4,871 Commits over 2,068 Days - 0.10cph!
remove debris when clearing boardview
explosion debug test now limited to editor
Moved ripple/scorch stuff to BoardView
Unit death now triggers it
Cleanup, tile position fix for multiple ripples
decals move with tiles, rigidbody tiles, more ripple tests
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
Attacks can now be trigged by animation event
Practice mode button is now flagged as editor only
Enabled practice mode on anim branch, AI auto ends turn
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