3,355 Commits over 972 Days - 0.14cph!
Slasher now flips surrounding enemies away from itself before doing damage
Grabber now does 2 dmg before pulling but has 1 less range
Moving some stuff out of AttackBasicSO to Attack.Process to start making it more flexible
Added event for when CommandQueue finishes a CommandBlock
CombatChain now listens for the CommancBlack finished event and ends the chain if it's an attack block
Fixed commandblock / combatchain / damagetracker / kill feed stuff.
CommandBlock and combatchain rework :/
Block now does -1 damage not +1 ;)
wip combat chain / unitview fixes
Fixes for menu buttons stopping standalone games working
moved health property and references to use an entity tag
Entity views now register to receive tag change events
updated the release test checklist
Added click and mouse enter/exit events to unit bar buttons
Entity tag values are now hidden behind function calls so we can manage entity tag updates
moved direction from a property to an Entity tag
Moved tactical view from ALT to CTRL keys
Can now hold ALT key to move the camera incase you don't have middle mouse button
Added OptionGeneric for when you want an option just to be used with .Value or .Enabled, and don't need a specific implementation
added Value and Enabled helper functions to Options
Options are now serialised.
Options are loaded on startup and saved when the option screen is closed.
Refactored options to be simpler.
Added an AudioMixer and AudioMixerGroups for Master / Sounds / Music
Audio definitions can now be flagged as music clips
AudioManager adds audio sources to the correct sound/music group
Volume sliders for sound/music/master
Basic options functionality (not serialised yet)
Dropdown and Slider prefabs
Video, audio, game categories
renamed dm7 map to control 1, changed it's default squad to include grabber
CmdSetTag now stores the tag delta change value in the tag when changing values
Added floating capture point text to capture point tile topper, when capturing
Added Options.proto file and updated proto buf builder batch file
Unit input events (hover etc) are now disabled during the match outcome screen
MACapture now sets initial value of total points avaialble during it's init
Removed the SetTag command from Capture definition that was fucking the firs round
UIControlModeupdater now displays initial value
MatchModeUI can now have mode specific updaters
Capture match action now caches tiles with capture points.
Capture mode UI now updates with values (first round bugged)
MatchMode UI now pulls info from client match definition. Placeholder icons.
Added ClientMatchDefinitionSO for configuring client side game mode UI and info
AttackAreaLine can now be flagged to include up/down tiles but still check LOS
Grabber can now attack across multiple levels, as long as it has LOS to target
Set tile fall match action settings in Deathmatch definition
Units are now assigned a number key 1-8 in order of unit bar appearance that can be used to select the unit
Clicking a unit bar triggers the unit click event
Function for getting unique list of supported resolutions, ordered highest first
map editor menu button is now set EDITOR ONLY
added Options menu button
added a modified copy of the player profile screen as a starting point for options screen
Renamed some ModeDisplay child objects (and their references in animation)
Added UIMatchMode to ModeDisplay which gets called with the current game type
UIMatchMode items are split into generic and mode specific values in code