3,355 Commits over 972 Days - 0.14cph!
Removed hardcoded force map rotation warning panel, replaced with hold left shift to trigger.
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added SquadDatabase.MapHasCustomSquad(mapdef/mapid)
Replaced some missed hardcoded kit ids with the ones in Defines
Jump-to-top league button works
Fix for game mode being set before current mode is cleared down when being pulled into an online match. Needs further testing before releasing.
Starting scrap values moved to career defines.
FixturesGenerator now randomises the career map order per career save.
ExplosionDebris doesn't break if there's no debris children
Fixed scrap man opportunity, remade SO files. (case mismatch between filename and class name)
Scrap man sponsorship text fix
Unit detail cards now show correct scrap icon for repair button.
Hooked up the unit detail card button to actually work.
Unit detail card durability refreshes win using its repair button.
Ignore tab to switch camera views if the chat input is open (tab toggles local/global chat)
Fix tutorial squad version mismatch
cherry pick websocket fix to main
Reduced healer dmg 1-2 -> 1
Increased Jumper movement range 3->4, reduced Jumper attack range 5->4
Increased Burner attack range 4->5
Increased Grabber dmg 2->3, but no longer ignores armour
Latest booster rework, damage boost target unit by 1 for current turn. Costs an action point. Updated defs/description.
More camera stuff and option. Might be something weird with squad editor camera.
grabbed and cleaned up the dynamic camera test stuff from mobile branch, added it under a hidden (for now) option
Added option to toggle move/attack confirmation prompt. Overrides to disabled for tutorial.
Career match difficulty now goes Easy, Normal, Normal, Hard....
Practice match UI screen changes
Added generic select next/previous input actions, bound to shoulder buttons.
Next/previous unit selection now checks for the new mapping calls.
Added UnitSelection.SelectNext/PreviousUnit() functionality and they now skip unusable (dead, no actions) units.
merge confirm actions to main
Unit attack ranges can now ignore units with tiles on them.
Jumper tweaks.
Movement and path views now support jumping.
Jumper attack description
Pathfinding can now jump over empty tiles if required.
Jumper can now jump over empty tiles.
Movement.GetTilesInRange() will now strip any returned tiles with units on them. (so we can jump over units but not move onto a unit tile)
Exposed max tile climb to unit defs, use it in pathfinding code. Jumper can now jump upto 10 tiles high.
Added initial Jumper setup. Definition files, prefabs, etc.
Merged AI improvements to main
Cherry picked Booster rework
Added BestHTTP asset to 3rd party folder