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

7 Years Ago
remade DM1
7 Years Ago
Map editor fix for checkign existing filenames when creating new ones remade DM3
7 Years Ago
remade DM2 map with new map DB settings
7 Years Ago
AI now prefers to advance units furthest at the back when default moving
7 Years Ago
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.
7 Years Ago
grabber chain mat change
7 Years Ago
Grabber anim setup so it plays shoot anim properly
7 Years Ago
Disabled shadow casters on grabber line renderers
7 Years Ago
wip grabber attackview
7 Years Ago
Command queue now stores outgoing client input history
7 Years Ago
added initial Replay.proto definition
7 Years Ago
Added BuffString() which returns Min-Max buff range as a formatted string and can be referenced from descriptions with %b. Updated healer attack description.
7 Years Ago
UI fps fix Version++
7 Years Ago
scene change for last commit
7 Years Ago
hotkey do toggle UI (fps test
7 Years Ago
Added vsync and shadow opions to video section
7 Years Ago
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.
7 Years Ago
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.
7 Years Ago
version++
7 Years Ago
Biter health 6->10, attack 6->3 Added UnitCategory to UnitDefinitionSO, categorised units.
7 Years Ago
Hacky fix for selected units blowing themselves up leaving them selected (need to move SetNextState stuff from command to commandblock soon instead)
7 Years Ago
Fix for burner self targetting sometimes (?)
7 Years Ago
AI move-attack now correctly checks if units can move
7 Years Ago
version++
7 Years Ago
Burner damage range is now 3-4 up from 2-4 Launcher attack no longer LOS checks units
7 Years Ago
reworked local games to use Invoke for turn timer instead of system timer, to fix local games breaking on timeout (threading issue)
7 Years Ago
Fixed tilefall
7 Years Ago
Don't send tile hover mouse events to the server when playing the AI
7 Years Ago
Can now play more than one AI game in a row without it breaking. Fixed multiplayer mode not working properly. Version++
7 Years Ago
AI now prefers to hit multiple units or kills, not so keen on injuring or killing it's own dudes
7 Years Ago
AI best dmg scoring stuff (wip)
7 Years Ago
reworking some combat code stuff
7 Years Ago
some quick AI optim, wip AI damage stuff
7 Years Ago
Deleted the commented out, old hit % code, as it's now always 100%
7 Years Ago
Unit range/damage finding functions can now specify if they should include friendly damage or not, to be used by AI
7 Years Ago
AI now creates a random squad each match (currently copies the spawn positions from the player's squad though)
7 Years Ago
Random squad generation wip
7 Years Ago
UnitDmgInfo now calculates the potential minimum health of an attack, taking into account max damage and armour AI.GetOrderedDmg() is now sorted by potential minimum health instead of potential damage, so the AI prefers to target enemies they can get nearer to death than just a big hit
7 Years Ago
each GameInstance now has it's own System.Random instance and stores the seed. added RandomRange(min, max) to GameInstance, to be used for deterministic shit. Increments a counter each time it's called, so we can debug/test attacks that use a damage range now use the GI function not unity's
7 Years Ago
Added TileFall match action back to Deathmatch definition Fixed TileFall to use the new tag change system. Works again now.
7 Years Ago
Added AIEnabled flag to LocalGame.cs on LocalGame object, untick it to make the AI auto pass it's turn @ezmeow
7 Years Ago
added Available flag to MatchDefinitionSO GameHost will now only pick from available match types
7 Years Ago
merged mapdb to main
7 Years Ago
directional armour is now calculated and saved in UnitDmgInfo AI will now prefer attacking and moving to attack locations that let them attack units from weaker sides (sides/back) where possible
7 Years Ago
fixes
7 Years Ago
renamed Practice button to Play A.I and make it not editor-only
7 Years Ago
Added MovementDirectionScorer which scores tiles favourably the further up/down the board they are from the unit, based on the advance/retreat flag
7 Years Ago
TileScorer can now collate individual tile scorers to get a combined list of tile values AI now prefers higher terrain when moving as default action
7 Years Ago
AI helper function to get a list of ordered unit damages for a provided list of attackers
7 Years Ago
UnitDmg now includes a ref to the attacking unit so it doesn't need to be tracked separetly in AI calcs. Renamed UnitDmg to UnitDmgInfo