userAdam Woolridgecancel
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4,871 Commits over 2,068 Days - 0.10cph!

5 Years Ago
fixed some issues with confirmation panel UI check blocking incorrect tile clicks
5 Years Ago
fix confirm button appearing at match start
5 Years Ago
manually merged some confirm action changes from other branches, moved some UI detection code to utility class
5 Years Ago
and now properly?
5 Years Ago
Merged main into confirmactions and branched
5 Years Ago
variable squad size tests
5 Years Ago
Unit attack ranges can now ignore units with tiles on them. Jumper tweaks.
5 Years Ago
more Jumper wip
5 Years Ago
Jumper attack wip stuff
5 Years Ago
Movement and path views now support jumping.
5 Years Ago
Jumper attack description
5 Years Ago
Pathfinding can now jump over empty tiles if required. Jumper can now jump over empty tiles.
5 Years Ago
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)
5 Years Ago
Exposed max tile climb to unit defs, use it in pathfinding code. Jumper can now jump upto 10 tiles high.
5 Years Ago
Added initial Jumper setup. Definition files, prefabs, etc.
5 Years Ago
Merged AI improvements to main
5 Years Ago
Cherry picked Booster rework
5 Years Ago
Added BestHTTP asset to 3rd party folder
5 Years Ago
merge from main
5 Years Ago
merge from main
5 Years Ago
bunch of texture settings. disabled colliders on crowd members. hacky camera/UI prototyping stuff.
5 Years Ago
removed left/right camera buttons, added basic swipe rotation instead. disabled mute list for now. disabled emotes for now. some temp connection changes. show attack range on click not just hover (so target area appears properly on touch screen). temp change so input up is used not down for events.
5 Years Ago
Increased size of confirm action button. Added placeholder left/right camera rotation buttons. Move/attack confirm states now cancel when selecting other tiles, confirm on button press (blocks tiles) Forced fast forward button visible until I figure out why UI blur being disabled is breaking stuff. Set unit texture aniso to 2 (from 0) until I figure out why that's breaking stuff. Set avatar render texture depth to 24bit with stencil (fixes completely white image, but now has black BG) Override target DPI to 250 for shorterm FPS boost.
5 Years Ago
initial
5 Years Ago
typo
5 Years Ago
removed tile/unit click to confirm, clicking OK confirms and calls the specified function instead.
5 Years Ago
more
5 Years Ago
wip confirm prompt ui/prefab/code
5 Years Ago
merge from main
5 Years Ago
Notification fix
5 Years Ago
first player attack prevention stuff
5 Years Ago
Include ranking in DC unit names
5 Years Ago
[Needs a full testing] Daily challenge mode now uses yesterday's top score player names as opponent team unit nicknames. Changed unit nickname stuff so it can be used for non-career mode units, added it to protobuffs.
5 Years Ago
more terrain modifier / action/ tag stuff
5 Years Ago
more icer / tiletopper / conditions
5 Years Ago
server fix
5 Years Ago
merged pathfinding changes to main (but not shift modifier)
5 Years Ago
made tile Terrain a property, updates tileview on change (needs a good testing)
5 Years Ago
more Icer work: combat actions, conditions, tag shit, etc.
5 Years Ago
Added OnRemove function to tile toppers. Base tile topper remove function can instantiate an effect if specified.
5 Years Ago
movestate shift key modifier test
5 Years Ago
Pathfinding tests
5 Years Ago
merge from main
5 Years Ago
Fix for AI not avoiding tilefall tiles during matches where the AI goes 2nd. All AI difficulties now have 100% chance to avoid dangerous tiles.
5 Years Ago
Fixed AI not thinking in some matches under some circumstances. Advancement priority tweaks. Advancement distance tile scoring increased.
5 Years Ago
Fixed AI using the advancement priority backwards
5 Years Ago
basic AI booster usage tests
5 Years Ago
reverted my tileset test change on car3
5 Years Ago
renamed ice block prefab to IcePillarTT
5 Years Ago
added new mesh to IceBlockTT prefab