4,871 Commits over 2,068 Days - 0.10cph!
removed unused enum from Replay.
removed debug printing on replay load.
reduced the delay after highlighting the enemy unit that is about to act from 1.5 to 1 second.
most stuff now checks settings from the current game mode definition, rather than specific mode checks.
added mode definitions for all 5 modes.
started refactoring and adding support for a cleaner game mode system.
Squad.GenerateRandom now also takes a RNG so we can make deterministic generated squads
added SetMaps console command to set server map rotation with map ids
added jump pads to car3, dm2 maps
added Defines.MissionsAwardedPerDay, set it to 3 for good testing variety.
set allo mission currency reward values.
added igniter damage mission.
Set all item descriptions and costs.
jump pad launch/land placeholder audio
Added Beta 6 what's new definition.
Igniter now does 1-2 dmg.
Updated igniter attack description to state how many turns the effect lasts.
Tile burn damage effect now has a min-max range instead of just a single value. Taken from attacker's attack def.
TileViews now get linked to their TileTopperViews of present.
Jump pad anims on use.
force-close mission panel when leaving the menu, incase someone is browsing the missions and get matchmaked.
Replays are now enabled for practice matches.
Don't record replay replays :)
force timescale back to 1 on replay exit
replay control UI hides on match finish.
fixed killfeed not appearing.
Disabled emoting in replay mode, space bar instead toggles pause/1x speeds.
changed replay speed from 6 buttons to a slider and 1x/pause
replay info + updates each turn.
emotes and chat no longer break replay playback.
replay controls can now control playback time scale.
don't show regular fast fortward button in replay mode.
show replay controls only in replay mode.
fixed escape menu not disappearing when quitting a mode.
wip replay controls placeholder UI / prefab
show map name and preview sprite on match history entries
commands no longer try to set a local gamestate if in replay mode
Don't show XP/level up stuff during a replay match outcome
updated Biter attack text.
Added an exit replay button to in-game menu, gets swapped in/out with surrender button, depending on the current mode.
Renamed teleporter stuff to jumppad.
Unit info cards now show red values for reduced armour (needs colour tweak - maybe setting the white BG colour isntead of the text? Thai?)
Units now carry on playing their move anims while flying from jumppads.
Added GetBlock() to unit definition that returns the correct value for a passed UnitSide.
healer attack description tweak
disable replay debug loggin
merged replay wip and Biter changes to main
Added BreakArmourCombatAction.
Added BreakArmour flag to AttackDefinitionSO.
Biter damage reduced 5->3 but now permanetly breaks a unit's armour (before the Biter damage is done)
disable any active cooldown effects when hiding UI with F9
only show cooldown effect after actions have completed, not during
ReplayPlaybackMode, wip playback control UI placeholder, disabled end turn button in replay mode.
Can't enter selection state to control units in replay mode
Added replay match type.
Added delays in between replay actions.
Deselect all units on match end, as requested by Alex.
refactored some GameClient init.