting in replay mode, space bar instead toggles pause/1x speeds.
changed replay speed from 6 buttons to a slider and 1x/pause
replay info + updates each turn.
emotes and chat no longer break replay playback.
replay controls can now control playback time scale.
don't show regular fast fortward button in replay mode.
show replay controls only in replay mode.
fixed escape menu not disappearing when quitting a mode.
wip replay controls placeholder UI / prefab
show map name and preview sprite on match history entries
commands no longer try to set a local gamestate if in replay mode
Don't show XP/level up stuff during a replay match outcome
updated Biter attack text.
Added an exit replay button to in-game menu, gets swapped in/out with surrender button, depending on the current mode.
Renamed teleporter stuff to jumppad.
Unit info cards now show red values for reduced armour (needs colour tweak - maybe setting the white BG colour isntead of the text? Thai?)
Units now carry on playing their move anims while flying from jumppads.
Added GetBlock() to unit definition that returns the correct value for a passed UnitSide.
healer attack description tweak
disable replay debug loggin
merged replay wip and Biter changes to main
disable any active cooldown effects when hiding UI with F9