3,355 Commits over 972 Days - 0.14cph!
Awards.Process() now runs any award processors on a CombatTracker, ready to return a list of valid awards
Most dmg award processor done.
Added award processor test script. Press A ingame in editor to output current award processor statuses.
Most kills award processor done.
CombatTracker and awards fixes.
Most assists award processor done.
Most healing award processor done.
Fix for assist processor counting healing.
Biggest multikill award processor.
First Blood award processor.
most distance award processor.
Biggest multihit award processor.
most climbed award processor.
most blocks award processor.
Added Award protobuf.
Added .ToProto() to AwardProcessor base calss.
Awards.Process can now request how many random, valid awards to get
Game host awards handling wip
Reworked some end game/xp modify/award command stuff to send awards with end game state. Not fully tested.
Added awards list ref to GameEndEventArgs so all OnGameFinished events get it
increased idle spin speed of board (well, camera)
Awards now instantiated based on awards data
UIAwardPanel basic functionality
AwardDefinition SO and data files
more award defs, award title text box bigger
awards panels now show the right stuff
Crowd team ID gets set, has local/opponent materials
Crowds now react to the match starting and their team starting a turn, damaging, killing, and winning
Awards are sorted by unit id first, so only one award is picked at random per winning unit
CombatTracker now directly stores a list of unit ids that get killed
Fixed assists award processor not checking if the enemy units actually got killed eventually (and therefore not actually being an assist)
removed the 0.3 delay in PlaceHolderAttackView that made units with placeholder attack effects feel sluggish
Award definitions can now replace %k with singular or plural keyword
Updated all award definitions to support singular and plural
Fix for awards from previous games not being remoed form award UI
Set victory/defeat text colour to be the mathing team colour-ish
Terrible placeholder smoke effect gets activated/deactivated based on health != maxhealth
Added smoke position offset vector3 so smoke pos can be tweaked per unit
Crowd NRE fix for when a unit gets killed by tile fall
award panels appear at intervals and have a sound event
basic anim controller and anim setup for game outcome
Upgrade to 5.6.1
Deleted UnityVS folder cus it was breaking stuff with new version and doesn't seem to be needed anyway?
Anim controller/anim on awards
Awards go to unique units first then uses duplicate units if they have awards and we're below the requested award amount
Fixed shitloads of warnings.
Tile highlights now get parented and positioned with the tile colum in TileView::SetHeight()