userAdam Wcancel

11,279 Commits over 3,500 Days - 0.13cph!

7 Years Ago
Deleted a bunch of unused Battle states
7 Years Ago
Cleaned up MoveState
7 Years Ago
deleted commented out lines from UnitDefinitionSO
7 Years Ago
added seed for the deterministic gameplay rnd number generator to protobuf replaced fixed seed with a generated seed that gets synced between host/players
7 Years Ago
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.
7 Years Ago
Quick refactor of CmdEndGame Host now has authority over round timer again Fixed round timer game bugs
7 Years Ago
Cleaned up last fix
7 Years Ago
Found and fixed bug with AI not always ending their turn
7 Years Ago
more
7 Years Ago
fixed command point bug with combat chains, fixed grabbers
7 Years Ago
more
7 Years Ago
more
7 Years Ago
more combat system stuff hardcoded an idea to test out
7 Years Ago
More combat system work Fixed missing animator links on a bunch of unit prefabs
7 Years Ago
set jenkins Unity version to 2017.1.0f3
7 Years Ago
updated project settings .Net subset to fix 2017 errors
7 Years Ago
Commit to update
7 Years Ago
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
7 Years Ago
moved the helper functions out of Attack into AttackUtils Attack.Process() now returns a list of placeholder base CombatAction steps
7 Years Ago
reorganised combat script folders
7 Years Ago
wip new combat changes, deleted AttackGrabSO and merged with AttackBasicSO, started working towards component/action based attack setup
7 Years Ago
removed some duplication functionality across attack defs before starting new combat setup
7 Years Ago
some combat cleanup, deleted now unused code/files
7 Years Ago
Temporary fix for recent combat errors
7 Years Ago
more
7 Years Ago
MatchActions now run on client gameinstances too MatchDefintion settings now get applied on clients too Added TilesRemoved to board Fixed tilefall
7 Years Ago
more UnitView
7 Years Ago
UnitView quick cleanup, fixed double triggering of hit
7 Years Ago
combat fixes / rework wip
7 Years Ago
more
7 Years Ago
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
7 Years Ago
Fixed a bunch of local game issues that were breaking AI matches
7 Years Ago
fixed the Invalid attack cursor offset
7 Years Ago
merged wip refactor branch and left click controls back to main
7 Years Ago
scene
7 Years Ago
Merged the left click control branch in and fixed it again
7 Years Ago
Deleted another Apex folder
7 Years Ago
merge test branch
7 Years Ago
wip attack refactoring
7 Years Ago
Tile.MoveDirection now takes two tiles instead of 2 positions
7 Years Ago
some .position -> .tile changes
7 Years Ago
Unit now has a ref to it's Tile too Made Board.GetUnitTile() private and made everything use the new ref instead
7 Years Ago
Added a Unit ref to Tile, changed all references to and look ups of the old tileID to use the new ref
7 Years Ago
wip Tile unit refs
7 Years Ago
changed all the casted Unit entity references to direct Unit references in EntityManager
7 Years Ago
EntityManager now has dedicated lists for Unit and UnitView
7 Years Ago
Added a UnitView reference to Unit that gets set when the UnitView is spawned
7 Years Ago
Finished cleaning up commands CommandQueue cleanup
7 Years Ago
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
7 Years Ago
CmdMove cleanup