3,355 Commits over 972 Days - 0.14cph!
Reworked healer again to be a single target, higher range, 5 health heal.
Healers limited to 1 per squad.
Rebuilt default squads to only have 1 healer.
Attacks now have a BuffMin/BuffMax which can be used for positive attack effect ranges.
Healer now does 1-2 unblockable damage to enemies or 5health to a friendly.
Added vsync and shadow opions to video section
hotkey do toggle UI (fps test
scene change for last commit
Added BuffString() which returns Min-Max buff range as a formatted string and can be referenced from descriptions with %b.
Updated healer attack description.
added initial Replay.proto definition
Command queue now stores outgoing client input history
Disabled shadow casters on grabber line renderers
Grabber anim setup so it plays shoot anim properly
Squad.GenerateRandom() now takes a board parameter and uses the spawn locations from it to randomise the unit positions as well now.
AI squads now use random positioning too.
AI now prefers to advance units furthest at the back when default moving
remade DM2 map with new map DB settings
Map editor fix for checkign existing filenames when creating new ones
remade DM3
AI will heal in some (basic) situations
Healing tile scoring is now 15 + the amount we could heal for, so more wounded units get priority
wip tile highlighting for buff/heal of friendly units
More healing/friendly targetting tile highlighting.
Started cleaning up AttackState.cs because
Fixed a bug where when in attack mode, you were unable to select another unit that had already moved that turn.
Fixed some cursor image logic bugs, support cursor now correctly shows when healing and attack cursor when targetting a friendly unit with an AOE dmg
Fixed the longstanding bug where attack hovering units after a tile or attacking unit doesn't show the attack cursor correctly
added SupportColour and SupportAreaColour color properties to BoardView for tile highlighting, set better but still placeholder colours.
started some MoveState tidy up
MoveState cleanup, fixed the same bugs AttackState had with cursor logic.
Change heal highlight colour slightly
Added UnitListsEventArgs which is used by the range indicator events. Event how receives a list of friendly buffable units and a list of enemy damagable units
Fixed health bars not updating on tile fall death
Hide the keyboard number key on unit portrait when unit dies
Friendly range indicators
Added asset store heal particle pack, added healer heal effect.
Added CastAttackView which can do damage or buff effects depending on target.
made a shitty placeholder healer attack anim so it at least has something
placeholder Healer idle anim and state setup
Stopped BLOCKED text incorrectly appearing on 1 dmg attacks (no block now...)
Fixed CastAttackView friendly unit test so it plays the correct buff/dmg effect
AI prefers to target healers
merged wip refactor branch and left click controls back to main
fixed the Invalid attack cursor offset
Fixed a bunch of local game issues that were breaking AI matches
Fixed some attack issues, fixed grabber not doing damage again.
Started refactoring some attack stuff so we can setup attack behaviour for cooler attack types
combat fixes / rework wip
UnitView quick cleanup, fixed double triggering of hit
MatchActions now run on client gameinstances too
MatchDefintion settings now get applied on clients too
Added TilesRemoved to board
Fixed tilefall