userAdam Wcancel
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3,355 Commits over 972 Days - 0.14cph!

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