12,385 Commits over 3,742 Days - 0.14cph!
deleted unused CrossPlatformInput for more warning fixes
updated iTween to kill another 50 warnings
first part of mass warnings purge
renamed ActionCam prefab to DynamicCam.
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
added Arena grouping to board child transforms.
moved some files around.
BoardChildView stuff
reverted UI_WorldMap_Mat.mat
fix for movement/trajectory glitch when switching move/attack modes after moving a unit
reworked movement path point generation
25% chance of playing movement action cam.
40% chance of playing attack action cam.
Never play two back to back action cams regardless.
Fixes.
fix for unit info panels not completely fading out rarely.
increased crowd rotation offset range
force final position after lerping when jumping/fly.
hacked in a quick map editor tab toggle when in TileTopper edit mode, to switch between editing capture points and jump pads.
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.
jump pads are now linked dynamically at runtime, can be grouped.
added placeholder jump pad TIleTopper.
Attack range pathfinding now ignores teleport tile connections so you can't shoot through portals.
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.
started some Kit/KitDatabase cleanup, removed a bunch of default parameters, now using KitDatabase.DefaultLocalKitID / KitDatabase.DefaultOpponentKidID instead of values everywhere
mission fix for minutes/hours
fixed TileTopper edit mode for map editor