4,871 Commits over 2,068 Days - 0.10cph!
quick selection state range-indicator test
Separate options save files for PC/mobile platforms.
Grabber damage increased 3->4 (to offset the recent ignore armour change). This also fixes the tutorial.
Flipper attack description tweak.
Fixed OnSecondaryClick only triggering when on a tile
Confirm actions enabled as default
GetTileAtScreenPos now handles selecting seethrough tiles with distance/order priority.
Disable swipe rotate, pinch zoom, drag panning.
Switch mouse input back to triggering actions on mouse down
Added option to disable board trim
Changed shadow setting order so 0 = off. Default is now Full.
Removed some (currently) unused input functionality (target cycling)
Fixes for last input commit
Set jumper unity category correctly
AI will no longer perform attacks that damage friendly units at the same time as enemy units (this only happened when it was worth doing) at all because it looks like the AI is being stupid not smart.
Jumper movement range increased 4->5
Jumper dmg increased 3->5
Increased booster attack range 3->4.
Fixed AI boosting units with its last CP.
Added Defines.MinUnits, used in validation rules.
Added Squad.GetrRulesForMode(gamemode)
Squad.GenerateRandom now takes validation rules, can now generate squads without unit type limits.
Added a new squad ruleset for daily challenge mode. Daily challenge mode no longer limits unit limit types, eg can now have squads with 3 Healers etc.
Cam fixes, upgraded to .4f1
Tactical (top) cam is now togglable not on hold.
Added mobile-only temp button for toggling cam mode.
UIButton can now be set as mobile only.
Don't show floating damage values for zero value health change
Added a new difficulty level, Beginner. (easier than easy).
Added beginner to difficulty select on practice mode UI.
First career mode match is now beginner difficulty.
Deleted UIInRangeIndicator after trying to debug it and finding it's not actually used any more
cherry pick pathfinding/range fixes from 6509
Fixed standard attack range being affected by movement reducing tile effects.
Removed reversed tile neighbour functionality as its not needed.
Removed the default parameter from pathfinder that was fucking it all.
wip AIData, AITeamData, AIUnitData and pre calculating AI data once per think
wip AI.GetBestDMG changes (slow as shit atm)
HeightTileScorer now awards less points, starting at 0 for lowest valid tile height.
AdjacentTeamUnitPenalty scorer no longer includes the current unit's position when checking future tiles.
Removed the completely pointless and score skewing HealingTileScorer
TileScorer debug visualiser now displays score tiles, can toggle individual scorers in the calculation.