11,277 Commits over 3,500 Days - 0.13cph!
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
UnitDmgInfo now calculates the potential minimum health of an attack, taking into account max damage and armour
AI.GetOrderedDmg() is now sorted by potential minimum health instead of potential damage, so the AI prefers to target enemies they can get nearer to death than just a big hit
each GameInstance now has it's own System.Random instance and stores the seed.
added RandomRange(min, max) to GameInstance, to be used for deterministic shit. Increments a counter each time it's called, so we can debug/test
attacks that use a damage range now use the GI function not unity's
Added TileFall match action back to Deathmatch definition
Fixed TileFall to use the new tag change system. Works again now.
Added AIEnabled flag to LocalGame.cs on LocalGame object, untick it to make the AI auto pass it's turn @ezmeow
added Available flag to MatchDefinitionSO
GameHost will now only pick from available match types
GameHost now picks a random game mode each match
updated Control1 map to work again
Wrapped some editor functions so build works again
Custom build squad checker now works with new map DB
newly crated map files are now correctly flagged as dirty
squad loading
changed mapName to mapID (string to int) in ProtoBuf and all references
map buttons now grab the map title
maps should now load from the provided map id instead of name (can't test this until I update squad loading too)
map type value is set in it's data file when the map is created
it's nearly working again...
new maps are created in folders based on game mode type, map definition SO file created alongside the map file