userAdam Wcancel

11,466 Commits over 3,561 Days - 0.13cph!

7 Years Ago
removed "start" week from news feed week headers fixed bug with NewsItem parsing text as week not week+1
7 Years Ago
cleanup
7 Years Ago
player owned mod items no longer show buy button when browswing market
7 Years Ago
added news events and notifcations news tab now shows notification highlight icon when new news items are posted
7 Years Ago
news item for player match outcome
7 Years Ago
added a news item for which team starts the week at #1 in the player's league
7 Years Ago
%hs and %he (highlight start/end) can now be used in news item text to insert colour highlighting.
7 Years Ago
adding scale in/out to news item hover
7 Years Ago
made news items buttons. clicking a news item will now show the player team tab if it's about the player's team, or push a modal team view for an AI team.
7 Years Ago
can now use %t in news item text and it'll get replaced with the team name being discuessed, colour coded with their team colour. added season sponsor news item.
7 Years Ago
career mode starts at news tab. reduce height of news items
7 Years Ago
Added protobuf defs for news classes. Added a NewsItems to Career. NewsItem and NewsItems serialization/deserialization. Added a new career news item.
7 Years Ago
unity category tool tip.
7 Years Ago
added a delay before tooltips appear. added tooltips for unit row stats.
7 Years Ago
added CareerUIUtils.AddToolTip
7 Years Ago
prepended week to news item text for debugging
7 Years Ago
more news wip
7 Years Ago
wip news
7 Years Ago
added league divider prefab, code
7 Years Ago
wip GlobalToolTip stuff for mod slot tool tips
7 Years Ago
added mod slot size handling mod inventory slots are now large size
7 Years Ago
More mod inventory UI work
7 Years Ago
mod slot index now gets correctly set on equip
7 Years Ago
fixed a bug with free mod slot check when trying to equip mods.
7 Years Ago
scene global ui
7 Years Ago
basic implementation of clicking inventory mod slots to equip them (need to do UI refreshing still). CareerUnitMods will no longer alow adding of more mods than the unit has mod slots.
7 Years Ago
more modslot clicking actions/setup
7 Years Ago
mod slots are now clickable buttons, init takes an action UIUnitModSlots listens for clicks
7 Years Ago
Launcher attack LOS change. Fixed some AI functions not correctly checking attack tile type, so they can't cheat by firing at blank tiles any more.
7 Years Ago
Burner can now also fire diagonaly! Launcher can now attack any immediately adjacent tile. Reworked BoardUtils.GetTransformedBoardPoint() to step through one tile at a time, checking bounds, to allow for diagonal attacks to be correcty clamped to the board. added Tile.GetPivotDirection() to get a a cardinal direction from a tile to an adjacent tile updated UnitAttackAreaLine to work with diagonal attacks added UnitLoopAttackRange deleted UnitLineAttackRange as its not used (never was)
7 Years Ago
Flipper can now correctly target empty or friendly tiles
7 Years Ago
added NE, SE, SW, NW directions to Direction enum BoardUtils.GetTransformedBoardPoint and Board.GetTIlesInDirection can now handle new directions.
7 Years Ago
updated Igniter attack description string to reference damage variable
7 Years Ago
refactored some attack damage calculation functions. added BuffMin and BuffMax properties directly to Unit (they check the unit tag values) tile burning damage effect now applies the attacking units damage range as the damage, not a hardcoded value.
7 Years Ago
rename
7 Years Ago
more
7 Years Ago
units moving to escape dangerous tiles will now look to move somewhere they can also attack a unit from first
7 Years Ago
attacks now can specify if the regular damage attack should be applied or not. Fixed igniter unit not being able to directly target units.
7 Years Ago
added Board.GetTilesWithDamageEffect() AI now avoids/moves off tiles with damage ticks (tile fall tiles take avoidance priority still as they're insta death)
7 Years Ago
refactored AI tile fall avoidance to be more generic, so I can add any tiles with tile damage effects to it next...
7 Years Ago
added new prototype unit: Igniter (temp name until we decide how it's attack looks). Sets fire to tiles for 2 turns, doing damage to any unit on a tile at the start of each turn for 2 turns. It's using the worker model for now.
7 Years Ago
moved test tile damage code to a new TileDamageCombatAction to work with the rest of the combat action list stuff. added triggers to tile damage match action at the start of each turn to Deathmatch and Control match definitions.
7 Years Ago
added CareerObjective.GetProgressString() virtual function. added a GetProgressString() for COLeaguePosition. bit of UICareerRoot cleanup.
7 Years Ago
more
7 Years Ago
season sponsorship objective is checked for completion and completion bonus awarded
7 Years Ago
finished refactoring sponsorship selection UI to be usable for any sponsorship offer, not just seasonal
7 Years Ago
Added a season sponsorship to career. CareerAction now keeps a reference to career isntance CAChooseLeagueSponsor now sets the chosen sponsorship as the season sponsor.
7 Years Ago
tile damage test data
7 Years Ago
added a temp default squad for car1 map to allow for ctrl-t builds again
7 Years Ago
can't burn blank tiles