3,355 Commits over 972 Days - 0.14cph!
base match graph class with process/show
added unused graph to game outcome
most used unit award processor
Tank award processor: most damage taken by a surviving unit
award processors now take a reference to the gameinstance
updated tips to reference middle mouse
Small delay variance when a crowd member starts jumping
changed award appear sound
more outcome/awards sound stuff
outcome text move event/sound
game outcome anim events/sounds wip
(merged) and Mouse look to middle mouse, middle click to reset now based on viewport %
set global ui active again
Tile highlights now get parented and positioned with the tile colum in TileView::SetHeight()
Fixed shitloads of warnings.
Awards go to unique units first then uses duplicate units if they have awards and we're below the requested award amount
Anim controller/anim on awards
Upgrade to 5.6.1
Deleted UnityVS folder cus it was breaking stuff with new version and doesn't seem to be needed anyway?
basic anim controller and anim setup for game outcome
award panels appear at intervals and have a sound event
Crowd NRE fix for when a unit gets killed by tile fall
Added smoke position offset vector3 so smoke pos can be tweaked per unit
Terrible placeholder smoke effect gets activated/deactivated based on health != maxhealth
Set victory/defeat text colour to be the mathing team colour-ish
Fix for awards from previous games not being remoed form award UI
Award definitions can now replace %k with singular or plural keyword
Updated all award definitions to support singular and plural
removed the 0.3 delay in PlaceHolderAttackView that made units with placeholder attack effects feel sluggish
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)
Crowds now react to the match starting and their team starting a turn, damaging, killing, and winning
Crowd team ID gets set, has local/opponent materials
awards panels now show the right stuff
more award defs, award title text box bigger
AwardDefinition SO and data files
Awards now instantiated based on awards data
UIAwardPanel basic functionality