3,355 Commits over 972 Days - 0.14cph!
Added streakCounter to PlayerRecord protobuf
Server now tracks player streak stat
Added and now call SetScorched() on the TileView.cs of tiles that units explode on, ready to set scorched stuff
wip neighbour tile ring functions
Explosions leave tile scorch decals
merge burner anim branch to main
Anim event script to turret
Flamethrower now child of muzzle
Fix for burner flamethrower not scaling correctly when child of muzzle
Set rough position of attack anim event on burner
moved scorch/decal stuff out of TileView and into new TileScorchDecals
changed the order of GetNeighbourTiles() to hopefully be N,E,S,W
Floor/wall decals now get random scale and rotation
explosion debris can now be colour coded
added crowd streak to Player protobufs and send them with match info
Crowd randomised, attendance can bet set to a percentage based on streak
player areas now know about their crowd
crowd attendance is set from the server sent streak value
help button is now ignored when you mouseover it while turning camera
Practice crowds set to full and 20%
Added space bar shortcut for emote menu
Changed tip text formatting.
Few more tips.
Added idle spinning mode to game camera.
Camera idle spins during outcome screen.
Camera input can now be locked.
Intro/ui now works in practice/test mode for dev
Command point UI segments scale and fade out when used
added CP downward movement
wip usable unit highlighting (with bugs)
Debug log now hidden in practice
Tile highlighting changes
idle board spin speed 1 -> 1.5
Board tile ripple effect is now 1 coroutine per ring of tiles not 1 per tile
Refactored some stuff to new HealthChangeData.
DamageTracker reworked to use the HealthChangeData. (any future killfeed bugs, look here <----------)
Started wip CombatTracker basics.
GameInstance now has a CombatTracker.
GameInstance::ModifyHealth() now uses HealthChangeData and calls CombatTracker.
HealthChangeData now tracks the round
Added MoveData
CombatTracker now tracks movement
Force tile positions at end of ripples
base classes for Award, Awards, AwardProcessor