3,355 Commits over 972 Days - 0.14cph!
started making the map editor mode work again
added mortar celeb test anim to mortar anim controller
unit death delays (looks weird at the moment until we add effects or something)
daily mission available timer now resets at midnight, so you can now only receive one new mission a day (up to 3 at a time)
added next mission available timestamp to PlayerRecord + protobuf.
increased delay before AI first move of a turn
teleport movement now has delays and effects
PFTile now also stores a dictionary of neighbour connections by tile key.
UnitViewMovement can now handle teleport tile connections (just instantly moves the unit for now)
added NeighbourConnection, stores extra info about neighbouring tile connections, such as link type: normal, teleporter, etc.
PathFinder now caches all tile neighbours on init instead of doing neighbour look ups every search
mission notifications now show when returning to the menu, smoothed out some of the timings, reduced damage needed for damage missions.
added anim test key (C) to DevTools, triggers the TestAnimTriggerName trigger on all units in the match.
added Celebrate anim trigger and Celebrate states to all unit anim controllers
mission notifications now appear when mission progress is made, fade in/out, progress bar fill anim
wip mission update notifications
UIMissionNotifications setup
added a mission notification panel to global UI.
added placeholder mission notification prefab.
locked camera rotation when mouse is over customisation editor UI (stops the camera rotating when mouse wheel scrolling lists)
middle clicking in customisation editor now correctly resets rotation
disabled auto rotation of avatar in editor
quick bit of UIAvatarBubble cleanup, added early out to avoid the calculations running every frame even if not visible
reworked a bunch of potential damage calc functions to also take the attackFrom tile. This fixes a bunch of bugs, both with the new range indicator damage stuff and a bunch of AI bugs I didn't know about that would use these calculations. This is because when considering attacks from POTENTIAL tiles, the damage reduction calc was still using the ACTUAL unit tile positions.
fucked the in-range diamonds off now that we're using a better way of showing in-range targets
better in-range display for movement mode
added squad editor placement dust effect when landing from jumps
merged jump branch to main so we can spot any potential bugs
fix for freecam mode which probably caused most of buck's issues
fix for unit movement raycaysting to floor position when moving.
merging missions branch to main due to scene change
merged PlayerRecord refactor to main
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made avatar cursor-look worse
screenshot mode improvements for buck
cherry pick trajectory changes from wrong branch
merged customisation shit to main
customisation db tool now attempts to create default customisation material options and grab the correct materials.
ran tool to generate all defaults.
customisation protobuf, wip customisation DB tool changes to generate default material setups for items
increased rotation speed 50%
reduced rotation timer delay by 0.5 secs
avatar appearance changed events, hookups
editing polish
more customisation options wip