3,355 Commits over 972 Days - 0.14cph!
added crowd streak to Player protobufs and send them with match info
explosion debris can now be colour coded
Floor/wall decals now get random scale and rotation
changed the order of GetNeighbourTiles() to hopefully be N,E,S,W
moved scorch/decal stuff out of TileView and into new TileScorchDecals
Flamethrower now child of muzzle
Fix for burner flamethrower not scaling correctly when child of muzzle
Set rough position of attack anim event on burner
Anim event script to turret
merge burner anim branch to main
Explosions leave tile scorch decals
wip neighbour tile ring functions
Added and now call SetScorched() on the TileView.cs of tiles that units explode on, ready to set scorched stuff
Added streakCounter to PlayerRecord protobuf
Server now tracks player streak stat
Crowd test merge fuck fix
Added smoke trail to debris bits
UnitView not triggers debries explosion when unit dies
Added debris explosion prefab link to all units
Selected unit now faces the direction of highlighted attack tile when mousing over tiles
Added a lifetime to explosion debris (default 10 secs)
Disabled tile colliders for empty tiles when in non-edit modes
made debris chunk position offset scale a public vector3 for inspector
Physic materials, tile setup, explosion testing, layer changes (wip)
Corrected layers on temple b tile
Set message object enabled again
Attack info panel hit % now shows attack direction
unit miniframe prefab updated with hit header link
Attack hit/block bonus is now worked out at 5% per tile height instead of a flat 10% for being higher/lower
more match-time spawning WIP
Fix for portrait render breaking builds
Can now right click a .Unit file and render just that unit's portrait
Moved unit id assignment to a function
WIP unit spawn stuff
Can now set colours per category for emote bubbles and options
Refactored tile highlighting, now takes border state and state as parameters instead of calculating it inside the function
Made the message object active again by default
more highlighting cleanup
refactored out the clear parameter of tile highlighting to a separate function call, removed it from all calls
Switched map2 tiletset to temple b