3,355 Commits over 972 Days - 0.14cph!
switching to the news tabs resets the scroll view to the top of the list (newest items)
increased MaxTeamRating for AI teams.
added a news item for strong opponent team.
removed "start" week from news feed week headers
fixed bug with NewsItem parsing text as week not week+1
player owned mod items no longer show buy button when browswing market
added news events and notifcations
news tab now shows notification highlight icon when new news items are posted
news item for player match outcome
added a news item for which team starts the week at #1 in the player's league
%hs and %he (highlight start/end) can now be used in news item text to insert colour highlighting.
adding scale in/out to news item hover
made news items buttons.
clicking a news item will now show the player team tab if it's about the player's team, or push a modal team view for an AI team.
can now use %t in news item text and it'll get replaced with the team name being discuessed, colour coded with their team colour.
added season sponsor news item.
career mode starts at news tab.
reduce height of news items
Added protobuf defs for news classes.
Added a NewsItems to Career.
NewsItem and NewsItems serialization/deserialization.
Added a new career news item.
added a delay before tooltips appear.
added tooltips for unit row stats.
added CareerUIUtils.AddToolTip
prepended week to news item text for debugging
added league divider prefab, code
wip GlobalToolTip stuff for mod slot tool tips
added mod slot size handling
mod inventory slots are now large size
More mod inventory UI work
mod slot index now gets correctly set on equip
fixed a bug with free mod slot check when trying to equip mods.
basic implementation of clicking inventory mod slots to equip them (need to do UI refreshing still).
CareerUnitMods will no longer alow adding of more mods than the unit has mod slots.
more modslot clicking actions/setup
mod slots are now clickable buttons, init takes an action
UIUnitModSlots listens for clicks
Launcher attack LOS change.
Fixed some AI functions not correctly checking attack tile type, so they can't cheat by firing at blank tiles any more.
Burner can now also fire diagonaly!
Launcher can now attack any immediately adjacent tile.
Reworked BoardUtils.GetTransformedBoardPoint() to step through one tile at a time, checking bounds, to allow for diagonal attacks to be correcty clamped to the board.
added Tile.GetPivotDirection() to get a a cardinal direction from a tile to an adjacent tile
updated UnitAttackAreaLine to work with diagonal attacks
added UnitLoopAttackRange
deleted UnitLineAttackRange as its not used (never was)
Flipper can now correctly target empty or friendly tiles
added NE, SE, SW, NW directions to Direction enum
BoardUtils.GetTransformedBoardPoint and Board.GetTIlesInDirection can now handle new directions.
updated Igniter attack description string to reference damage variable
refactored some attack damage calculation functions.
added BuffMin and BuffMax properties directly to Unit (they check the unit tag values)
tile burning damage effect now applies the attacking units damage range as the damage, not a hardcoded value.
units moving to escape dangerous tiles will now look to move somewhere they can also attack a unit from first
attacks now can specify if the regular damage attack should be applied or not.
Fixed igniter unit not being able to directly target units.
added Board.GetTilesWithDamageEffect()
AI now avoids/moves off tiles with damage ticks (tile fall tiles take avoidance priority still as they're insta death)
refactored AI tile fall avoidance to be more generic, so I can add any tiles with tile damage effects to it next...
added new prototype unit: Igniter (temp name until we decide how it's attack looks). Sets fire to tiles for 2 turns, doing damage to any unit on a tile at the start of each turn for 2 turns. It's using the worker model for now.
moved test tile damage code to a new TileDamageCombatAction to work with the rest of the combat action list stuff.
added triggers to tile damage match action at the start of each turn to Deathmatch and Control match definitions.
added CareerObjective.GetProgressString() virtual function.
added a GetProgressString() for COLeaguePosition.
bit of UICareerRoot cleanup.
season sponsorship objective is checked for completion and completion bonus awarded
finished refactoring sponsorship selection UI to be usable for any sponsorship offer, not just seasonal
Added a season sponsorship to career.
CareerAction now keeps a reference to career isntance
CAChooseLeagueSponsor now sets the chosen sponsorship as the season sponsor.
added a temp default squad for car1 map to allow for ctrl-t builds again