11,479 Commits over 3,561 Days - 0.13cph!
Emote menu fixes/improvements.
Always max crowd attendance.
Added ClickCursor, now checks the CombatInteractionType to set cursor colour.
Click cursors work for enemy moves too.
Burner attack timing tweak
fix avatar faces during intro
Play unit hover anims on board drop/impact
Added game option to set unit healthbars always visible
Added BaseInput.ModelHovered event, which checks the unit colliders instead of tiles.
Unit hover anims now triggered on model hover.
Added game option to toggle unit hover anims.
Mouse hover unit anim improvements
Added FP ObjectPool and GameObjectPool
more hover state improvements
set hover trigger state transition times to 0
Don't play hover anim on selected unit
added .HasAnimatorParam extension function for Animator.
If a UnitView is gameActivated it will only play hover anim if it's a friendly unit and can be used this turn. If it's not gameActivated (squad editor, etc) it will always play hover anim.
Added Hovered anim state and Hovered trigger to all unit anim controllers.
merged TileTrim branch to main
UnitView listens to hover event, sets Hovered anim trigger
Switched to using prefabs.
Moved trim generation to new BoardTrim class.
Added TrimEnabled option to tile definitions.
basic tile trim mesh gen test. gonna just replace the generated meshes with prefab links instead though.
reset default avatar state to 0 (greet)
jiggle plays greet.
emote category none is now -1
wip squad editor qol improvements
fixed a bunch of item material names
CustomisationProfile++
customisation DB tool generates errors for items with duplicate material option names
Can right click rotate camera in customisation editor in addition to middle click
Platform stuff, rebuilt cust DB
wip click-through tiles.
fixed burner not having a collider??
gameplay layer collision matrix changed to have no collisions with other layers.
Added crowd confetti from supporting team when a unit gets a kill.
Individual crowd members occasionaly jump during crowd idle.
anger time min/max randomisation
UIAvatarControl wip.
Refactored some avatar play anim stuff.
Renamed animators on AvatarView to be clear which is which.
Avatar items now get set as children of the actual model transform, not the top level transform.
more hover/targetting fixes
AvatarRenderer stuff, wip menu avatar
Added escape to back out of a bunch of panels.
added mission count/badge to missions menu button
Shooter attack range increased 4->5, movement range increased 4->5
TileHighlighter.AnchorTile now takes a y offset, nudged tilefall warning highlights up slightly.