3,355 Commits over 972 Days - 0.14cph!
added a mission notification panel to global UI.
added placeholder mission notification prefab.
UIMissionNotifications setup
wip mission update notifications
mission notifications now appear when mission progress is made, fade in/out, progress bar fill anim
added Celebrate anim trigger and Celebrate states to all unit anim controllers
added anim test key (C) to DevTools, triggers the TestAnimTriggerName trigger on all units in the match.
mission notifications now show when returning to the menu, smoothed out some of the timings, reduced damage needed for damage missions.
PathFinder now caches all tile neighbours on init instead of doing neighbour look ups every search
added NeighbourConnection, stores extra info about neighbouring tile connections, such as link type: normal, teleporter, etc.
PFTile now also stores a dictionary of neighbour connections by tile key.
UnitViewMovement can now handle teleport tile connections (just instantly moves the unit for now)
teleport movement now has delays and effects
increased delay before AI first move of a turn
daily mission available timer now resets at midnight, so you can now only receive one new mission a day (up to 3 at a time)
added next mission available timestamp to PlayerRecord + protobuf.
unit death delays (looks weird at the moment until we add effects or something)
added mortar celeb test anim to mortar anim controller
started making the map editor mode work again
fixed TileTopper edit mode for map editor
mission fix for minutes/hours
started some Kit/KitDatabase cleanup, removed a bunch of default parameters, now using KitDatabase.DefaultLocalKitID / KitDatabase.DefaultOpponentKidID instead of values everywhere
Booster unit changes. Increased move range 2->3, attack range 3->4 and it can now deal 1 unblockable dmg to enemy units. Updated attack description.
Attack range pathfinding now ignores teleport tile connections so you can't shoot through portals.
jump pads are now linked dynamically at runtime, can be grouped.
added placeholder jump pad TIleTopper.
changed dm4 a bit, added jump pads.
moving from a jump pad to a jumppad is now a 0 tile cost.
removed hit anim on jumppad land.
other fixes with new stuff.
hacked in a quick map editor tab toggle when in TileTopper edit mode, to switch between editing capture points and jump pads.
force final position after lerping when jumping/fly.
increased crowd rotation offset range
fix for unit info panels not completely fading out rarely.
reworked movement path point generation
fix for movement/trajectory glitch when switching move/attack modes after moving a unit
reverted UI_WorldMap_Mat.mat
Added SquadValidationRules, now passed into Squad.Verify() to allow more flexibility.
Added Squad.CareerRules and Squad.ArenaRules.
Changed all the shit that uses Squad.Verify to call with the right rulesets.
Ugpraded to unity 2018.blah.blah
renamed ActionCam prefab to DynamicCam.