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4,871 Commits over 2,068 Days - 0.10cph!

6 Years Ago
movement path test
6 Years Ago
unit nickname list
6 Years Ago
Attack range pathfinding now ignores teleport tile connections so you can't shoot through portals.
6 Years Ago
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.
6 Years Ago
reworked DM2 map
6 Years Ago
fixed platform colours
6 Years Ago
started some Kit/KitDatabase cleanup, removed a bunch of default parameters, now using KitDatabase.DefaultLocalKitID / KitDatabase.DefaultOpponentKidID instead of values everywhere
6 Years Ago
formatting fix
6 Years Ago
mission fix for minutes/hours
6 Years Ago
fixed TileTopper edit mode for map editor
6 Years Ago
more
6 Years Ago
more
6 Years Ago
started making the map editor mode work again
6 Years Ago
added mortar celeb test anim to mortar anim controller
6 Years Ago
unit death delays (looks weird at the moment until we add effects or something)
6 Years Ago
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.
6 Years Ago
increased delay before AI first move of a turn
6 Years Ago
teleport movement now has delays and effects
6 Years Ago
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)
6 Years Ago
added NeighbourConnection, stores extra info about neighbouring tile connections, such as link type: normal, teleporter, etc.
6 Years Ago
PathFinder now caches all tile neighbours on init instead of doing neighbour look ups every search
6 Years Ago
mission notifications now show when returning to the menu, smoothed out some of the timings, reduced damage needed for damage missions.
6 Years Ago
added anim test key (C) to DevTools, triggers the TestAnimTriggerName trigger on all units in the match.
6 Years Ago
added Celebrate anim trigger and Celebrate states to all unit anim controllers
6 Years Ago
mission notifications now appear when mission progress is made, fade in/out, progress bar fill anim
6 Years Ago
more
6 Years Ago
more
6 Years Ago
wip mission update notifications
6 Years Ago
UIMissionNotifications setup
6 Years Ago
added a mission notification panel to global UI. added placeholder mission notification prefab.
6 Years Ago
locked camera rotation when mouse is over customisation editor UI (stops the camera rotating when mouse wheel scrolling lists)
6 Years Ago
middle clicking in customisation editor now correctly resets rotation
6 Years Ago
disabled auto rotation of avatar in editor
6 Years Ago
quick bit of UIAvatarBubble cleanup, added early out to avoid the calculations running every frame even if not visible
6 Years Ago
unit speech buble experimenting
6 Years Ago
reworked a bunch of potential damage calc functions to also take the attackFrom tile. This fixes a bunch of bugs, both with the new range indicator damage stuff and a bunch of AI bugs I didn't know about that would use these calculations. This is because when considering attacks from POTENTIAL tiles, the damage reduction calc was still using the ACTUAL unit tile positions.
6 Years Ago
fucked the in-range diamonds off now that we're using a better way of showing in-range targets
6 Years Ago
better in-range display for movement mode
6 Years Ago
added squad editor placement dust effect when landing from jumps
6 Years Ago
merged jump branch to main so we can spot any potential bugs
6 Years Ago
fix for jumping causing actions to not end correctly (I think)
6 Years Ago
fix for freecam mode which probably caused most of buck's issues
6 Years Ago
more
6 Years Ago
6 Years Ago
fix for unit movement raycaysting to floor position when moving.
6 Years Ago
merged to main
6 Years Ago
added glossy, metal, watermelon body definitions
6 Years Ago
added Oh Shoot! and Manic Mortar missions
6 Years Ago
fix for unit specifc mission UCD filtering. added pyro mission.
6 Years Ago
base MissionProcessor now gets UCD and filters it if a specific unit type has been specified for the mission