4,871 Commits over 2,068 Days - 0.10cph!
UnitCombatData now only tracks damage and healing done based on attacking and target teams
Added kills mission processor.
Added kills mission defs.
added healing done mission processor, mission defs
added multikill mission processor, mission defs.
mission panel basic layout, script hookups, basic code setup.
mission panels now display correct info/progress
can now use %v in mission texts and it will be replaced with a colour coded mission Value.
can now assign icons to mission definitions.
added default placeholder icon.
currency icon for mission panels
added placeholder missions button to menu.
missions screen can be viewed and dismissed.
missions button activated on connection.
merging missions branch to main due to scene change
server now excludes any missions the player currently has from the available mission selection when dishing out missions.
base MissionProcessor now gets UCD and filters it if a specific unit type has been specified for the mission
fix for unit specifc mission UCD filtering.
added pyro mission.
added Oh Shoot! and Manic Mortar missions
added glossy, metal, watermelon body definitions
fix for unit movement raycaysting to floor position when moving.
fix for freecam mode which probably caused most of buck's issues
fix for jumping causing actions to not end correctly (I think)
merged jump branch to main so we can spot any potential bugs
added squad editor placement dust effect when landing from jumps
better in-range display for movement mode
fucked the in-range diamonds off now that we're using a better way of showing in-range targets
reworked a bunch of potential damage calc functions to also take the attackFrom tile. This fixes a bunch of bugs, both with the new range indicator damage stuff and a bunch of AI bugs I didn't know about that would use these calculations. This is because when considering attacks from POTENTIAL tiles, the damage reduction calc was still using the ACTUAL unit tile positions.
unit speech buble experimenting
quick bit of UIAvatarBubble cleanup, added early out to avoid the calculations running every frame even if not visible
disabled auto rotation of avatar in editor
middle clicking in customisation editor now correctly resets rotation
locked camera rotation when mouse is over customisation editor UI (stops the camera rotating when mouse wheel scrolling lists)
added a mission notification panel to global UI.
added placeholder mission notification prefab.
UIMissionNotifications setup
wip mission update notifications
mission notifications now appear when mission progress is made, fade in/out, progress bar fill anim
added Celebrate anim trigger and Celebrate states to all unit anim controllers
added anim test key (C) to DevTools, triggers the TestAnimTriggerName trigger on all units in the match.
mission notifications now show when returning to the menu, smoothed out some of the timings, reduced damage needed for damage missions.
PathFinder now caches all tile neighbours on init instead of doing neighbour look ups every search
added NeighbourConnection, stores extra info about neighbouring tile connections, such as link type: normal, teleporter, etc.
PFTile now also stores a dictionary of neighbour connections by tile key.
UnitViewMovement can now handle teleport tile connections (just instantly moves the unit for now)