userAdam Wcancel

11,480 Commits over 3,561 Days - 0.13cph!

6 Years Ago
teleport movement now has delays and effects
6 Years Ago
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)
6 Years Ago
added NeighbourConnection, stores extra info about neighbouring tile connections, such as link type: normal, teleporter, etc.
6 Years Ago
PathFinder now caches all tile neighbours on init instead of doing neighbour look ups every search
6 Years Ago
mission notifications now show when returning to the menu, smoothed out some of the timings, reduced damage needed for damage missions.
6 Years Ago
added anim test key (C) to DevTools, triggers the TestAnimTriggerName trigger on all units in the match.
6 Years Ago
added Celebrate anim trigger and Celebrate states to all unit anim controllers
6 Years Ago
mission notifications now appear when mission progress is made, fade in/out, progress bar fill anim
6 Years Ago
more
6 Years Ago
more
6 Years Ago
wip mission update notifications
6 Years Ago
UIMissionNotifications setup
6 Years Ago
added a mission notification panel to global UI. added placeholder mission notification prefab.
6 Years Ago
locked camera rotation when mouse is over customisation editor UI (stops the camera rotating when mouse wheel scrolling lists)
6 Years Ago
middle clicking in customisation editor now correctly resets rotation
6 Years Ago
disabled auto rotation of avatar in editor
6 Years Ago
quick bit of UIAvatarBubble cleanup, added early out to avoid the calculations running every frame even if not visible
6 Years Ago
unit speech buble experimenting
6 Years Ago
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.
6 Years Ago
fucked the in-range diamonds off now that we're using a better way of showing in-range targets
6 Years Ago
better in-range display for movement mode
6 Years Ago
added squad editor placement dust effect when landing from jumps
6 Years Ago
merged jump branch to main so we can spot any potential bugs
6 Years Ago
fix for jumping causing actions to not end correctly (I think)
6 Years Ago
fix for freecam mode which probably caused most of buck's issues
6 Years Ago
more
6 Years Ago
6 Years Ago
fix for unit movement raycaysting to floor position when moving.
6 Years Ago
merged to main
6 Years Ago
added glossy, metal, watermelon body definitions
6 Years Ago
added Oh Shoot! and Manic Mortar missions
6 Years Ago
fix for unit specifc mission UCD filtering. added pyro mission.
6 Years Ago
base MissionProcessor now gets UCD and filters it if a specific unit type has been specified for the mission
6 Years Ago
server now excludes any missions the player currently has from the available mission selection when dishing out missions.
6 Years Ago
merge from main
6 Years Ago
deleted blank object
6 Years Ago
merge from main
6 Years Ago
merging missions branch to main due to scene change
6 Years Ago
added placeholder missions button to menu. missions screen can be viewed and dismissed. missions button activated on connection.
6 Years Ago
currency icon for mission panels
6 Years Ago
can now assign icons to mission definitions. added default placeholder icon.
6 Years Ago
mission titles
6 Years Ago
can now use %v in mission texts and it will be replaced with a colour coded mission Value.
6 Years Ago
mission panels now display correct info/progress
6 Years Ago
mission panel basic layout, script hookups, basic code setup.
6 Years Ago
wip mission UI prefabs
6 Years Ago
added multikill mission processor, mission defs.
6 Years Ago
added healing done mission processor, mission defs
6 Years Ago
rebuild mission DB
6 Years Ago
Added kills mission processor. Added kills mission defs.