4,871 Commits over 2,068 Days - 0.10cph!
Saving a map in the map editor now creates a preview thumbnail image, imports it as a sprite and sets it in the map's definition file.
Saved screenshots for all existing maps.
Mortar max range increased by 1, health decreased by 1
wip map preview screenshot generation
Updated unit category icon strings
Fixed ParticleEvent counter not being reset to 0 at start of attack chain
ParticleEvent audio definition will now be played if set
added a ParticleEvent system, healer example
Healer no longer requires LOS
squad editor help text change.
Map buttons now should correct game mode for that map
GameCam rotation input polling can now be locked/unlocked.
Locked camera rotating when mousewheeling the map list
renamed and moved a bunch of LoadoutXXXX scripts to SquadEditorXXX and folders
use LayerMask.NameToLayer("OverUI") instead of 12
Finished UIUnitDragDrop refactor, renamed it to SquadEditorDragDrop
more squad editor UI refactoring
First pass of cleaning up UIUnitDragDrop
Deleted a bunch of unused Battle states
deleted commented out lines from UnitDefinitionSO
added seed for the deterministic gameplay rnd number generator to protobuf
replaced fixed seed with a generated seed that gets synced between host/players
Capture match action now works again, removed the old CmdSetTag stuff it used.
Fixed tag value change delta not getting set during a modification not a set.
Quick refactor of CmdEndGame
Host now has authority over round timer again
Fixed round timer game bugs
Found and fixed bug with AI not always ending their turn
fixed command point bug with combat chains, fixed grabbers
more combat system stuff
hardcoded an idea to test out
More combat system work
Fixed missing animator links on a bunch of unit prefabs
set jenkins Unity version to 2017.1.0f3
updated project settings .Net subset to fix 2017 errors
part one of new CombatAction system for breaking attacks into separate swappable actions.
Broke old actions into seperate actions, Attack.Process now creates a list of CombatActions to be executed
moved the helper functions out of Attack into AttackUtils
Attack.Process() now returns a list of placeholder base CombatAction steps
reorganised combat script folders
wip new combat changes, deleted AttackGrabSO and merged with AttackBasicSO, started working towards component/action based attack setup
removed some duplication functionality across attack defs before starting new combat setup
some combat cleanup, deleted now unused code/files
Temporary fix for recent combat errors
MatchActions now run on client gameinstances too
MatchDefintion settings now get applied on clients too
Added TilesRemoved to board
Fixed tilefall
UnitView quick cleanup, fixed double triggering of hit
combat fixes / rework wip
Fixed some attack issues, fixed grabber not doing damage again.
Started refactoring some attack stuff so we can setup attack behaviour for cooler attack types
Fixed a bunch of local game issues that were breaking AI matches