11,279 Commits over 3,500 Days - 0.13cph!
Deleted a bunch of unused Battle states
deleted commented out lines from UnitDefinitionSO
added seed for the deterministic gameplay rnd number generator to protobuf
replaced fixed seed with a generated seed that gets synced between host/players
Capture match action now works again, removed the old CmdSetTag stuff it used.
Fixed tag value change delta not getting set during a modification not a set.
Quick refactor of CmdEndGame
Host now has authority over round timer again
Fixed round timer game bugs
Found and fixed bug with AI not always ending their turn
fixed command point bug with combat chains, fixed grabbers
more combat system stuff
hardcoded an idea to test out
More combat system work
Fixed missing animator links on a bunch of unit prefabs
set jenkins Unity version to 2017.1.0f3
updated project settings .Net subset to fix 2017 errors
part one of new CombatAction system for breaking attacks into separate swappable actions.
Broke old actions into seperate actions, Attack.Process now creates a list of CombatActions to be executed
moved the helper functions out of Attack into AttackUtils
Attack.Process() now returns a list of placeholder base CombatAction steps
reorganised combat script folders
wip new combat changes, deleted AttackGrabSO and merged with AttackBasicSO, started working towards component/action based attack setup
removed some duplication functionality across attack defs before starting new combat setup
some combat cleanup, deleted now unused code/files
Temporary fix for recent combat errors
MatchActions now run on client gameinstances too
MatchDefintion settings now get applied on clients too
Added TilesRemoved to board
Fixed tilefall
UnitView quick cleanup, fixed double triggering of hit
combat fixes / rework wip
Fixed some attack issues, fixed grabber not doing damage again.
Started refactoring some attack stuff so we can setup attack behaviour for cooler attack types
Fixed a bunch of local game issues that were breaking AI matches
fixed the Invalid attack cursor offset
merged wip refactor branch and left click controls back to main
Merged the left click control branch in and fixed it again
Deleted another Apex folder
Tile.MoveDirection now takes two tiles instead of 2 positions
some .position -> .tile changes
Unit now has a ref to it's Tile too
Made Board.GetUnitTile() private and made everything use the new ref instead
Added a Unit ref to Tile, changed all references to and look ups of the old tileID to use the new ref
changed all the casted Unit entity references to direct Unit references in EntityManager
EntityManager now has dedicated lists for Unit and UnitView
Added a UnitView reference to Unit that gets set when the UnitView is spawned
Finished cleaning up commands
CommandQueue cleanup
Moved TileFall visual warning/destroy effects out of CmdNextTurn and into a new BoardTileEffect component
Moved the remaining tile fall functions out of BoardView into BoardTileEffect