4,871 Commits over 2,068 Days - 0.10cph!
fixed some issues with confirmation panel UI check blocking incorrect tile clicks
fix confirm button appearing at match start
manually merged some confirm action changes from other branches, moved some UI detection code to utility class
Merged main into confirmactions and branched
variable squad size tests
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
bunch of texture settings.
disabled colliders on crowd members.
hacky camera/UI prototyping stuff.
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.
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.
removed tile/unit click to confirm, clicking OK confirms and calls the specified function instead.
wip confirm prompt ui/prefab/code
first player attack prevention stuff
Include ranking in DC unit names
[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.
more terrain modifier / action/ tag stuff
more icer / tiletopper / conditions
merged pathfinding changes to main (but not shift modifier)
made tile Terrain a property, updates tileview on change (needs a good testing)
more Icer work: combat actions, conditions, tag shit, etc.
Added OnRemove function to tile toppers.
Base tile topper remove function can instantiate an effect if specified.
movestate shift key modifier test
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.
Fixed AI not thinking in some matches under some circumstances.
Advancement priority tweaks.
Advancement distance tile scoring increased.
Fixed AI using the advancement priority backwards
basic AI booster usage tests
reverted my tileset test change on car3
renamed ice block prefab to IcePillarTT
added new mesh to IceBlockTT prefab