4,871 Commits over 2,068 Days - 0.10cph!
Fixed a bug where when in attack mode, you were unable to select another unit that had already moved that turn.
More healing/friendly targetting tile highlighting.
Started cleaning up AttackState.cs because
wip tile highlighting for buff/heal of friendly units
Healing tile scoring is now 15 + the amount we could heal for, so more wounded units get priority
AI will heal in some (basic) situations
Map editor fix for checkign existing filenames when creating new ones
remade DM3
remade DM2 map with new map DB settings
AI now prefers to advance units furthest at the back when default moving
Squad.GenerateRandom() now takes a board parameter and uses the spawn locations from it to randomise the unit positions as well now.
AI squads now use random positioning too.
Grabber anim setup so it plays shoot anim properly
Disabled shadow casters on grabber line renderers
Command queue now stores outgoing client input history
added initial Replay.proto definition
Added BuffString() which returns Min-Max buff range as a formatted string and can be referenced from descriptions with %b.
Updated healer attack description.
scene change for last commit
hotkey do toggle UI (fps test
Added vsync and shadow opions to video section
Attacks now have a BuffMin/BuffMax which can be used for positive attack effect ranges.
Healer now does 1-2 unblockable damage to enemies or 5health to a friendly.
Reworked healer again to be a single target, higher range, 5 health heal.
Healers limited to 1 per squad.
Rebuilt default squads to only have 1 healer.
Biter health 6->10, attack 6->3
Added UnitCategory to UnitDefinitionSO, categorised units.
Hacky fix for selected units blowing themselves up leaving them selected (need to move SetNextState stuff from command to commandblock soon instead)
Fix for burner self targetting sometimes (?)
AI move-attack now correctly checks if units can move
Burner damage range is now 3-4 up from 2-4
Launcher attack no longer LOS checks units
reworked local games to use Invoke for turn timer instead of system timer, to fix local games breaking on timeout (threading issue)
Don't send tile hover mouse events to the server when playing the AI
Can now play more than one AI game in a row without it breaking.
Fixed multiplayer mode not working properly.
Version++
AI now prefers to hit multiple units or kills, not so keen on injuring or killing it's own dudes
AI best dmg scoring stuff (wip)
now requeues after a match finishes
reworking some combat code stuff
added some batch files for bot army, more headless player client stuff
some quick AI optim, wip AI damage stuff
Deleted the commented out, old hit % code, as it's now always 100%
Unit range/damage finding functions can now specify if they should include friendly damage or not, to be used by AI
AI now creates a random squad each match (currently copies the spawn positions from the player's squad though)
Random squad generation wip